2 * removed some remaining unused X11 stuff
3 * fixed bug with potentially suppressed exit error message on startup
6 * fixed bug not loading tape when selecting level from level selection
7 screen (thanks to filbo for finding this bug and supplying a patch)
10 * fixed menu display bugs (drawing outside menu area with draw offset)
11 * fixed menu key navigation bugs (when using smaller menu list size)
14 * added support for animated door parts during opening/closing movement
17 * added automatic detection of normal/steel character elements in level
18 editor when drawing text (depending on currently selected element)
21 * eliminated historical ISO-8859-1 characters from source code files
22 (but still using them internally for special character encodings)
23 * changed output of special character for level sketch brushes to UTF-8
26 * added handling of unselectable selectbox options and option headlines
29 * fixed bug when changing between graphic sets with different tile size
30 * cleanup of handling the various graphic sizes for different purposes
31 (like 32x32, 16x16 etc.); this change was needed for the bugfix above
34 * added virtual keyboard on Android port when entering player name
37 * fixed "quick menu doors" and sounds for door and envelope requests
40 * fixed display bugs with certain custom menu definitions regarding the
41 hall of fame (high scores) and setup screens that require scrolling
42 (these display bugs showed up with custom menu graphics of R'n'D jue)
45 * fixed bug with animation frames per line with non-standard tile size
46 (relevant for example for 64x64 sized frames continued on next row)
49 * removed checking of file identifier tokens for configuration files
52 * fixed bug where player actions were only mapped in team mode
53 (this broke four tapes in automatic game engine unit test where
54 old levels contained a non-yellow player, like rnd_abby_king, 011)
57 * removed large parts of the preprocessor hell of old and unused code
60 * updated source file headers (mainly author contact information)
63 * added key shortcuts for window scaling and toggling fullscreen mode:
64 - Ctrl-'+', Ctrl-'-' and Ctrl-'0' for up/downscaling and normal size
65 - "F11" key for toggling fullscreen mode (in addition to Alt-Enter)
68 * fixed some drawing bugs when scaling graphics due to "game.tile_size"
69 * added some performance improvements when handling SDL surface scaling
72 * added custom graphics property "game.tile_size" to define in-game tile
73 size (this defines the tile size actually displayed on the playfield);
74 tile graphics will either be scaled to the defined game tile size or
75 have to be specified with the same image size (using ".tile_size")
78 * added custom graphics property ".tile_size" to define tile image size
79 for game element graphics (like "custom_1.tile_size"); non-standard
80 sized images will then be scaled accordingly to standard tile size
83 * fixed music still being played in Android version when in background
86 * added Android "menu" button to be treated as "yes" requester button
87 (while the Android "back" button was already treated as "no" button)
90 * added command line options "--version" / "-V" to show program version
91 (also shows SDL library versions when prefixed with "--debug" option)
94 * error file set to unbuffered to prevent truncation in case of crashes
97 * fixed bug causing wrong screen updates while playing (whole screen
98 update from backbuffer instead of playfield buffer if REDRAW_ALL set)
99 * fixed nasty (typo) bug in native EM engine causing broken player
100 graphics when using different (redefined) playfield size
103 * fixed bug causing EM/EMC graphics sets containing original 16x16 tiles
104 to be displayed incorrectly (with broken scaling) when switching
105 between small and normal game graphics (thanks a lot to filbo for
106 analyzing and describing how to exactly reproduce this bug)
109 * removed MS-DOS support
110 * removed native X11 support (X11 now only supported via SDL/SDL2)
113 * cleanup of functions RedrawPlayfield() and BlitScreenToBitmap()
116 * fixed level redraw after quick-loading tape with small tile graphics
119 * added compatibility code for existing request door animation settings
122 * added ultra-generic, ultra-flexible request door animation handling
125 * fixed major bugs in handling single-player and multi-player tapes
126 (for details, see http://www.artsoft.org/forum/viewtopic.php?t=2086)
129 * fixed various problems with playfield and requester/tape/editor doors
130 defined to be at non-standard screen positions in artwork config file
133 * added envelope style requester dialog (alternative to door requester)
136 * fixed problems with window scaling and updating related setup value
137 * added setup option to select anti-aliasing quality of scaled windows
140 * improved speed of displaying progress when loading levels and artwork
141 * changed fullscreen and window scaling changes in setup menu to have
142 immediate effect (instead of being effective after leaving setup menu)
145 * fixed toons stopping on continuous touch events on Mac OS X
148 * fixed bug when displaying game envelope with even sized playfield
149 * added graphic configuration options for request (dialog) buttons
152 * fixed some redraw bugs with window scaling under Mac OS X
155 * fixed problems with window scaling and updating related setup value
158 * fixed problems related to fullscreen switching and window scaling
161 * fixed inconsistent custom artwork constants numbering in src/main.h,
162 src/screen.c and src/conf_gfx.c (this really should be cleaned up)
163 (this bug caused custom artwork definition to set wrong variable)
166 * fixed using fullscreen mode on Android instead of pseudo-window mode
167 * fixed keeping desktop fullscreen mode when changing viewport size
170 * fixed remaining text input problems for non-ASCII keys with modifier
171 * added window scaling options to graphics setup menu
174 * fixed key code problems with certain keys for SDL2
175 (keypad keys not being in numerical order; number of function keys)
176 * fixed text input problems for text characters using modifier keys
179 * fixed fullscreen option for SDL2 (using only desktop fullscreen now)
182 * fixed graphical bugs when using renderer/texture based graphics
185 * fixed playing certain sounds (menu navigation sound and counting
186 score sound after solving a level) when "normal sounds" are disabled
189 * continued porting Rocks'n'Diamonds to Android (levels now playable)
192 * added SDL2 renderer/texture based graphics frame handling to allow for
193 "desktop" style fullscreen mode and scaling of game screen/window
196 * removed limitation of artwork files to selected file types (this means
197 that every file type supported by SDL_image and SDL_mixer can be used)
198 * changed default graphics from PCX to PNG (needed for Android version
199 to prevent painfully slow image loading, although not compressing PCX
200 files in the assets directory of the APK package might also work fine)
201 * fixed bug with SDL_BlitSurface creating garbage when source and target
202 surface are the same (this bug also existed in versions of SDL 1.2.x)
205 * started porting Rocks'n'Diamonds to Android (already shows main menu)
208 * ported Rocks'n'Diamonds to SDL2 (first simple version that works)
211 * version number set to 3.3.1.3
214 * version 3.3.1.2 released
217 * improved error handling: display error message on screen (not only in
218 the error file or on the console), and display path of the error file
221 * fixed problem with R'n'D restarting with same level set that may have
222 caused a problem (and therefore failing again and again); after an
223 error, the last level set is now deactivated in file "levelsetup.conf"
224 to restart with default level set (which should work without error)
227 * fixed determining main game data directory on Mac OS X "Mavericks"
230 * version number set to 3.3.1.2
233 * version 3.3.1.1 released
236 * added scripts directory to distribution package to enable building
237 element definitions after editing artwork config source code files
240 * added volume controls for sounds, loops and music to sound setup
243 * version number set to 3.3.1.1
246 * version 3.3.1.0 released
249 * version number set to 3.3.1.0
252 * fixed display of level time switching from ascending to descending
253 when making use of the "time orb bug" (see element setting in editor)
254 (see level 053 of set "rnd_equinox_tetrachloride_ii" for an example)
255 * fixed graphics performance problems (especially on Mac OS X) by using
256 whole-playfield redraw on SDL target, while still using the previous
257 single-tile redraw method on X11 target (using redraw tiles threshold)
260 * fixed code (esp. random/tape handling) when compiled on 64-bit systems
261 (by replacing all "long" types by "int" types)
264 * fixed nasty bug (affecting crumbled graphics) after adding new special
265 graphics suffix ".TAPE" (and messing some things up in src/main.c)
268 * fixed wrong argument order in DrawTextBuffer() in gadgets.c
269 (this caused fonts in envelope config in level editor being invisible)
272 * fixed some problems with half tile size and even tile sized playfields
275 * added level selection screen (when clicking on main menu level number)
276 * added level tracing (played, solved) for use in level selection screen
277 (to display already played or solved levels in different font color)
280 * added alternative game mode for playing with half size playfield tiles
281 * fixed another memory violation bug in the native Supaplex game engine
282 (this potential memory bug was also in the original Megaplex code, but
283 apparently only occured under rare conditions triggered by using the
284 additional added preceding playfield memory area to make a few strange
285 levels using dirty off-playfield tricks (bugs) like "12s033.sp" also
286 solvable (this all worked fine in the classic DOS version, of course))
289 * added graphics performance optimization to native Supaplex game engine
290 * fixed bug with accidentally removing preceding buffer in SP engine
291 * moved some editor graphics from "RocksDoor.pcx" to "RocksMore.pcx"
292 (to prevent compatibility mapping of these newer graphics to older
293 (custom) versions of "RocksDoor.pcx" which did not contain them yet)
296 * added separately configurable game panel background to graphics config
297 * fixed displaying Supaplex time (now based on 35 fps instead of 50 fps)
300 * added tape panel graphics and screen positions to graphics config
303 * added compatibility stuff for redefined "global.door" (which affects
304 all parts of that image that have their own graphics definition now)
307 * added sound button graphics to graphics config
310 * added tape button graphics and screen positions to graphics config
313 * improved single step mode in R'n'D, EM and SP engines
316 * version number set to 3.3.0.2
319 * version 3.3.0.1 released
322 * added configurable key shortcuts for snap+direction player actions
323 (probably most useful for recording tool-assisted speedrun (TAS)
324 tapes using the single-step mode of the tape recorder)
327 * version number set to 3.3.0.1
330 * version 3.3.0.0 released
333 * fixed missing memory allocation in SP engine when saving engine data
334 for non-SP game engine snapshots (which also stores SP engine part)
337 * fixed problem with scrolling in native EM engine in multi-user mode
338 (this bug was just introduced with the experimental viewport stuff)
339 * fixed animation of splashing acid in EM engine with classic artwork
340 * fixed animation of cracking nut in EM engine with classic artwork
341 * fixed (implemented) single step mode in native EM and SP engines
342 * fixed "latest_engine" flag in classic levels (moved to single sets)
343 * updated SDL library DLLs for Windows to the latest release versions
344 (this fixed some mysterious crashes of the game on Windows systems)
345 * replaced EM and SP set in classic level set with native level files
346 * finally added a newly written "CREDITS" file to the game package
347 * removed sampled music loops from classic music set
350 * changed native Emerald Mine engine to support different viewport sizes
353 * changed native Supaplex engine to support different viewport sizes
356 * added initial, experimental support for different viewport properties
357 (with "viewports" being menu/playfield area and doors; currently the
358 size of the menu/playfield area and door positions can be redefined)
361 * added initial, experimental support for different window sizes
364 * added support for native Sokoban solution files in pure 'udlrUDLR'
365 format with extension ".sln" instead of ".tape" for solution tapes
368 * added image config suffix ".class" to be able to define classes of
369 crumbled elements which are then separated against each others when
370 drawing crumbled borders (class names can freely be defined)
371 (Example: "sand.CRUMBLED.class: sand" and "emc_grass.CRUMBLED.class:
372 emc_grass" results in sand and emc_grass being crumbled separately,
373 even if directly adjacent on the playfield.)
374 * added image config suffix ".style" to use two new features for
376 - "accurate_borders": try to draw correctly crumbled corners (which
377 means that a row of crumbled elements does not have two crumbled
378 corners for each element in the row, but only at the "real" corners
379 at the start and the end of the row of elements)
380 - "inner_corners": also draw inner corners in concave constructions
381 of several crumbled elements -- this is currently a big kludge: the
382 number of frames for crumbled graphic must be "2", with the first
383 frame as usual (crumbled graphic), while the second frame contains
384 the graphic with inner (crumbled) corners for the crumbled graphic
385 (These two features are mainly intended for bevelled walls, not for
386 diggable elements like sand; "inner_corners" only works reliably for
387 static walls, not for in-game dynamically changing walls using CEs.)
