2 * fixed and enhanced screen fading and background/border handling
5 * added setup option to enable/disable (now optional) snapshot buttons
8 * added lag prevention to door/request/envelope animations
11 * added option "program_icon_file" to run-time "special edition" support
14 * added run-time "special edition" support;
15 this change is especially targeted to the "R'n'D jue" special edition
16 of R'n'D, which changed some defaults at compile-time in previous
18 - using a different default artwork set (with fallback artwork for
19 classic artwork not existing in the special edition),
20 - using a different default level set,
21 - using a different program name and user data directory,
22 - starting with different default setup values and
23 - using custom artwork even at a very early stage of startup
24 (like initial fonts and initial loading/busy animation);
25 these changes can now all be accomplished at run-time by using a new
26 program-specific configuration file in the same location and with the
27 same name as the game binary (minus a potential binary file extension
28 ".exe", plus a configuration file extension ".conf", so a binary file
29 "rnd_jue.exe" would be complemented by a new file "rnd_jue.conf" in
31 this config file can contain all options found in "setup.conf" plus
32 the following new, internal "special edition" default settings:
33 - program_title (like "R'n'D jue")
34 - program_author (like "Juergen Bonhagen")
35 - program_email (like "jue@artsoft.org")
36 - program_website (like "http://jue.artsoft.org/")
37 - program_copyright (like "(c) 2015 by jue")
38 - program_company (like "A game by jue")
39 - default_graphics_set (like "jue0")
40 - default_sounds_set (like "jue0")
41 - default_music_set (like "jue0")
42 - fallback_graphics_file (like "fallback.png")
43 - fallback_sounds_file (like "fallback.wav")
44 - fallback_music_file (like "fallback.wav")
45 - default_level_series (like "jue_start")
46 - choose_from_top_leveldir ("true" or "false")
47 where the "default" artwork set definitions are used to specify new
48 default artwork that replaces the "classic" artwork sets, while the
49 "fallback" settings specify artwork files used for all artwork files
50 that would exist in the classic artwork sets, but are not defined or
51 cannot be found in the new default artwork set; the program title is
52 used for things like window title, title screens and user data folder
53 name, and the entry point for choosing a level set can be changed
54 from the current level set location to the topmost level tree node
57 * added sound definitions for pressing and releasing main menu buttons
60 * fixed slow tape quick-loading due to unneeded tape area update
63 * replaced stop/play buttons in game panel with save/load buttons
66 * added step-based engine snapshots to undo/redo single steps in game
69 * fixed (swapped) editor zoom directions for '-' and '+' (keypad) keys
72 * added dynamically configurable graphics and layout of editor gadgets
75 * fixed (swapped) editor zoom directions for left and right mouse button
78 * added main menu backlink to level set selection screen
81 * added support for gadget-like pressable menu buttons on main screen
84 * added classic graphics, sounds and music to git repository
85 * added classic level sets to git repository
86 * added element description files to git repository
87 * changed mouse cursor on title screens not being always invisible
88 * added manually edited non-preset audio volume values to select list
89 (if sound, loops or music volume was manually edited in "setup.conf")
92 * fixed using "background.TOOLBOX", which was simply ignored before
95 * added key pad '-', '+' and '0' keys to zoom function in level editor
96 * changed editor key shortcut for undo/redo to 'u' and 'Shift-u'
97 * fixed using 'PageUp' and 'PageDown' keys for element list in editor
100 * added 1%, 2% and 5% to volume controls for sound and music settings
103 * fixed bug with editor border element not adjusted after resizing level
104 * changed unused playfield from "default" to "empty" after loading level
105 * increased number of undo/redo steps in level editor from 10 to 64
108 * added zoom functionality for playfield drawing area to level editor
109 (use left, right and middle mouse buttons on new "zoom" toolbox button
110 or use keys '-', '+' and '0' to zoom out, in or reset to default size)
113 * fixed bug not updating game panel values in visible warp forward mode
116 * changed position of CE/GE use/save template gadgets to be visually
117 separated from other CE/GE gadgets (to prevent accidental use)
118 * fixed bug in editor when using undo after rotating level repeatedly
119 * added 'redo' functionality to editor (by pressing 'undo' with right
120 mouse button or by using key shortcut "Shift-R")
123 * added configurability of editor control buttons (toolbox buttons)
126 * finished configurability of tape date and time display positions
127 * fixed bug with game buttons in tape area not properly redrawn
128 * fixed small graphical bug with default tape time display position
129 * added optionally configurable game frame counter to tape display
132 * fixed configurability of editor element palette (for columns != 4)
135 * improved configurability of tape date and time display positions
136 * added configurability of element properties button in editor
137 * added build dependency for auto-conf files
140 * added looking for editor element descriptions in level set directory
141 (for example, in file "<my-level-folder>/docs/elements/custom_1.txt")
144 * moved "element properties" button in editor from toolbox to palette
145 * added "zoom level tile size" button in editor to toolbox (currently
146 no function behind it; will be used to zoom level editor playfield)
147 * added key shortcuts '1' to '3' to view properties of drawing elements
148 * fixed gadget display bug in editor (door 1 area) after test playing
149 * fixed bugs when changing drawing area gadgets (like group elements)
152 * re-enabled editor palette element options in setup configuration file
155 * fixed loading custom PCX image files with default artwork file names
156 (like "RocksDoor.pcx") which are not redefined in artwork config file
157 (this is a special fix for Zelda 2 and probably some other existing
158 level sets which use new graphics which are not defined in the file
159 "graphicsinfo.conf", but use a file name of one of default graphics
160 (like "RocksScreen.pcx"); this did not work anymore for PCX files