390 * finished code cleanup of native Supaplex game engine
393 * started code cleanup of native Supaplex game engine
396 * integrated playing sound effects into native Supaplex game engine
399 * added configurable key shortcuts for the tape recorder buttons
402 * added (hidden) function to save native Supaplex levels with tape as
403 native *.sp file containing level with demo (saved with a file name
404 similar to native R'n'D levels, but with ".sp" extension instead of
405 ".level"); to use this functionality, enter ":save-native-level" or
406 ":snl" from the main menu with the native Supaplex level loaded and
407 the appropriate tape loaded to the tape recorder
408 * fixed potential crash bug caused by illegal array access in engine
409 snapshot loading and saving code
410 * changed setting permissions of score files to be world-writable if
411 the program is not installed and running setgid to allow the program
412 to modify existing score files when run as a different user (which
413 allows cheating, of course, as the score files are not protected
414 against modification in this case)
415 * added (commented out) suggestions for RO_GAME_DIR and RW_GAME_DIR to
416 the top level Makefile for Debian / Ubuntu installations
417 * added saving read-only levels from editor into personal level set
418 (thanks to Bela Lubkin for the above four patches)
421 * added updating of game values on the panel to Supaplex game engine
424 * finished integrating R'n'D graphics engine into Supaplex game engine
425 (although some animations do not support full customizability yet)
428 * done integrating R'n'D graphics engine into file "Infotron.c"
429 * done integrating R'n'D graphics engine into file "OrangeDisk.c"
432 * integrated engine snapshot functionality into Supaplex game engine
435 * fixed bug in native Supaplex engine that broke several demo solutions
436 * fixed bug with re-initializing already existing elements in function
437 RelocatePlayer() in src/game.c (causing problems with Sokoban fields
438 counted a second time, making the currently playing level unsolvable)
439 * done integrating R'n'D graphics engine into file "SnikSnaks.c"
440 * done integrating R'n'D graphics engine into file "Electrons.c"
441 * done integrating R'n'D graphics engine into file "Zonk.c"
444 * done integrating R'n'D graphics engine into file "Murphy.c"
445 * done integrating R'n'D graphics engine into file "BugsTerminals.c"
448 * started integrating R'n'D graphics engine into Supaplex game engine
451 * added small kludge that allows transparent pushing animation over
452 non-black background (by using "game.use_masked_pushing: true")
453 * added editor flag to Sokoban field/object elements to automatically
454 finish solved Sokoban style levels (even if they contain non-Sokoban
455 elements, which prevents auto-enabling this feature for such levels)
458 * added new element "from_level_template" which is replaced by element
459 from level template at same playfield position when loaded (currently
460 not accessible from level editor, but only used for special Sokoban
461 level conversion when using "special_flags: load_xsb_to_ces")
462 * added special behaviour for "special_flags: load_xsb_to_ces": global
463 settings of individual level files are overwritten by template level
464 (except playfield size, level name, level author and template flag)
467 * added handling of gravity ports when converting Supaplex style R'n'D
468 levels to native Supaplex levels for playing with Supaplex engine
471 * fixed bug in Supaplex engine regarding initial screen scroll position
474 * fixed EMC style pushing animations in the R'n'D graphics engine (when
475 using ".2nd_movement_tile" for animations having start and end tile)
476 * for this to work (look) properly for two-tile pushing animations with
477 non-black (i.e. opaque) background, the pushing graphics drawing order
478 was changed to first draw the pushed element, then the player (maybe
479 this should be controlled by an ".anim_mode" flag yet to be added)
480 * two-tile animations for moving or pushing should have 7 frames for
481 normal speed, 15 frames for half speed etc. to display correct frames
482 * two-tile animations are also displayed correctly with different speed
483 settings for the player (for pushing animations) or moving elements
486 * added searching for template level (file "template.level") not only
487 inside the level set directory, but also in above level directories;
488 this makes is possible to use the same single template level file
489 (placed in a level group directory) for many level sub-directories
492 * fixed bug with steel exit being destructible during opening phase
493 * added token "special_flags" to "levelinfo.conf" (currently with the
494 only recognized value "load_xsb_to_ces", doing the same as the flag
495 "-Dload_xsb_to_ces" on the command line, but as a permanent flag for
496 converting all elements in native (XSB) Sokoban level files to CEs)
499 * fixed some problems with Supaplex engine when compiling for Windows
502 * added special mode to convert elements of Sokoban XSB levels to CEs
503 by adding "-Dload_xsb_to_ces" to the command line starting the game
504 (also adding a dependency to a template level file "template.level")
507 * added reading native Sokoban levels and level packages (XSB files)
510 * fixed bugs in (auto)scrolling behaviour when passing ports or when
511 wrapping around the playfield through "holes" in the playfield border
514 * changed internal playfield bitmap handling from playfield sized bitmap
515 to screen sized bitmap (visible scrolling area), therefore speeding up
516 graphics operations (by eliminating bitmap updates in invisible areas)
517 and removing playfield size limitations due to increasing bitmap size
518 for larger playfield sizes (while the new implementation always uses
519 a fixed playfield bitmap size for arbitrary internal playfield sizes)
522 * fixed bug with single step mode (there were some cases where the game
523 did not automatically return to pause mode, e.g. when trying to push
524 things that cannot be pushed or when trying to run against a wall)
527 * added support for loading Supaplex levels in MPX level file format
530 * fixed SP engine to set "game over" not before lead out counter done
533 * fixed (potential) compile error when using GCC option "-std=gnu99"
534 (thanks to Tom "spot" Callaway)
537 * fixed array allocation in native Supaplex engine to correctly handle
538 preceding scratch buffers (needed because of missing border checking)
539 * fixed playfield initialization to correctly add raw header bytes as
540 subsequent scratch buffer (needed because of missing border checking)
543 * most important parts of native Supaplex engine integration working:
544 - native Supaplex levels can be played in native Supaplex engine
545 - native Supaplex level/demo files ("*.sp" files) can be re-played
546 - all 111 classic original Supaplex levels automatically solvable
547 - native Supaplex engine can be selected and used from level editor
548 - logic of re-playing Supaplex demos migrated to R'n'D tape logic
551 * fixed another translation problem from VisualBasic to C (where "int"
552 should be "short") causing unsolvable demos with bugs and terminals
553 ("bugs" being related to the Supaplex "buggy base" element here ;-) )
556 * fixed bug when reading Supaplex single level files (preventing loader
557 from seeking to level position like in Supaplex level package files)
560 * first classic Supaplex level running and solved by solution/demo tape
563 * started with integration of native Supaplex engine, using source code
564 of Megaplex from Frank Schindler, based on original Supaplex engine
567 * version number set to 3.2.6.2
570 * version 3.2.6.1 released
573 * fixed bug with element_info[e].gfx_element not being initialized in
574 early game stage, causing native graphics in EMC level sets to be
575 mapped completely to EL_EMPTY (causing a blank screen when playing)
576 (this only happened when starting the program with an EMC set with
577 native graphics, but not when switching to such a set at runtime)
580 * deactivated blit-to-same-surface workaround again (see 2009-03-24)
581 and using self-compiled, patched SDL.dll that solves this problem
582 (interim solution until release of SDL 1.2.14 that should fix this)
585 * extended backwards compatibility mode to allow already fixed bug with
586 change actions (see "2008-02-05") for existing levels (especially the
587 Zelda and Zelda II levels and other cool stuff by Alan Bond like FMV)
590 * reactivated workaround to prevent program crashes due to blitting to
591 the same SDL surface that apparently only occurs on Windows systems
592 (this is no final solution; this problem needs further investigation)
595 * version number set to 3.2.6.1
598 * version 3.2.6.0 released
601 * fixed behaviour of player option "no centering when relocating" which
602 was incorrect when disabled and relocation target inside visible area
603 and "no scrolling when relocating" enabled at the same time
606 * fixed problems with re-mapping players on playfield to input devices:
607 previously, players found on the level playfield were changed to the
608 players connected to input devices (for example, player 3 in the level
609 was changed to player 1 (using artwork of player 3, to be able to use
610 a player with a different color)); this had the disadvantage that CE
611 conditions using player elements did not work (because the players in
612 the level definition are different to those effectively used in-game);
613 the new system uses the same player elements as defined in the level
614 playfield and re-maps the input devices of connected players to the
615 corresponding player elements when playing the level (in the above
616 example, player 3 now really exists in the game and is moved using the
617 events from input device 1); level tapes still store the events from
618 input devices 1 to 4, which are then re-mapped to players accordingly
619 when re-playing the tape (just as it is done when playing the level)
622 * fixed bug with player relocation while the player switches an element
625 * fixed bug with EM/DC style exit and EM/DC style steel exit which was
626 not walkable (and did not let the player enter) when in process of
627 opening, but not fully open yet (which can cause the player not being
628 able to enter the exit in EM/DC style levels in time)
631 * fixed some bugs regarding the new level/CE random seed reset options
634 * moved "level settings" and "editor settings" to two tabbed screens in
635 level editor to gain space for additional level property settings
636 * added level setting to start a level with always the same random seed
637 * added CE action "set random seed" to re-initialize random seed in game
638 (this is the only CE action that gets executed before the CE changes,
639 which is needed to use the newly set random seed during the CE change)
642 * fixed redraw problem of special editor door when playing from editor
645 * fixed initialization of gfx_element for level sketch image creation
648 * added switch for EM style dynamite "[ ] explodes with chain reaction"
649 (with default set to "on" for existing levels, but "off" for all new
650 levels), as EM style dynamite does not chain-explode in original EM
653 * added optional initial inventory for players (pre-collected elements)
654 * added change page actions "set player inventory" and "set CE artwork"
655 * added recognition of "player" parameter on change pages when player
656 actions are defined, but no trigger player in corresponding condition
657 (this resulted in actions that only affected the first player before)
658 * fixed bug with change actions being executed for newly created custom
659 elements resulting from custom element changes, when the intention was
660 only to check for change actions for the previous custom element
663 * changed design and size of element drawing area in level editor
664 * added "element used as action parameter" to element change actions
667 * added possibility to reanimate player immediately after his death
668 (for example, by "change to <player> when explosion of <player>")
671 * fixed bug with "gray" white door not being uncovered by magnifier
672 * added score for collecting (any) key to the white key config page
675 * added condition "deadly when <getting hit by>" for custom elements
676 that behaves a bit like the existing "deadly when <colliding with>",
677 but with the following differences:
678 - it only kills players or friends when it was moving before it hits
679 - it does not kill players or friends that try to run into it
682 * fixed the following change conditions where a player element is used
683 as the "element that is triggering the custom element change":
686 - explosion of <element>
688 (the last two conditions already worked partially, but only for the
689 first player, and not for the "Murphy" player when using "move of")
692 * fixed crash bug caused by accessing invalid element (with value -1)
693 in UpdateGameControlValues()
694 * fixed graphical bug when using two-tile movement animations with EMC
695 game engine without explicitly using native EMC graphics engine
698 * fixed bug in new "can dig" feature (see below) so that an unsuccessful
699 try to push something (due to push delay) does not cause a dig action
702 * fixed bug with reference elements used as trigger elements on custom
703 element change pages not being recognized
704 * fixed bug with reference elements not being removed from the playfield
705 * added engine functionality that allows custom elements that "can dig"
706 other elements not only to do so when moving by themselves, but also
707 when being pushed by the player (therefore adding the functionality to
708 push one element over another element, replacing it with the new one)
711 * added command line function to write level sketch images to directory
714 * merged override and auto-override options into new override options
715 with a new data type than can take the values "no", "yes" and "auto"
718 * fixed growing steel wall to also leave behind steel wall instead of
719 normal, destructible wall
720 * fixed handling of rocks falling through stacks of quicksand with
721 different speed (before, the rocks just got stuck in the quicksand)
724 * fixed nasty bug with auto-override and normal override not working on
725 program startup (especially when current level set has custom artwork)
728 * version 3.2.5 released as special edition "R'n'D jue"
731 * fixed X11 crash bug when blitting masked title screens over background
734 * changed build system to support special editions (like "R'n'D jue")
735 * added (hardcoded) loading graphics for "R'n'D jue" special edition
736 * fixed X11 crash bug when scaling images with width/height less than 32
739 * added "background.PLAYING" (only visible as two-pixel border in game)
740 * added default level set for first start of special R'n'D version
741 * changed door animations for editor always behaving like "quick doors"
744 * added new custom artwork setup option "auto-override non-CE sets" for
745 automatic artwork override that is only used for level sets without
746 custom element artwork (as it does not make much sense to override
747 any artwork that redefines custom element artwork for sets using CEs)
748 * fixed default artwork for "special" R'n'D versions always using the
749 "classic" artwork as the base if base artwork is not explicitly
750 defined in "levelinfo.conf", regardless of different default artwork
751 used by the special R'n'D version -- this is needed because any such
752 custom artwork is designed using the "classic" artwork definitions as
753 the base (including menu definitions and screen positions etc., which
754 would otherwise be taken from the different special default artwork)
757 * fixed drawing of animated "quicksand.filling" and "quicksand.emptying"
758 for both EMC and R'n'D graphics engine (heavy workarounds needed due
759 to massively broken handling of quicksand in R'n'D game engine)
760 * fixed off-limits access to array in DrawLevelFieldCrumbledSandExt()
761 * fixed crash bug (hopefully) when scrolling with cursor keys in editor
764 * fixed small bug in toon drawing (introduced when fixing the crash bug)
767 * added graphics definition "game.panel.highscore" to display the
768 current levels current high score in the game panel
771 * version number set to 3.2.5
774 * version 3.2.4 released
777 * fixed crash bug in toon drawing functions for large step offset values
780 * fixed some problems with displaying game panel when quick-loading tape
783 * fixed (experimental only) redrawing of every tile per frame (even if
784 unneeded) for the extended (R'n'D based) EMC graphics engine
785 * added optimization to only calculate element count for panel display
786 if really needed (that is, if element count values defined on panel)
787 * fixed problem with special editor door redraw when entering main menu
790 * fixed bug with displaying background for title messages on info screen
791 * some code cleanup for the extended (R'n'D based) EMC graphics engine
794 * fixed bug with CE action "move player" always resulting in player 4
795 if there was a CE action with no trigger player (because the player
796 element was calculated by using log_2() from trigger player bits with
797 the value PLAYER_BITS_ANY) -- this is now fixed by also storing the
798 triggering player bit mask and handling all players in "move player"
799 * fixed bug when defined artwork cannot be found for artwork that has
800 default artwork cloned from other artwork (without default filename)
801 * added several fixes to the extended (R'n'D based) EMC graphics engine
804 * fixed broken editor copy and paste for custom elements between levels
807 * title messages are now also searched in graphics artwork directory;
808 those found in graphics directory have precendence over those found
809 in level directory -- this handles title messages stored in graphics
810 directories as part of the artwork set, just like title images; this
811 makes sense, as corresponding special font definitions for messages
812 are usually defined in the same graphics artwork directory, and also
813 because title images and title messages that are combined in a level
814 set introduction should usually not be separated when the level set
815 is used with a different artwork set (e.g. using "override graphics")
816 * fixed problem with door borders on main screen by first drawing doors
817 and then the corresponding border masks, but not vice versa
818 * fixed problem with artwork config entries using the value "[DEFAULT]";
819 this does not what one might expect, but sets the value to an invalid
820 value -- solution: simply ignore such entries, which results in this
821 value keeping its previous (real) default value (in general, entries
822 that should use their default value should just not be defined here)
823 * fixed problem with wrong fading area size from main menu to setup menu
826 * fixed problem with broken crumbled graphics after level set changes
827 when using R'n'D custom artwork with level sets using the EMC engine
830 * fixed invisible "joysticks deactivated ..." text on setup input screen
833 * added use of hashes created from static lists (element tokens, image
834 config, font tokens) to speed up lookup of configuration parameters
835 * fixed bug where element and graphic config token lookup was mixed up
838 * added "busy" animation when initializing program and loading artwork
839 * added initialization profiling for program startup (debugging only)
842 * fixed(?) very strange bug apparently triggered by memset() when code
843 was cross-compiled with MinGW cross-compiler for Windows XP platform
844 (this only happened when using SDL.dll also self-compiled with MinGW)
847 * added graphics engine directive "border.draw_masked_when_fading" that
848 enables/disables drawing of border mask over screen that is just faded
851 * fixed small problem with separate fading definition for game screen
854 * added additional configuration directives for setup screen draw offset
855 menu.draw_xoffset.SETUP[XXX] and menu.draw_yoffset.SETUP[XXX] with XXX
856 in GAME, EDITOR, GRAPHICS, SOUND, ARTWORK, INPUT, SHORTCUTS_1,
857 SHORTCUTS_2, CHOOSE_ARTWORK, CHOOSE_OTHER (where "CHOOSE_ARTWORK" is
858 used to define draw offset on custom artwork selection screens and
859 "CHOOSE_OTHER" is used on all other list style selection screens, like
860 choosing game speed or screen mode for fullscreen mode)
861 * added additional configuration directives to define main menu buttons:
862 - menu.button_name and menu.button_name.active
863 - menu.button_levels and menu.button_levels.active
864 - menu.button_scores and menu.button_scores.active
865 - menu.button_editor and menu.button_editor.active
866 - menu.button_info and menu.button_info.active
867 - menu.button_game and menu.button_game.active
868 - menu.button_setup and menu.button_setup.active
869 - menu.button_quit and menu.button_quit.active
870 * added eight pure decoration graphic definitions for the game panel
873 * added support for accessing native Diamond Caves II level packages
874 * fixed displaying of game panel values for Emerald Mine game engine
875 * fixed displaying end-of-level time and score values on new game panel
878 * added game panel control to display arbitrary elements on game panel
879 * added game panel control to display custom element score (globally
880 unique for identical custom elements) either as value or as element
881 * added ".draw_masked" and ".draw_order" to game panel control drawing
884 * fixed some general bugs with handling of ".active" elements and fonts
887 * cleanup of game panel elements (some elements were not really needed)
888 * added displaying of gravity state (on/off) as new game panel control
889 * added animation for game panel elements (similar to game elements)
892 * added new pseudo game mode "PANEL" to define panel fonts and graphics
893 - panel fonts now use ".PANEL" suffix instead of ".PLAYING" suffix
894 - panel graphics now use ".PANEL" suffix instead of ".DOOR" suffix
895 (else graphics would have to use ".PLAYING", which would be confusing)
896 * fixed bug when fading out to game screen with border mask defined
899 * added attribute ".tile_size" for element style game panel controls
902 * added <space> key as additional valid key to use for confirm requester
905 * improved menu fading, adding separate fading definitions for entering
906 and leaving a "content" screen (in general), and optional definitions
907 for the special "content" screens SCORES, EDITOR, INFO and PLAYING
910 * added (currently invisible) setup option to define scroll delay value
911 * fixed small bug in priority handling when auto-detecting level start
912 position in levels without player element (but player from CE etc.)
913 * added option "game.forced_scroll_delay_value" to override user choice
914 of scroll delay value for certain level sets with "graphicsinfo.conf"
915 * replaced setup option "scroll delay: on/off" by new setup option that
916 directly allows selecting the desired scroll delay value from 0 to 8
919 * added displaying of most game panel control elements (not animated)
922 * added new configuration directives to display additional game engine
923 values on the game control panel, like the following examples:
924 - game.panel.time_hh/time_mm/time_ss - level time in HH/MM/SS format
925 - game.panel.penguins - number of penguins to rescue
926 - game.panel.level_name - level name of current level
929 * added support for preview tile sizes "1" and "2" (1x1 and 2x2 pixels)
932 * added new player option "no centering when relocating" for "invisible"
933 teleportations to level areas that look exactly the same, giving the
934 illusion that the player did not relocate at all (this was the default
935 since 3.2.3, but caused visual problems with room creation in "Zelda")
936 * added new menu fading effect "melt", shamelessly stolen from "DOOM"
939 * improved menu fading, adding separate fading definitions for entering
940 and leaving a menu and for fading between menu and "content" screens
941 * fixed small bug with recognizing also ".font_xyz" style definitions
944 * improved menu fading, adding separate fading definitions for fading
945 between menu screens and fading between menu and "destination" screens
948 * titlemessage_initial_x and titlemessage_x set to "[DEFAULT]" in static
949 configuration (set from "[titlemessage_initial]" and "[titlemessage]")
950 * fading settings of "[titlemessage_initial]" and "[titlemessage]" set
951 to "[DEFAULT]" in static configuration (set from "[title_initial]" and
953 * improved title fading, allowing fading animation types "none", "fade"
954 and "crossfade" (including cross-fading of last title to main menu)
957 * added configurability of graphics, sounds and music for title screens,
958 which are separated into initial title screens (only shown once at
959 program startup) and title screens shown for a given level set; these
960 title screens can be composed of up to five title images and up to
961 five title text messages (each drawn using an optional background
962 image), also using background music and/or sounds; aspects like
963 background images, sounds and music of title screens can either be
964 defined generally (valid for all title screens) or specifically (and
965 therefore differently for each title screen) using these directives:
967 to define a background image, sound or music file for all screens:
968 - background.TITLE_INITIAL (for all title screens for game startup)
969 - background.TITLE (for all title screens for level sets)
971 to define a background image, sound or music file for a single screen:
972 - background.titlescreen_initial_x (with x in 1,2,3,4,5)
973 - background.titlescreen_x (with x in 1,2,3,4,5)
974 - background.titlemessage_initial_x (with x in 1,2,3,4,5)
975 - background.titlemessage_x (with x in 1,2,3,4,5)
977 to define the title screen images:
978 - titlescreen_initial_x (with x in 1,2,3,4,5)
979 - titlescreen_x (with x in 1,2,3,4,5)
981 to define the title text messages, place text files into the level set
982 directory that have the following file names:
983 - titlemessage_initial_x.txt (with x in 1,2,3,4,5)
984 - titlemessage_x.txt (with x in 1,2,3,4,5)
986 to define the properties of the text messages, either use directives
987 that affect all text messages:
988 - [titlemessage_initial].<suffix>
989 - [titlemessage].<suffix>
990 or use directives that affect single text messages:
991 - titlemessage_initial_x.<suffix> (with x in 1,2,3,4,5)
992 - titlemessage_x.<suffix> (with x in 1,2,3,4,5)
994 valid values for <suffix> are the same as for readme.<suffix> below;
995 use ".sort_priority" (default: 0) to define an arbitrary order for
996 title images and title messages (which can therefore be mixed)
999 * added full configurability of "readme.txt" screen appearance:
1000 - readme.x: <left position used with alignment>
1001 - readme.y: <top position>
1002 - readme.width: <maximim text width in pixels>
1003 - readme.height: <maximum text height in pixels>
1004 - readme.chars: <maximum number of chars per line>
1005 - readme.lines: <maximum number of lines displayed>
1006 - readme.align: left,center,right (default: center)
1007 - readme.top: top,middle,bottom (default: top)
1008 - readme.font: font name
1009 - readme.autowrap: true,false (default: true)
1010 - readme.centered: true,false (default: false)
1011 - readme.parse_comments: true,false (default: true)
1012 - readme.sort_priority: (not used here, but only for title screens)
1013 when "readme.chars" and/or "readme.lines" is set to "-1" (this is the
1014 default), they are automatically determined from "readme.width" and
1015 "readme.height" accordingly; when they are not "-1", they have
1016 precedence over "readme.width" and "readme.height"
1017 * added internal ad-hoc config settings for displaying text files like
1018 title messages or "readme.txt" style level set info files:
1019 - .font: font name (default: readme.font)
1020 - .autowrap: true,false (default: readme.autowrap)
1021 - .centered: true,false (default: readme.centered)
1022 - .parse_comments: true,false (default: readme.parse_comments)
1023 (the leading '.' and the separating ':' are mandatory here); to use
1024 these ad-hoc settings, they have to be written inside a comment, like
1025 "# .autowrap: false" or "# .centered: true"; these settings then
1026 override the above global settings (they can even be used more than
1027 once, like "# .centered: true", then some text that should be drawn
1028 centered, then "# .centered: false" to go back to non-centered text;
1029 important note: after using "# .parse_comments: false", or when using
1030 "readme.parse_comments: false", detecting and parsing comments inside
1031 the file is disabled and comments are just printed like normal text;
1032 also be aware that all automatic text size calculations are done with
1033 the font defined in "readme.font", while using different fonts using
1034 "# .font: <font>" inside the text file may cause unexpected results
1037 * changed some numerical limits in the level editor from 255 to 999
1040 * added option "system.sdl_videodriver" to select SDL video driver
1041 * added output of SDL video and audio driver to "version info" page
1044 * added group element drawing to IntelliDraw drawing functions
1045 * fixed animation resetting problem again (last try broke Snake Bite)
1046 * fixed diagonal scrolling in screen scrolling (last try broke Pac Man)
1049 * added new (special) "include: <filename>" directive that works in all
1050 configuration files (like "graphicsinfo.conf") and that has the same
1051 effect as if that directive would be replaced with the content of the
1052 specified file (this can be useful to split large configuration files
1053 into several smaller ones and include them from one main file, or to
1054 store configuration settings that always stay the same into a separate
1055 file, while including it and only add those parts that really change)
1058 * fixed minor bug (screen redraw of player tiles) in EMC graphics engine
1061 * fixed bug in "InitMovingField()" where treating an integer array as
1062 boolean caused wrong resetting of animations while elements are moving
1063 * fixed problem with resetting animations when starting element change
1066 * added sort priority for order of title screens and title messages
1069 * changed end of game again: do not wait for the user to press a key
1070 anymore, but directly ask/confirm tape saving and go to hall of fame
1071 * re-enabled quitting of lost game by pressing space or return again
1072 * added blanking of mouse pointer when displaying title screens
1073 * added remaining menu draw offset definitions for info sub-screens
1076 * added setup option to select game speed (from very slow to very fast)
1077 * improved handling of title text messages (initial and for level set)
1080 * added new options "auto-wrap" and "centered" for DC2 style envelopes
1083 * fixed displaying and typing of player name when it is centered
1084 * added special characters to be allowed for player name (not only A-Z)
1087 * fixed blit in ScrollLevel() to same bitmap to not overlap anymore
1088 (newer versions of the SDL library seem to not like this anymore)
1091 * added code for configuration directives for control of game panel
1094 * fixed small cosmetical bug with underlining property tabs in editor
1097 * fixed small drawing bug in X11FadeRectangle
1098 * added new elements for newly supported Diamond Caves II levels:
1099 - EM/DC style exits that disappear after passing
1100 - white key and gate (one white key needed for each white gate)
1101 - fake gate (there is no key to open/pass this kind of gate!)
1102 - extended magic wall which also handles pearls and crystals
1106 * changed maximum value for endless loop detection to a higher value
1107 (some levels really used very deep recursion without being endless)
1110 * added new elements for newly supported Diamond Caves II levels:
1111 - growing steel walls
1112 - snappable land mine
1115 * added new elements for newly supported Diamond Caves II levels:
1116 - steel text elements
1119 * added level file loader for native Diamond Caves II levels
1122 * version number set to 3.2.4
1125 * version 3.2.3 released
1128 * fixed malloc/free bug when updating EMC artwork entries in level list
1129 * added workaround (warning and request to quit the current game) when
1130 changing elements cause endless recursion loop (which would otherwise
1131 freeze the game, causing a crash-like program exit on some systems)
1134 * fixed nasty string overflow bug when entering too long envelope text
1137 * added feedback sounds for menu navigation "menu.item.activating" and
1138 "menu.item.selecting" (for highlighting and executing menu entries)
1141 * improved "no scrolling when relocating" to also consider scroll delay
1142 (meaning that the player is not automatically centered in this case;
1143 this makes it possible to "invisibly" relocate the player to a region
1144 of the level playfield which looks the same as the old level region)
1145 * fixed bug with not recognizing "main.input.name.align" when active
1148 * fixed bug with displaying masked borders over title screens when
1149 screen fading is disabled
1152 * fixed infinite loop / crash bug when killing the player while having
1153 a CE with the setting "kill player X when explosion of <player X>"
1154 * added special editor graphic for "char_space" to distinguish it from
1155 "empty_space" when editing a level (in-game graphics still the same)
1158 * fixed nasty bug with initialization only done for the first player
1161 * small change to handle loading empty element/content list micro chunks
1164 * uploaded pre-release (test) version 3.2.3-0 binary and source code
1167 * some optimizations on startup speed by reducing initial text output
1170 * added caching of custom artwork information for faster startup times
1173 * fixed graphical bug when using fewer menu entries on level selection
1174 screen than usual (with "menu.list_size.LEVELS" directive)
1175 * fixed crash bug (Windows/SDL only) caused by BlitBitmap blitting from
1176 the backbuffer to the backbuffer by error (with identical rectangle)
1179 * fixed bug when displaying titlescreen with size less than element tile
1180 * fixed bug that caused elements with "change when digging <e>" event
1181 to change for _every_ digged element, not only those specified in <e>
1182 * fixed bug that caused impact style collision when dropping element one
1183 tile over the player that can both fall down and smash players
1184 * fixed bug that caused impact style collision when element changed to
1185 falling/smashing element over the player immediately after movement
1188 * fixed bug that allowed making engine snapshots from the level editor
1191 * fixed bugs with player name and current level positions on main screen
1194 * added configuration directives for control of title screens:
1195 - "title.fade_delay" for fading time
1196 - "title.post_delay" for pause between screens (when not crossfading)
1197 - "title.auto_delay" to automatically continue after some time
1198 these settings can each be overridden by specifying them with titles:
1199 - "titlescreen_initial_{1-5}.{fade_delay,post_delay,auto_delay}"
1200 - "titlescreen_{1-5}.{fade_delay,post_delay,auto_delay}"
1201 fading mode can also be specified:
1202 - "titlescreen_initial_{1-5}.anim_mode: {fade,crossfade}
1203 - "titlescreen_{1-5}.anim_mode: {fade,crossfade}
1204 default is using normal fading for menues and initial title screens,
1205 while using cross-fading for level set title screens
1206 * fixed bug with background not drawn in Hall of Fame after game was won
1209 * added configuration directives for the remaining main menu items
1212 * added additional configuration directives for info screen draw offset:
1213 menu.draw_{x,y}offset.INFO[{ELEMENTS,MUSIC,CREDITS,PROGRAM,LEVELSET}]
1214 * added additional configuration directives for preview info text
1215 * limited mouse wheel sensitive screen area to scrollable screen area
1218 * added highlighted menu text entries to menu navigation when selected
1221 * fixed bug that prevented player from correctly being created in the
1222 top left corner by a custom element change in a level without player
1223 * fixed bug that prevented player from being killed when indestructible,
1224 non-walkable element is placed on player position by extended change
1225 * added configurable menu button, text and input positions to main menu
1228 * added page fading effects for remaining info sub-screens
1229 * fixed small bug that caused some delays when answering door request
1232 * added directives "border.draw_masked.*" for menu/playfield area and
1233 door areas to display overlapping/masked borders from "global.border"
1236 * fixed bug with CE with move speed "not moving" not being animated
1237 * when changing player artwork by CE action, reset animation frame
1240 * fixed bug with not unmapping main menu screen gadgets on other screens
1241 * fixed bug with un-pausing a paused game by releasing still pressed key
1242 * fixed bug with not redrawing screen when toggling to/from fullscreen
1243 mode while fast reloading tape (without redrawing playfield contents)
1244 * fixed bug with quick-saving tape snapshot despite answering with "no"
1247 * version number set to 3.2.3
1250 * version 3.2.2 released
1253 * fixed bug with redrawing screen in fullscreen mode after quick tape
1254 reloading when using the EMC game engine
1255 * changed token names from "last_ce_[1-8]" to "prev_ce_[1-8]"
1258 * fixed bug in GameWon() when level contains no exit (like in Sokoban)
1261 * added engine snapshot functionality for instant tape reloading (this
1262 only works for the last tape saved using "quick save", and does not
1263 work across program restarts, because it completely works in memory)
1266 * version number set to 3.2.2
1269 * version 3.2.1 released
1272 * fixed nasty bugs with handling error message file on Mac OS X systems
1275 * general code cleanup (removing many annoying "#if 0" blocks etc.)
1278 * fixed bug that caused broken tapes when manually appending to tapes
1279 using the "pause before death" functionality, followed by recording
1280 * added setup option to disable fading of screens for faster testing
1283 * code cleanup of new fading functions
1286 * changed behaviour after solved game -- do not immediately stop engine
1287 * added some more smooth screen fadings (game start, hall of fame etc.)
1290 * fixed bug with displaying pushed CE with value/score/delay anim_mode
1293 * added configurable level preview position, tile size and dimensions
1294 * added configurable game panel value positions (gems, time, score etc.)
1297 * fixed small bug with time displayed incorrectly when collecting CEs
1300 * fixed bug with bumpy scrolling with EM engine in double player mode
1303 * added compatibility code to fix "Snake Bite" style levels that were
1304 broken due to a bugfix regarding EL_SOKOBAN_FIELD_PLAYER in 3.2.0
1307 * fixed bug with scrollbars inside editor when using the Windows mouse
1308 enhancement tool "True X-Mouse" (which injects key events to the event
1309 queue to insert selected stuff into the Windows clipboard, which gets
1310 confused with the "Insert" key for jumping to the last editor cascade
1311 block in the element list)
1312 * added Rocks'n'Diamonds icon for use as window icon to SDL version
1313 * added key shortcut "Alt + Enter" to toggle fullscreen mode at any time
1316 * added selection of preferred fullscreen mode to setup / graphics menu
1317 (useful if default mode 800 x 600 does not match screen aspect ratio)
1320 * improved down-scaling of images for better editor and preview graphics
1321 * changed user data directory for Mac OS X from Unix style to new place
1324 * improved level number selection in main menu and player selection in
1325 setup menu (input devices section) by using standard button gadgets
1326 * added support for mouse scroll wheel (caused buggy behaviour before)
1327 * added support for scrolling horizontal scrollbars with mouse wheel by
1328 holding "Shift" key pressed while scrolling the wheel
1329 * added support for single step mouse wheel scrolling by holding "Alt"
1330 key pressed while scrolling the wheel (can be combined with "Shift")
1331 * changed output file "stderr.txt" on Windows platform now always to be
1332 created in the R'n'D sub-directory of the personal documents directory
1333 * added Windows message box to direct to "stderr.txt" after error aborts
1336 * improved general scrollbar handling (when jump-scrolling scrollbars)
1339 * changed scrollbars to always show last line as first after scrolling
1340 (that means jumping n - 1 screen lines instead of n screen lines)
1343 * fixed level versions of EMC level loader (from V4 to V1, V2 and V3)
1344 * fixed level time for EMC levels for V2 engine (V2 and V5 levels)
1345 * fixed special handling of vertically stacked acid becoming fake acid
1348 * fixed bug (very special case) with CE_SCORE_GETS_ZERO, which can
1349 affect multiple instances of the same CE, although this kind of
1350 change condition usually only affects one single custom element
1353 * version number set to 3.2.1
1356 * version 3.2.0 released
1359 * reorganized level editor element list a bit to match engines better
1362 * fixed newly introduced bug with wrongly initializing clipboard element
1365 * fixed bug with displaying visible/invisible level border in editor
1368 * reorganized some elements in the level editor element list
1371 * fixed bug with displaying any player as "yellow" when moving into acid
1372 * fixed bug with displaying running player when player stopped at border
1375 * fixed bug with player exploding when moving into acid
1376 * fixed bug with level settings being reset in editor and when playing
1377 (some compatibility settings being set not only after level loading)
1378 * fixed crash bug when number of custom graphic frames was set to zero
1379 * fixed bug with teleporting player on walkable tile not working anymore
1380 * added partial compatibility support for pre-release-only "CONF" chunk
1381 (to make Alan Bond's "color cycle" demo work again :-) )
1384 * fixed some bugs when displaying title screens from info screen menu
1385 * fixed bug which caused EMC doors #5 to #8 to be passable without keys
1388 * changed file major version to 3 to reflect level file format changes
1389 * uploaded pre-release (test) version 3.2.0-8 binary and source code
1392 * added new chunk "NAME" to level file format for level name settings
1393 * added new chunk "NOTE" to level file format for envelope settings
1394 * changed name of chunk "CONF" to "ELEM" (for normal element settings)
1395 * updated magic(5) file to recognize changed and new level file chunks
1396 * removed change events "change when CE value/score changes" as unneeded
1399 * changed gravity (which only affects the player) from level property
1400 to player property (only makes a difference in multi-player levels)
1401 * added change events "change when CE value/score changes"
1402 * added change events "change when CE value/score changes of <element>"
1405 * added new chunk "INFO" to level file format for global level settings
1406 * added all element settings from "HEAD" chunk to "CONF" chunk
1407 * added all global level settings from "HEAD" chunk to "INFO" chunk
1410 * changed level file format by adding two new chunks "CUSX" (for custom
1411 elements, replacing the previous "CUS4" chunk) and "GRPX" (for group
1412 elements, replacing the previous "GRP1" chunk); these new IFF style
1413 chunks use the new and flexible "micro chunks inside chunks" technique
1414 already used with the new "CONF" chunk (for normal element properties)
1415 which makes it possible to easily extend the existing level format
1416 (instead of using fixed-length chunks like before, which are either
1417 too big due to reserved bytes for future use, or too small when those
1418 reserved bytes have all been used and even more data should be stored,
1419 requiring the replacement by new and larger chunks just like it went
1420 with "CUS1" to "CUS4"); this whole problem now does not exist anymore
1423 * added credits pages to the "credits" section that were really missing
1424 * added some missing element descriptions to the level editor
1425 * added down position of switchgate switch to the level editor
1426 and allowed the use of both switch positions at the same time
1427 * changed use of "Insert" and "Delete" keys to navigate element list in
1428 level editor to start of previous or next cascading block of elements
1431 * added the possibility to view the title screen to the info screen menu
1432 * fixed some minor bugs with viewing title screens
1435 * fixed bug with title (cross)fading in/out when using fullscreen mode
1438 * fixed bug that forced re-defining of menu settings in local graphics
1439 config file which are already defined in existing base config file
1440 * fixed small bug that caused door sounds playing when music is enabled
1443 * added the possibility to define up to five title screens for each
1444 level set that are displayed after loading using (cross)fading in/out
1445 (this was added to display the various start images of the EMC sets)
1448 * added "CE score gets zero [of]" to custom element trigger conditions
1449 * added setup option to display element token name in level editor
1452 * added compatibility code for Juergen Bonhagen's menu artwork settings
1455 * fixed bug with displaying wrong animation frame 0 after CE changes
1456 * fixed bug with creating invisible elements when light switch is on
1459 * added selection between ECS and AGA graphics for EMC levels to setup
1462 * adjusted font handling for various narrow EMC style fonts
1465 * changed EM engine behaviour back to re-allow initial rolling springs
1468 * fixed handling of over-large selectboxes (less error-prone now)
1469 * fixed bug when creating GE with walkable element under the player
1472 * added use of "Insert" and "Delete" keys to navigate element list in
1473 level editor to start of custom elements or start of group elements
1474 * added virtual elements to access CE value and CE score of elements:
1475 - "CE value of triggering element"
1476 - "CE score of triggering element"
1477 - "CE value of current element"
1478 - "CE score of current element"
1481 * fixed "grass" to "sand" in older EM levels (up to file version V4)
1484 * changed behaviour of network games with internal errors (because of
1485 different client frame counters) from immediately terminating R'n'D
1486 to displaying an error message requester and stopping only the game
1487 (also to prevent impression of crashes under non command-line runs)
1488 * fixed playing network games with the EMC engine (did not work before)
1489 * fixed bug with not scrolling the screen in multi-player mode with the
1490 focus on player 1 when all players are moving in different directions
1491 * fixed bug with keeping pointer to gadget even after its deallocation
1492 * fixed bug with allowing "focus on all players" in network games
1493 * fixed bug with player focus when playing tapes from network games
1496 * uploaded pre-release (test) version 3.2.0-7 binary and source code
1499 * code cleanup for game action control for R'n'D and EMC game engine
1502 * fixed bug in multi-player movement with focus on both players
1503 * added option to control only the focussed player with all input
1506 * added player focus switching to level tape recording and re-playing
1509 * fixed some bugs in player focus switching in EMC and RND game engine
1512 * added special Supaplex animations for Murphy digging and snapping
1513 * added special Supaplex animations for Murphy being bored and sleeping
1516 * added four new yam yams with explicit start direction for EMC engine
1517 * fixed bug in src/libgame/text.c with printing text outside the window
1520 * fixed small bug in EMC level loader (copyright sign in EM II levels)
1523 * added delayed ignition of EM style dynamite when used in R'n'D engine
1524 * added limited movement range to EMC engine when focus on all players
1527 * fixed bug with missing (zero) score values for native Supaplex levels
1530 * added "continuous snapping" (snapping many elements while holding the
1531 snap key pressed, without releasing the snap key after each element)
1532 as a new player setting for more compatibility with the classic games
1535 * finished scrolling for "focus on all players" in EMC graphics engine
1538 * level sets with "levels: 0" are ignored for levels, but not artwork
1539 * fixed bug when scanning empty level group directories (endless loop)
1542 * fixed bug with explosion graphic for player using "Murphy" graphic
1543 * fixed bug with explosion graphic if player leaves explosion in time
1544 * changed some descriptive text in setup menu to use medium-width font
1545 * added key shortcut settings for switching player focus to setup menu
1548 * fixed bug with random value initialization when recording tapes
1549 * fixed bug with playing single player tapes when team mode activated
1552 * fixed little bug when trying to switch to player that does not exist
1555 * added player switching (visual and quick) to R'n'D and EM game engine
1556 * added setup option to select visual or quick in-game player switching
1559 * added use of "Home" and "End" keys to handle element list in editor
1562 * fixed bug with adding score when playing tape with EMC game engine
1563 * added steel wall border for levels using EMC engine without border
1564 * finally fixed delayed scrolling in EMC engine also for small levels
1567 * fixed potential crash bug in WarnBuggyBase() (missing boundary check)
1570 * fixed bug with CE change order in TestIfElementTouchesCustomElement()
1571 * fixed bug when displaying info element without action, but direction
1574 * fixed minor graphical problems with springs smashing and slurping
1575 (when using R'n'D style graphics instead of EMC style graphics)
1578 * added scroll delay (as configured in setup) to EMC graphics engine
1581 * improved screen redraw for EMC graphics engine (faster and smoother)
1582 * when not scrolling, do not redraw the whole playfield if not needed
1585 * added multi-player mode for EMC game engine (with up to four players)
1588 * added android (can clone elements) from EMC engine to R'n'D engine
1591 * added spring bumper (reflects spring) from EMC engine to R'n'D engine
1594 * added selectbox for initial player speed to player settings in editor
1597 * version 3.1.2 created that is basically version 3.1.1, but with a
1598 major bug fixed that prevented editing your own private levels
1599 * version 3.1.2 released
1602 * added magic ball (creates elements) from EMC engine to R'n'D engine
1605 * uploaded fixed pre-release version 3.2.0-6 binary and source code
1608 * fixed bug when using "CE can leave behind <trigger element>"
1609 * added new change condition "(after/when) creation of <element>"
1610 * added new change condition "(after/when) digging <element>"
1611 * fixed bug accessing invalid gadget that caused crashes under Windows
1612 * deactivated new possibility for multiple CE changes per frame
1615 * uploaded pre-release (test) version 3.2.0-6 binary and source code
1618 * added animation types "ce_value" and "ce_score" to graphicsinfo.conf
1619 * fixed bug with not keeping CE value for moving CEs with only action
1620 * changed CE action selectboxes in editor to be only reset when needed
1623 * added option "use artwork from element" for custom player artwork
1624 * added option "use explosion from element" for player explosions
1627 * added cascaded element lists in the level editor
1628 * added persistence for cascaded element lists by "editorcascade.conf"
1629 * added dynamic element list with all elements used in current level
1630 * added possibility for multiple CE changes per frame (experimental)
1633 * uploaded pre-release (test) version 3.2.0-5 binary and source code
1636 * changed "score for each 10 seconds/steps left" to "1 second/step"
1637 * added own score for collecting "extra time" instead of sharing it
1638 * added change events "switched by player" and "player switches <e>"
1639 * added change events "snapped by player" and "player snaps <e>"
1640 * added "set player artwork: <element choice>" to CE action options
1641 * added change event "move of <element>"
1644 * added "set player shield: off / normal / deadly" to CE action options
1645 * added new player option "use level start element" in level editor
1646 to set the correct focus at level start to elements from which the
1647 player is created later (this did not work before for cascaded CE
1648 changes resulting in creation of the player; it is now also possible
1649 to create the player from a yam yam which is smashed at level start)
1652 * added "set player speed: frozen (not moving)" to CE action options
1653 * added "move player: l/r/u/d/trigger/-trigger" to CE action options
1656 * added new player option "block snap field" (enabled by default) to
1657 make it possible to show a snapping animation like in Emerald Mine
1660 * added dynamic selectboxes to custom element action settings in editor
1661 * added "CE value" counter for custom elements (instead of "CE count")
1662 * added option to use the last "CE value" after custom element change
1663 * added option to use the "CE value" of other elements in CE actions
1664 * fixed odd behaviour when pressing time orb in levels w/o time limit
1665 * added checkbox "use time orb bug" for older levels that use this bug
1668 * added missing configuration settings for the following elements:
1669 - EL_TIMEGATE_SWITCH (time of open time gate)
1670 - EL_LIGHT_SWITCH_ACTIVE (time of light switched on)
1671 - EL_SHIELD_NORMAL (time of shield duration)
1672 - EL_SHIELD_DEADLY (time of shield duration)
1673 - EL_EXTRA_TIME (time added to level time)
1674 - EL_TIME_ORB_FULL (time added to level time)
1677 * added "wind direction" as a movement pattern for custom elements
1678 * added initial wind direction for balloon / custom elements to editor
1679 * added functionality for EL_BALLOON_SWITCH_NONE to R'n'D game engine
1682 * added parameters for "game of life" and "biomaze" elements to editor
1685 * added level file chunk "CONF" for generic level and element settings
1688 * uploaded pre-release (test) version 3.2.0-4 binary and source code
1691 * skip empty level sets (with "levels: 0"; may be artwork base sets)
1692 * added sound action ".page[1]" to ".page[32]" for each CE change page
1695 * added image config suffix ".clone_from" to copy whole image settings
1696 * fixed bug with invalid ("undefined") CE settings in old level files
1699 * fixed graphical bug with smashing elements falling faster than player
1702 * fixed major bug which prevented private levels from being edited
1703 * fixed bug with precedence of general and special font definitions
1706 * fixed graphical bug with player animation when player moves slowly
1709 * uploaded pre-release (test) version 3.2.0-3 binary and source code
1712 * fixed bug which prevented "global.num_toons: 0" from working
1715 * major code cleanup (removed all these annoying "#if 0" blocks)
1718 * added custom element actions for CE change page in level editor
1721 * fixed music initialization bug in init.c (thanks to David Binderman)
1722 * fixed mouse wheel "button" bug in editor (thanks to Tomi Belan)
1723 (this bug must probably be fixed at other places, too)
1726 * fixed buggy '#include "SDL.h"' statements in src/libgame/sdl.h
1727 (should be '#include <SDL.h>' instead)
1730 * fixed bug which prevented "walkable from no direction" from working
1731 (due to compatibility code overwriting this setting after loading)
1734 * fixed bug on Mac OS X (use of reserved name "Random") in EM engine
1737 * version number temporarily set to 3.1.1 (intermediate bugfix release)
1738 * version 3.1.1 released
1741 * changed some va_arg() arguments from 'long' to 'int', fixing problems
1742 on 64-bit architecture systems with LP64 data model
1745 * fixed bug with bombs not exploding when hitting the last level line
1746 (introduced after the release of 3.1.0)
1749 * added support for dumping small-sized level sketches from editor
1752 * added recognition of "trigger element" for "change digged element to"
1753 (this is not really what the "trigger element" was made for, but its
1754 use may seem obvious for leaving back digged elements unchanged)
1757 * fixed multiple warnings about failed joystick device initialization
1760 * fixed bug with dynamite dropped on top of just dropped custom element
1761 (collect dynamite, collect CE, drop CE => dynamite was also dropped);
1762 dynamite can still be dropped, but drop key must be released before
1765 * fixed bug with wrong start directory when started from file browser
1766 (due to this bug, R'n'D could not be started from KDE's Konqueror)
1769 * fixed bug causing "change when impact" on player not working
1770 * fixed wrong priority of "hitting something" over "hitting <element>"
1771 * fixed wrong priority of "hit by something" over "hit by <element>"
1774 * fixed graphical bug which caused the player (being Murphy) to show
1775 collecting animations although the element was collected by penguin
1778 * fixed two bugs causing wrong door background graphics in system.c
1779 (in functions "SetBackgroundBitmap()" and "DrawingOnBackground()")
1782 * fixed graphic bug with exploding bomb and R'n'D graphics in EM engine
1783 * added "no direction" to "walkable/passable from" selectbox options
1786 * enhanced tape autoplay to accept "autoplay <set> [<nr> ...]" format
1787 * in tape autoplay, not only report broken, but also missing tapes
1790 * uploaded pre-release (test) version 3.2.0-2 binary and source code
1793 * fixed small bug with "linear" animation not working for active lamp
1796 * fixed bug with moving up despite gravity due to "block last field"
1797 * fixed small bug with wrong draw offset when typing name in main menu
1798 * when reading user names from "passwd", ignore data after first comma
1799 * when creating new "levelinfo.conf", only write some selected entries
1802 * fixed displaying "imported from/by" on preview with empty string
1803 * fixed ignoring draw offset for fonts used for level preview texts
1806 * fixed a delay problem with SDL and too many mouse motion events
1807 * added setup option "skip levels" and level skipping functionality
1810 * added move speed "not moving" for non-moving CEs, but with direction
1813 * fixed mapping of obsolete element token names in "editorsetup.conf"
1814 * fixed bug with sound "acid.splashing" treated as a loop sound
1815 * fixed some little sound bugs in native EM engine
1818 * fixed small bug when dragging scrollbars to end positions
1821 * added editor element descriptions written by Aaron Davidson
1824 * improved fallback handling when configured artwork is not available
1825 (now using default artwork instead of exiting when files not found)
1828 * fixed bug on level selection screen when dragging scrollbar
1831 * fixed bug which caused broken tapes when appending to EM engine tapes
1834 * uploaded pre-release (test) version 3.2.0-1 binary and source code
1837 * added code to replace changed artwork config tokens with other tokens
1838 (needed for backwards compatibility, so that older tokens still work)
1841 * added native R'n'D graphics for some new EMC elements in EM engine
1844 * fixed some bugs in the EM engine integration code
1845 * changed EM engine code to allow diagonal movement
1846 * changed EM engine code to allow use of separate snap and drop keys
1849 * fixed some redraw bugs when using EM engine
1852 * fixed bug with not converting RND levels which are set to use native
1853 engine to native level structure when loading
1856 * uploaded pre-release (test) version 3.2.0-0 binary and source code
1859 * version number set to 3.2.0
1862 * level data now reset to defaults after attempt to load invalid file
1865 * added use of "editorsetup.conf" for different level sets
1868 * added auto-detection for various types of Emerald Mine level files
1871 * fixed bug with scrollbars getting too small when list is very large
1874 * fixed bug with 3+3 (cross) sized explosion not making explosion sound
1877 * added most level editor configuration gadgets for new EMC elements
1880 * added more element and graphic definitions for new EMC elements
1883 * modified native EM engine to use integrated R'n'D sound system
1886 * added SDL support to graphics functions in native EM engine
1887 (by always using generic libgame interface functions)
1890 * fixed bug in frame synchronization in native EM engine
1893 * added code to convert levels between R'n'D and native EM engine
1896 * new Emerald Mine engine can now play levels selected in main menu
1899 * fixed big memory leak in function "CreateBitmapWithSmallBitmaps()"
1900 (which creates scaled down graphics for level editor and preview);
1901 there's still a memory leak somewhere in the artwork handling code
1902 * added "scale image up" functionality to X11 version of zoom function
1905 * first attempts to integrate new, native Emerald Mine Club engine
1908 * fixed bug in gadget code which caused reset of CEs in level editor
1909 (example: pressing 'b' [grab brush] on CE config page erased values)
1910 (solution: check if gadgets in ClickOnGadget() are really mapped)
1911 * improved level change detection in editor (settings now also checked)
1912 * fixed bug with "can move into acid" and "don't collide with" state
1915 * fixed maze runner style CEs to use the configured move delay value
1918 * added Aaron Davidson's tutorial level set to the "Tutorials" section
1921 * fixed engine change that broke 3.0.8 levels like "Walpurgis Gardens"
1922 * fixed the above fix because it broke level set "machine" (*sigh*)
1923 * fixed random element placement in level editor to work as expected
1924 * fixed undefined graphic of runtime element "EL_AMOEBA_TO_DIAMOND"
1927 * re-recorded tape for BD2K3, level 010 (broken due to bugfix)
1930 * fixed bug (missing array boundary check) which caused broken tapes
1931 * fixed bug (when loading level template) which caused broken levels
1932 * fixed bug with new block last field code when using non-yellow player
1935 * fixed bug when pressing "stop, pause, stop, play" on tape recorder
1936 * internal change of how the player blocks the last field when moving
1937 * fixed blocking delay of last field for EM and SP style block delay
1938 * fixed bug where the player had to wait for the usual move delay after
1939 unsuccessfully trying to move, when he directly could move after that
1940 * the last two changes should make original Supaplex level 93 solvable
1941 * improved use of random number generator to make it less predictable
1942 * fixed behaviour of slippery SP elements to let slip left, then right
1945 * fixed bug with wrong door state after trying to quickload empty tape
1946 * fixed waste of static memory usage of the binary, making it smaller
1947 * fixed very little graphical bug in Supaplex explosion
1950 * version number set to 3.1.1
1953 * version 3.1.0 released
1956 * fixed bug with crash when writing user levelinfo.conf the first time
1959 * added option "convert LEVELDIR [NR]" to command line batch commands
1960 * re-converted Supaplex levels to apply latest engine fixes
1961 * changed "use graphic/sound of element" to "use graphic of element"
1962 due to compatibility problems with some levels ("bug machine" etc.)
1965 * fixed bug with CE change replacing player with same or other player
1968 * fixed bug with opaque font in envelope with background graphic when
1969 background graphic is not transparent itself
1972 * added "gravity on" and "gravity off" ports for Supaplex compatibility
1973 * corrected original Supaplex level loading code to use these new ports
1974 * also corrected Supaplex loader to auto-count infotrons if set to zero
1977 * fixed bug with missing initialization of "modified" flag for GEs
1980 * fixed bug that caused endless recursion loop when relocating player
1981 * fixed tape recorder bug in "step mode" when using "pause before end"
1982 * fixed tape recorder bug when changing from "warp forward" mode
1985 * fixed bug with "when touching" for pushed elements at last position
1988 * fixed bug that caused two activated toolbox buttons in level editor
1989 * fixed bug with exploding dynabomb under player due to other explosion
1992 * fixed bug with creating walkable custom element under player (again)
1993 * fixed bug with not copying explosion type when copying CEs in editor
1994 * fixed graphical bug when drawing player in setup menu (input devices)
1995 * fixed graphical bug when the player is pushing an accessible element
1996 * fixed bug with classic switchable elements triggering CE changes
1997 * fixed bug with entering/leaving walkable element in RelocatePlayer()
1998 * fixed crash bug when CE leaves behind the trigger player element
2001 * fixed bug with broken tubes after placing/exploding dynamite in them
2002 * fixed bug with exploding dynamite under player due to other explosion
2003 * fixed bug with not resetting push delay under certain circumstances
2006 * added option "handicap" for "levelinfo.conf" (thanks to Niko Böhm)
2007 * added network multiplayer code for Windows (thanks to Niko Böhm)
2010 * added option "reachable despite gravity" for gravity movement
2011 * changed gravity movement of most classic walkable and passable
2012 elements back to "not reachable" (for compatibility reasons)
2015 * fixed (removed) "indestructible" / "can explode" dependency in editor
2016 * fixed (removed) "accessible inside" / "protected" dependency
2017 * fixed (removed) "step mode" / "shield time" dependency
2020 * fixed dynabombs exploding now into anything diggable
2021 * fixed Supaplex style gravity movement into buggy base now impossible
2022 * added pressing key "space" as valid action to select menu options
2025 * added "replace when walkable" to relocate player to walkable element
2026 * added "enter"/"leave" event for elements affected by relocation
2027 * fixed "direct"/"indirect" change order also for "when change" event
2028 * fixed graphical bug when pushing things from elements walkable inside
2031 * fixed graphic bug when player is snapping while moving in old levels
2032 * fixed bug when a moving custom element leaves a player element behind
2033 * fixed bug with mole not disappearing when moving into acid pool
2034 * fixed bug with incomplete path setting when using "--basepath" option
2035 * moving CE can now leave walkable elements behind under the player
2036 * when relocating, player can be set on walkable element now
2037 * fixed another gravity movement bug
2040 * uploaded pre-release (test) version 3.1.0-2 binary and source code
2043 * added "collectible" and "removable" to extended replacement types
2044 (where "removable" replaces "diggable" and "collectible" elements)
2045 * added "collectible & throwable" (to throw element to the next field)
2046 * fixed bug with CEs digging elements that are just about to explode
2047 * changed mouse cursor now always being visible when game is paused
2050 * added possibility to push/press accessible elements from a side that
2052 * fixed bug with not setting actual date when appending to tape
2055 * fixed bug with incorrectly initialized custom element editor graphics
2058 * corrected set "Contributions_1995-2000/rnd_kjell_kristiansson":
2059 - number of levels corrected from 18 to 17 in "levelinfo.conf"
2062 * fixed bug with destroyed robot wheel still attracting robots forever
2063 * fixed bug with time gate switch deactivating after robot wheel time
2064 (while the time gate itself is not affected by this misbehaviour)
2065 * changed behaviour of BD style amoeba to always get blocked by player
2066 (before it was different when there were non-BD elements in level)
2067 * fixed bug with player destroying indestructable elements with shield
2070 * added option to make growing elements grow into anything diggable
2071 (for the various amoeba types, biomaze and "game of life")
2074 * fixed bug with movable elements not moving after left behind by CEs
2075 * changed gravity movement to anything diggable, not only sand/base
2076 * optionally allowing passing to walkable element, not only empty space
2077 * added option "can pass to walkable element" for players
2078 * finally fixed gravity movement (hopefully)
2081 * fixed bug with movable elements not moving anymore after falling down
2084 * fixed another bug with custom elements digging and leaving elements
2085 * fixed bug with "along left/right side" and automatic start direction
2086 * trigger elements now also displayed when "more custom" deactivated
2087 * fixed bug with clipboard element initialized when loading new level
2088 * added option "drop delay" to set delay before dropping next element
2091 * uploaded pre-release (test) version 3.1.0-1 binary and source code
2094 * added copy and paste functions for custom change pages
2095 * enhanced graphical display and functionality of tape recorder
2096 * fixed bug with custom elements digging and leaving elements
2099 * added move speed faster than "very fast" for custom elements
2100 * fixed bug with 3+3 style explosions and missing border content
2101 * fixed little bug when copying custom elements in the editor
2102 * enhanced custom element changes by more side trigger actions
2105 * added option "no scrolling when relocating" for instant teleporting
2106 * uploaded pre-release (test) version 3.1.0-0 binary and source code
2109 * added trigger element and trigger player to use as target elements
2110 * added copy and paste functions for custom and group elements
2113 * fixed graphical bug when displaying explosion animations
2114 * fixed bug when appending to tapes, resulting in broken tapes
2115 * re-recorded a few tapes broken by fixing gravity checking bug
2118 * "can move into acid" property now for all elements independently
2119 * "can fall into acid" property for player stored in same bitfield now
2120 * added option for deadliness of Supaplex 'sniksnak' and 'electron'
2121 * version number set to 3.1.0 (finally!)
2124 * changed tape recording to only record input, not programmed actions
2127 * fixed totally broken (every 8th frame skipped) step-by-step recording
2128 * fixed bug with requester not displayed when quick-loading interrupted
2129 * added option "can fall into acid (with gravity)" for players
2130 * fixed bug with player not falling when snapping down with gravity
2133 * fixed bug which messed up key config when using keypad number keys
2136 * fixed bug which allowed moving upwards even when gravity was active
2137 * fixed bug with missing error handling when dumping levels or tapes
2140 * added different colored editor graphics for Supaplex gravity tubes
2143 * fixed bug that allowed solvable tapes for unsolvable levels
2146 * use unlimited number of droppable elements when "count" set to zero
2147 * added option to use step limit instead of time limit for level
2150 * added player and change page as trigger for custom element change
2153 * fixed bug with exploding amoeba (explosion 3x3 instead of 1x1)
2156 * fixed bug with dark yamyam changing to acid when moving over acid
2157 * fixed handling of levels with more than 999 seconds level time
2158 (example: level 76 of "Denmine")
2161 * "spring push bug" reintroduced as configurable element property
2162 * fixed bug with missing properties for "mole"
2163 * fixed bug that showed up when fixing the above "mole" properties bug
2164 * added option "can move into acid" for all movable elements
2165 * fixed graphical bug for elements moving into acid
2166 * changed event handling to handle all pending events before going on
2169 * fixed bug which caused all CE change pages to be ignored which had
2170 the same change event, but used a different element side
2171 (reported by Simon Forsberg)
2173 * fixed bug which caused elements that can move and fall and that are
2174 transported by a conveyor belt to continue moving into that direction
2175 after leaving the conveyor belt, regardless of their own movement
2176 type; only elements which can not move are transported now
2177 (reported by Simon Forsberg)
2179 * fixed bug which could cause an array overflow in RelocatePlayer()
2180 (reported by Niko Böhm)
2182 * changed Emerald Mine style "passable / over" elements to "protected"
2183 (fixing unsolvable level 10 of "Bondmine 9" with bug beside gate)
2185 * added new option to select from which side a "walkable/passable"
2186 element can be entered
2189 * added explosion and ignition delay for elements that can explode
2192 * fixed bug which caused player not being protected against enemies
2193 when a CE was "walkable / inside" and was not "indestructible"
2194 * added "walkable/passable" fields to be "protected/unprotected"
2195 against enemies, even if not accessible "inside" but "over/under"
2198 * corrected move pattern to 32 bit and initial move direction to 8 bit
2201 * added second custom element base configuration page
2204 * added some special EMC mappings to Emerald Mine level loader
2205 (also covering previously unknown element in level 0 of "Bondmine 8")
2208 * added option to block last field when player is moving (for Supaplex)
2209 * adjusted push delay of Supaplex elements
2210 * removed delays for envelopes etc. when replaying with maximum speed
2211 * fixed bug when dropping element on a field that just changed to empty
2214 * fixed bug: infotrons can now smash yellow disks
2215 * fixed bug: when gravity active, port above player can now be entered
2216 * removed "one white dot" mouse pointer which irritated some people
2219 * added "choice type" for group element selection
2222 * fixed bug with initial invulnerability of non-yellow player
2225 * added level loader for loading native Supaplex packed levels
2226 (including multi-part levels like the "splvls99" levels)
2229 * fixed bug which allowed creating emeralds by escaping explosions
2232 * custom elements can change (limited) or leave (unlimited) elements
2233 * finally added multiple matches using group elements
2234 * added shortcut to dump brush (type ":DB" in editor) for use in forum
2237 * added new start movement type "previous" for continued CE movement
2238 * added new start movement type "random" for random CE movement start
2241 * added new element "sokoban_field_player" needed for Sokoban levels
2242 (thanks to Ed Booker for pointing this out!)
2245 * added elements that can be digged or left behind by custom elements
2248 * added group elements for multiple matches and random element creation
2251 * fixed some graphical errors displayed in old levels
2254 * fixed wrong double speed movement after passing closing gates
2257 * added level loader for loading native Emerald Mine levels
2260 * changes for "shooting" style CE movement
2263 * Happy New Year! ;-)
2266 * changed default snap/drop keys from left/right Shift to Control keys
2269 * fixed bug with dead player getting reanimated from custom element
2272 * fixed bug with wrong penguin graphics (when entering exit)
2275 * fixed bug with wrong "Murphy" graphics (when digging etc.)
2278 * version number set to 3.0.9
2281 * version 3.0.8 released
2284 * added function checked_free()
2287 * fixed bug with double nut cracking sound
2288 (by eliminating "default element action sound" assignment in init.c)
2291 * fixed crash when no music info files are available
2294 * fixed boring and sleeping sounds
2297 * added "maze runner" and "maze hunter" movement types
2298 * added extended collision conditions for custom elements
2301 * added warnings for undefined token values in artwork config files
2304 * added menu entry for level set information to the info screen
2307 * fixed bug with wrong default impact sound for colored emeralds
2310 * added several sub-screens for the info screen
2311 * menu text now also clickable (not only blue/red sphere left of it)
2314 * added configurable "bored" and "sleeping" animations for the player
2315 * added "awakening" sound for player when waking up after sleeping
2318 * added "copy" and "exchange" functions for custom elements to editor
2321 * added configurable element animations for info screen
2324 * added configurable music credits for info screen
2327 * finally fixed tape recording when player is created from CE change
2330 * added "editorsetup.conf" for editor element list configuration
2333 * added "musicinfo.conf" for menu and level music configuration
2336 * fixed a very nasty bug in dragon turning code in TurnRoundExt()
2337 (that only showed up on Linux, but not on Windows systems)
2340 * fixed turning movement of butterflies and fireflies (no frame reset)
2341 * enhanced sniksnak turning movement (two steps instead of only one)
2344 * version number set to 3.0.8
2347 * version 3.0.7 released
2350 * fixed reset of player animation frame when, for example,
2351 walking, digging or collecting share the same animation
2352 * fixed CE with "deadly when touching" exploding when touching amoeba
2355 * fixed tape recording when player is created from CE element change
2358 * introduced "turning..." action graphic for elements with move delay
2359 (non-CE: bug, spaceship, sniksnak, mole, pacman, yamyam)
2360 * added turning animations for bug, spaceship and sniksnak
2363 * prevent "extended" changed elements from delay change in same frame
2366 * fixed bug when pushing element that can move away to the side
2367 (like pushing falling elements, but now with moving elements)
2370 * finally fixed serious bug in code for delayed element pushing (again)
2373 * unavailable setup options now marked as "n/a" instead of "off"
2374 * new boolean directive "latest_engine" for "levelinfo.conf": when set
2375 to "true", levels are always played with the latest game engine,
2376 which is desired for levels that are imported from other games; all
2377 other levels are played with the engine version stored in level file
2378 (which is normally the engine version the level was created with)
2381 * fixed serious bug in code for delayed element pushing
2382 * fixed little bug in animation frame selection for pushed elements
2383 * speed-up of reading config file for verbose output
2386 * added configuration option for opening and closing Supaplex exit
2387 * added configuration option for moving up/down animation for Murphy
2388 * fixed incorrectly displayed animation for attacking dragon
2389 * fixed bug with not setting initial gravity for each new game
2390 * fixed bug with teleportation of player by custom element change
2391 * fixed bug with player not getting smashed by rock sometimes
2394 * version number set to 3.0.7
2397 * version 3.0.6 released
2400 * added support for MP3 music for SDL version through SMPEG library
2403 * fixed bug when initializing font graphic structure
2404 * fixed bug with animation mode "pingpong" when using only 1 frame
2405 * fixed bug with extended change target introduced in 3.0.5
2406 * fixed bug where passing over moving element doubles player speed
2407 * fixed bug with elements continuing to move into push direction
2408 * fixed bug with duplicated player when dropping bomb with shield on
2409 * added "switching" event for custom elements ("pressing" only once)
2410 * fixed switching bug (resetting flag when not switching but not idle)
2413 * fixed element tokens for certain file elements with ".active" etc.
2416 * version number set to 3.0.6
2419 * version 3.0.5 released
2422 * now four envelope elements available
2423 * font, background, animation and sound for envelope now configurable
2424 * main menu doors opening/closing animation type now configurable
2427 * active/inactive sides configurable for custom element changes
2428 * new movement type "move when pushed" available for custom elements
2431 * fixed bug in multiple config pages loader code that caused crashes
2434 * enhanced (remaining low-resolution) Supaplex graphics
2437 * version number set to 3.0.5
2440 * version 3.0.4 released
2442 2003-09-12 src/tools.c
2443 * fixed bug in custom definition of crumbled element graphics
2445 2003-09-11 src/files.c
2446 * fixed bug in multiple config pages code that caused crashes
2449 * version number set to 3.0.4
2452 * version 3.0.3 released
2455 * added music to Supaplex classic level set
2457 2003-09-07 src/libgame/misc.c
2458 * added support for loading various music formats through SDL_mixer
2460 2003-09-06 (various source files)
2461 * fixed several nasty bugs that may have caused crashes on some systems
2462 * added envelope content which gets displayed when collecting envelope
2463 * added multiple change event pages for custom elements
2465 2003-08-24 src/game.c
2466 * fixed problem with player animation when snapping and moving
2468 2003-08-23 src/screens.c, src/cartoons.c, src/libgame/toons.c
2469 * fixed problem with flickering when drawing toon animations
2471 2003-08-23 src/libgame/sdl.c
2472 * fixed problem with setting mouse cursor in SDL version in fullscreen
2474 2003-08-23 src/game.c
2475 * fixed bug (missing array boundary check) which could crash the game
2478 * version number set to 3.0.3
2481 * version 3.0.2 released
2483 2003-08-21 src/game.c
2484 * fixed bug with creating inaccessible elements at player position
2486 2003-08-20 src/init.c
2487 * fixed bug with not finding current level artwork directory
2489 2003-08-20 src/files.c
2490 * fixed bug with choosing wrong engine version when playing tapes
2491 * fixed bug with messing up custom element properties in 3.0.0 levels
2494 * version number set to 3.0.2
2497 * version 3.0.1 released
2499 2003-08-17 (no source files affected)
2500 * changed all "classic" PCX image files with 16 colors or less to
2501 256 color (8 bit) storage format, because the Allegro game library
2502 cannot handle PCX files with less than 256 colors (contributed
2503 graphics are not affected and might look wrong in the DOS version)
2505 2003-08-16 src/init.c
2506 * fixed bug which (for example) crashed the level editor when defining
2507 "dynamite.EDITOR: [NONE]", because graphics may not be undefined
2508 (only set to default) -- invalid graphics now set to default graphic
2510 2003-08-16 src/init.c
2511 * fixed graphical bug of player digging/collecting/snapping element
2512 when no corresponding graphic/animation is defined for this action,
2513 resulting in player being drawn as EL_EMPTY (which should only be
2514 done to elements being collected, but not to the player)
2516 2003-08-16 src/game.c
2517 * fixed small graphical bug of player not totally moving into exit
2519 2003-08-16 src/libgame/setup.c
2520 * fixed bug with wrong MS-DOS 8.3 filename conversion
2522 2003-08-16 src/tools.c
2523 * fixed bug with invisible mouse cursor when pressing ESC while playing
2525 2003-08-16 (various source files)
2526 * added another 128 custom elements (disabled in editor by default)
2528 2003-08-16 src/editor.c
2529 * fixed NULL string bug causing Solaris to crash in sprintf()
2531 2003-08-16 src/screen.c
2532 * fixed drawing over scrollbar on level selection with custom fonts
2534 2003-08-15 src/game.c
2535 * cleanup of simple sounds / loop sounds / music settings
2537 2003-08-08 (various source files)
2538 * added custom element property for dropping collected elements
2540 2003-08-08 src/conf_gfx.c
2541 * fixed bug with missing graphic for active red disk bomb
2543 2003-08-07 src/files.c, src/editor.c src/game.c, src/main.h
2544 * extended variable "level.gravity" to "level.initial_gravity" and
2545 "game.current_gravity" to prevent level setting from being changed
2546 by playing the level (keeping the runtime value after playing)
2548 * fixed graphics bug when digging element that has 'crumbled' graphic
2549 definition, but not 'diggable' graphic definition
2552 * version number set to 3.0.1
2555 * version 3.0.0 released
2558 * various bug fixes; among others:
2559 - fixed bug with pushing spring over empty space
2560 - fixed bug with leaving tube while placing dynamite
2561 - fixed bug with explosion of smashed penguins
2562 - allow Murphy player graphic in levels with non-Supaplex elements
2566 * I have forgotten to document changes for some time
2569 * pre-release version 2.2.0rc1 released
2571 2002-08-25 src/libgame/setup.c, src/libgame/sound.c
2572 * Level series artwork now configurable via level series config file.
2573 "levelinfo.conf" may now contain directives "graphics_set",
2574 "sounds_set" and "music_set" to select artwork sets which are
2575 globally defined or which are included into other level series.
2578 * version number set to 2.1.2
2581 * version 2.1.1 released
2583 2002-08-10 src/libgame/system.h
2584 * Default "snap" and "bomb" keys for Mac OS X set to left control key
2585 and keypad enter key -- Macs seem not to distinguish between left
2586 and right modifier keys (both generate scan code for left key). :-(
2588 2002-08-10 src/libgame/sound.c
2589 * Fixed small NetBSD compilation bug.
2590 Thanks to Adam Ciarcinski for the bug report.
2592 2002-08-10 src/libgame/sound.c
2593 * Added support for audio device "/dev/sound/dsp" (devfs).
2594 Thanks to Christoph Bauer for the corresponding report.
2596 2002-08-10 src/libgame/sound.c
2597 * Bug fixed that caused regular crashes under SDL/Windows version.
2598 Mixer_InsertSound(): Always stop music before playing new music,
2599 else "mixer_active_channels" can get fucked up.
2600 Thanks to Keith Peterston for the bug report.
2603 * version number set to 2.1.1
2606 * version 2.1.0 released
2608 2002-05-31 src/libgame/image.c
2609 * Read_PCX_to_Pixmap(): Fixed bad memory leak by freeing "ximageinfo"
2610 and "image" after converting loaded PCX image file to X11 Pixmap.
2611 This really showed up when reloading custom artwork several times.
2613 2002-05-20 src/libgame/sound.c
2614 * added support for 16 bit WAV sound files
2617 * version number set to 2.1.0
2619 2002-04-03 to 2002-05-19 (various source files)
2620 * graphics, sounds and music now fully configurable
2621 * bug fixed that prevented walking through tubes when gravity on
2622 * added support for TrueColor PCX graphics files
2623 * enhanced sound system (especially regarding stereo and loop sounds)
2625 2002-04-02 src/events.c, src/editor.c
2626 * Make Escape key less aggressive when playing or when editing level.
2627 This can be configured as an option in the setup menu. (Default is
2628 "less aggressive" which means "ask user if something can be lost"
2629 when pressing the Escape key.)
2631 2002-04-02 src/screen.c
2632 * Added "graphics setup" screen.
2634 2002-04-01 src/screen.c
2635 * Changed "choose level" setup screen stuff to be more generic (to
2636 make it easier to add more "choose from generic tree" setup screens).
2638 2002-04-01 src/config.c, src/timestamp.h
2639 * Added source files "src/config.[ch]" and "src/timestamp.h" (which
2640 automatically gets created by "src/Makefile" and contains an actual
2641 compile-time timestamp to identify development versions of the game).
2643 2002-04-01 src/libgame/misc.c
2644 * Added (currently incomplete) function "getKeyFromKeyName()" simply
2645 for orthogonality. When really needed, this function must be
2646 extended accordingly (analog to "getKeyFromX11KeyName()").
2648 2002-04-01 src/libgame/setup.c
2649 * Changed setup "TYPE_KEY" (internal, X11 style key symbol name) to
2650 "TYPE_KEY_X11" and added "TYPE_KEY" (human readable key symbol name).
2651 (This was needed for custom key setup handling in "src/screens.c".)
2653 2002-03-31 src/tape.c, src/events.c
2654 * Added quick game/tape save/load functions to tape stuff which can be
2655 invoked by a keyboard shortcut. Default: "F1" saves game/tape, "F2"
2656 loads previously recorded tape and directly goes into recording mode
2657 from the end of the tape (therefore appending to the tape).
2659 2002-03-31 src/tape.c
2660 * Added "index mark" function to tape recorder. When playing or
2661 recording, "eject" button changes to "index" button. Setting index
2662 mark is not yet implemented, but pressing index button when playing
2663 allows very quick advancing to end of tape (when normal playing),
2664 very fast forward mode (when playing with normal fast forward) or
2665 very fast reaching of "pause before end of tape" (when playing with
2666 "pause before end" playing mode).
2668 2002-03-30 src/cartoons.c
2669 * Moved some stuff from cartoons.c to the new "src/libgame/toons.c".
2671 2002-03-30 src/libgame/toons.c
2672 * New libgame source file "toons.c" for the program independant part
2675 2002-03-29 src/screen.c
2676 * Changed setup screen stuff to be more generic (to make it easier
2677 to add more setup screens).
2679 2002-03-29 src/libgame/setup.c
2680 * Changed "LoadLevelInfoFromLevelDir()" so that not only directories
2681 with level sub-directories are recognized, but also directories
2682 that directly contain level files.
2684 2002-03-29 src/libgame/sound.c
2685 * Changed "boolean stereo = TRUE;" to "static boolean stereo = TRUE;".
2686 (This was a bug that showed up only when in mono audio mode.)
2688 2002-03-24 src/libgame/x11.c, src/libgame/sdl.c, src/libgame/image.c
2689 * Changed image loading code to not exit on error, but set error by
2690 using "SetError()" accordingly. Image loading errors must now be
2691 catched by above layers (src/init.c for example).
2693 2002-03-24 src/libgame/misc.c
2694 * New functions "SetError()" and "GetError()" to provide more
2695 flexible error handling.
2697 2002-03-23 src/main.c, src/main.h
2698 * Various changes due to the introduction of the new libgame files
2699 "setup.c" and "joystick.c".
2701 2002-03-23 src/files.c
2702 * Generic parts of "src/files.c" (mainly setup and level directory
2703 stuff) moved to new libgame file "src/libgame/setup.c".
2705 2002-03-23 src/joystick.c
2706 * File "src/joystick.c" moved to libgame source tree, with
2707 correspondig changes.
2709 2002-03-23 src/libgame/system.c, src/libgame/system.h
2710 * Various changes due to the introduction of the new files "setup.c"
2713 2002-03-23 src/libgame/setup.c
2714 * New libgame source file "setup.c" that contains now most setup and
2715 level directory stuff previously handled in "src/files.c".
2717 2002-03-23 src/libgame/joystick.c
2718 * New libgame source file "joystick.c" that contains now all joystick
2719 stuff previously handled in "src/joystick.c" of "Rocks'n'Diamonds".
2721 2002-03-22 src/screens.c
2722 * "HandleChooseLevel()": Another bug in level series navigation fixed.
2723 (Wrong level series information displayed when entering main group.)
2725 2002-03-22 src/editor.c
2726 * Slight change to support new gadget event "GD_EVENT_INFO_LEAVING".
2728 2002-03-22 src/editor.c
2729 * Changed behaviour of "Escape" key in level editor to be more
2730 intuitive: When in "Element Properties" or "Level Info" mode,
2731 return to "Drawing Mode" instead of leaving the level editor.
2733 2002-03-22 src/libgame/misc.c, src/libgame/sound.c
2734 * Added command line option "-s" / "--sounds" and "-m" / "--music"
2735 to specify alternative sound and music directories. (The former
2736 shortcut "-s" for "--serveronly" has changed accordingly.)
2738 2002-03-22 src/libgame/gadgets.c
2739 * Added new gadget events for displaying gadget info texts:
2740 "GD_EVENT_INFO_ENTERING" and "GD_EVENT_INFO_LEAVING". Before,
2741 the info text callback function was only called when entering
2742 a gadget (implicit "GD_EVENT_INFO_ENTERING"). But the info text
2743 was never erased. This can now be done by checking the event type
2744 in the info callback function.
2746 2002-03-21 src/game.c, src/editor.c, src/files.c
2747 * 2.0.1 introduced the corrected "Emerald Mine" style behaviour of
2748 gems (emeralds, diamonds, ...) slipping down from normal wall,
2749 steel wall and growing wall (as in E.M.C. style levels). Although
2750 the behaviour of contributed and private levels wasn't changed (due
2751 to the use of "level.game_version"; see previous entry), editing
2752 those levels will (of course) change the behaviour accordingly.
2754 This change seems a bit too hard after thinking about it, because
2755 the EM style behaviour is not the "expected" behaviour (gems would
2756 normally only slip down from "rounded" walls). Therefore this was
2757 now changed to an element property for gem style elements, with the
2758 default setting "off" (which means: no special EM style behaviour).
2759 To fix older converted levels, this flag is set to "on" for pre-2.0
2760 levels that are neither contributed nor private levels.
2762 2002-03-20 src/files.h
2763 * Corrected settings for "level.game_version" depending of level type.
2764 (Contributed and private levels always get played with game engine
2765 version they were created with, while converted levels always get
2766 played with the most recent version of the game engine, to let new
2767 corrections of the emulation behaviour take effect.)
2769 2002-03-20 src/main.h
2770 * Added "#include <time.h>". This seems to be needed by "tape.c" for
2771 compiling the SDL version on some systems.
2772 Thanks to the several people who pointed this out.
2774 2002-03-20 src/libgame/gadgets.c
2775 * "va_arg(ap, boolean)" changed to "(boolean)va_arg(ap, int)";
2776 this caused problems especially on PowerPC architecture (although
2777 it is wrong on i386 and other architectures, too)
2779 2002-03-20 src/libgame/pcx.c, src/libgame/image.c
2780 * Added support for loading and displaying true-color PCX files.
2782 2002-03-20 src/libgame/misc.c, src/libgame/x11.c
2783 * Added command line option "-g" / "--graphics" to specify an
2784 alternative graphics directory.
2787 * Version number set to 2.0.2.
2790 * Version 2.0.1 released.
2792 2002-03-19 src/libgame/system.c, src/libgame/sdl.c [src/tools.c]
2793 * Moved function "GetPixel()" from src/tools.c ("Mirror Magic" code)
2794 to libgame source files; needed for SDL fullscreen bug workaround
2797 2002-03-18 src/screens.c
2798 * "HandleChooseLevel()": Small bug in level series navigation fixed.
2800 2002-03-18 src/files.c [src/libgame/misc.c]
2801 * Moved some common functions from src/files.c to src/libgame/misc.c.
2803 2002-03-18 src/files.c [src/libgame/misc.c]
2804 * Changed permissions for new directories and saved files (especially
2805 score files) according to suggestions of Debian users and mantainers.
2806 Thanks to Drew Parsons <dparsons@emerall.com> for the patch.
2808 2002-03-18 src/libgame/misc.c [src/files.c]
2809 * Moved some common functions from src/files.c to src/libgame/misc.c.
2811 2002-03-18 src/libgame/misc.c [src/files.c]
2812 * Changed permissions for new directories and saved files (especially
2813 score files) according to suggestions of Debian users and mantainers.
2814 Thanks to Drew Parsons <dparsons@emerall.com> for the patch.
2816 2002-03-17 src/files.c
2817 * Changed "{Load|Save}{Level|Tape}()" to IFF style file format:
2818 Replaced "cookie" header string ("ROCKSNDIAMONDS_...\n") with
2819 real IFF style header "RND1....XXXX" (where "XXXX" is "CAVE"
2820 for levels and "TAPE" for tapes). Old "cookie" style format is
2821 still supported for reading. New level and tape files are written
2824 * New IFF chunk "VERS" contains version numbers for file and game
2825 (where "game version" is the version of the program that wrote the
2826 file, and "file version" is a version number to distinguish files
2827 with different format, for example after adding new features).
2829 2002-03-17 src/libgame/sound.c
2830 * Bug in "StopMusic()" fixed: SDL_mixer functions may be called
2831 even when sound not available.
2832 Thanks to Drew Parsons <dparsons@emerall.com> for the patch.
2834 2002-03-15 src/screen.c
2835 * "DrawHallOfFame()": "FadeSounds()" when entering the hall of fame.
2836 (Before, you heard a mixture of the in-game music and the
2837 hall-of-fame music.)
2839 2002-03-15 src/libgame/sound.c, src/libgame/platform.h
2840 * Added /dev/dsp (streaming audio) support for NetBSD (instead of the
2841 /dev/audio (ulaw) based Unix audio interface).
2842 Thanks to Krister Walfridsson <cato@df.lth.se> for the patches.
2844 2002-03-15 src/libgame/sdl.c
2845 * Workaround for fullscreen bug in WIN32 version of SDL (at least
2846 in the currently actual version 1.2.3) by using "standard" screen
2847 resolutions like 800x600 and mapping all input (mouse events) and
2848 output (screen drawing) accordingly.
2850 2002-03-14 src/events.c
2851 * Function "DumpTape()" (files.c) now available by pressing 't' from
2852 main menu (when in DEBUG mode).
2854 2002-03-14 src/game.c
2855 * "GameWon()": When game was won playing a tape, now there is no delay
2856 raising the score and no corresponding sound is played.
2858 2002-03-14 src/files.c
2859 * Changed "LoadTape()" for real chunk support and also adjusted
2860 "SaveTape()" accordingly.
2862 2002-03-14 src/game.c, src/tape.c, src/files.c
2863 * Important changes to tape format: The old tape format stored all
2864 actions with a real effect with a corresponding delay between the
2865 stored actions. This had some major disadvantages (for example,
2866 push delays had to be ignored, pressing a button for some seconds
2867 mutated to several single button presses because of the non-action
2868 delays between two action frames etc.). The new tape format just
2869 stupidly records all device actions and replays them later. I really
2870 don't know why I haven't solved it that way before?! Old-style tapes
2871 (with tape file version less than 2.0) get converted to the new
2872 format on-the-fly when loading and can therefore still be played;
2873 only some minor parts of the old-style tape handling code was needed.
2874 (A perfect conversion is not possible, because there is information
2875 missing about the device actions between two action frames.)
2877 2002-03-14 src/files.c
2878 * New function "DumpTape()" to dump the contents of the current tape
2879 in a human readable format.
2881 2002-03-14 src/game.c
2882 * Small tape bug fixed: When automatically advancing to next level
2883 after a game was won, the tape from the previous level still was
2884 loaded as a tape for the new level.
2886 2002-03-14 src/tape.c
2887 * Small graphical bug fixed: When pressing ""Record" or "Play" on
2888 tape, cartoons did not get completely removed because
2889 StopAnimation() was not called.
2891 2002-03-13 src/files.c
2892 * Changed "LoadLevel()" and "SaveLevel()" to add new chunk "CNT2".
2893 Fixed bug of "CONT" and "BODY" (chunk size was set to 8-bit element
2894 size even when using 16-bit elements). Added new chunk "CNT2" for
2895 16-bit amoeba content (previously written in 8-bit field in "HEAD"
2896 chunk even when content was 16-bit element). "CNT2" should now be
2897 able to store content for arbitrary elements (up to eight blocks of
2898 3 x 3 element arrays). All "CNT2" elements will always be stored as
2899 16-bit elements. "CONT" (with 8/16-bit elements) now obsolete.
2901 2002-03-13 src/files.c
2902 * Changed "LoadLevel()" for real chunk support.
2904 2002-03-12 src/game.c
2905 * Fixed problem (introduced after 2.0.0 release) with penguins
2906 not getting killed by enemies
2908 2002-02-28 src/libgame/sound.c
2909 * Fixed small problem with new SDL_Mixer 1.2.1:
2910 Mix_VolumeMusic() must be called _after_ Mix_PlayMusic(),
2911 or it has no effect.
2913 2002-02-24 src/game.c, src/main.h
2914 * Added "player->is_moving"; now "player->last_move_dir" does
2915 not contain any information if the player is just moving at
2917 Before, "player->last_move_dir" was misused for this purpose
2918 for the robot stuff (robots don't kill players when they are
2919 moving). But setting "player->last_move_dir" to MV_NO_MOVING
2920 broke tapes when walking through pipes!
2921 ("IS_MOVING()" uses "MovPos[][]", but this fails when it is 0
2922 in a continuous movement. This fact is ignored for friends and