161 since the default graphics files have been changed to PNG files, so
162 different file names are checked now (like "RocksScreen.png"), so if
163 the PNG files cannot be found, the old PCX files are also checked)
166 * added some more graphics customization options for the level editor:
167 - editor.button.prev_level (position)
168 - editor.button.next_level (position)
169 - editor.input.level_number (position)
170 - editor.palette.tile_size (tile size for palette elements)
171 - editor.palette.element_left.tile_size (draw element tile size)
172 - editor.palette.element_middle.tile_size (draw element tile size)
173 - editor.palette.element_right.tile_size (draw element tile size)
174 - editor.input.gfx.level_number (current level number input field)
177 * fixed menu display bugs caused by drawing outside menu area (again)
180 * fixed broken door animations when switching between custom graphics
183 * fixed layout for "level set info" to support custom playfield size
184 * fixed changing from title to info screen with custom playfield size
187 * fixed bug with not updating default bitmap pointer for scaled images
188 * fixed redraw/fade bugs when redefining the playfield size or position
191 * fixed some smaller issues with loading custom artwork
194 * added warnings when using undefined element and graphic names in
195 custom artwork definitions (like ".crumbled_like" or ".clone_from")
196 * added setting default filenames for all cloned graphics in static
197 graphics configuration on startup (to be able to fall back later)
200 * fixed using buttons on main screen with size other than 32x32 pixels
201 * fixed some initialization bugs for scrollbars and main screen buttons
202 * fixed bug when drawing non-element graphics (without separate in-game
203 graphic/bitmap defined) while non-standard game tile size is defined
206 * removed some remaining unused X11 stuff
207 * fixed bug with potentially suppressed exit error message on startup
210 * fixed bug not loading tape when selecting level from level selection
211 screen (thanks to filbo for finding this bug and supplying a patch)
214 * fixed menu display bugs (drawing outside menu area with draw offset)
215 * fixed menu key navigation bugs (when using smaller menu list size)
218 * added support for animated door parts during opening/closing movement
221 * added automatic detection of normal/steel character elements in level
222 editor when drawing text (depending on currently selected element)
225 * eliminated historical ISO-8859-1 characters from source code files
226 (but still using them internally for special character encodings)
227 * changed output of special character for level sketch brushes to UTF-8
230 * added handling of unselectable selectbox options and option headlines
233 * fixed bug when changing between graphic sets with different tile size
234 * cleanup of handling the various graphic sizes for different purposes
235 (like 32x32, 16x16 etc.); this change was needed for the bugfix above
238 * added virtual keyboard on Android port when entering player name
241 * fixed "quick menu doors" and sounds for door and envelope requests
244 * fixed display bugs with certain custom menu definitions regarding the
245 hall of fame (high scores) and setup screens that require scrolling
246 (these display bugs showed up with custom menu graphics of R'n'D jue)
249 * fixed bug with animation frames per line with non-standard tile size
250 (relevant for example for 64x64 sized frames continued on next row)
253 * removed checking of file identifier tokens for configuration files
256 * fixed bug where player actions were only mapped in team mode
257 (this broke four tapes in automatic game engine unit test where
258 old levels contained a non-yellow player, like rnd_abby_king, 011)
261 * removed large parts of the preprocessor hell of old and unused code
264 * updated source file headers (mainly author contact information)
267 * added key shortcuts for window scaling and toggling fullscreen mode:
268 - Ctrl-'+', Ctrl-'-' and Ctrl-'0' for up/downscaling and normal size
269 - "F11" key for toggling fullscreen mode (in addition to Alt-Enter)
272 * fixed some drawing bugs when scaling graphics due to "game.tile_size"
273 * added some performance improvements when handling SDL surface scaling
276 * added custom graphics property "game.tile_size" to define in-game tile
277 size (this defines the tile size actually displayed on the playfield);
278 tile graphics will either be scaled to the defined game tile size or
279 have to be specified with the same image size (using ".tile_size")
282 * added custom graphics property ".tile_size" to define tile image size
283 for game element graphics (like "custom_1.tile_size"); non-standard
284 sized images will then be scaled accordingly to standard tile size
287 * fixed music still being played in Android version when in background
290 * added Android "menu" button to be treated as "yes" requester button
291 (while the Android "back" button was already treated as "no" button)
294 * added command line options "--version" / "-V" to show program version
295 (also shows SDL library versions when prefixed with "--debug" option)
298 * error file set to unbuffered to prevent truncation in case of crashes
301 * fixed bug causing wrong screen updates while playing (whole screen
302 update from backbuffer instead of playfield buffer if REDRAW_ALL set)
303 * fixed nasty (typo) bug in native EM engine causing broken player
304 graphics when using different (redefined) playfield size
307 * fixed bug causing EM/EMC graphics sets containing original 16x16 tiles
308 to be displayed incorrectly (with broken scaling) when switching
309 between small and normal game graphics (thanks a lot to filbo for
310 analyzing and describing how to exactly reproduce this bug)
313 * removed MS-DOS support
314 * removed native X11 support (X11 now only supported via SDL/SDL2)
317 * cleanup of functions RedrawPlayfield() and BlitScreenToBitmap()
320 * fixed level redraw after quick-loading tape with small tile graphics
323 * added compatibility code for existing request door animation settings
326 * added ultra-generic, ultra-flexible request door animation handling
329 * fixed major bugs in handling single-player and multi-player tapes
330 (for details, see http://www.artsoft.org/forum/viewtopic.php?t=2086)
333 * fixed various problems with playfield and requester/tape/editor doors
334 defined to be at non-standard screen positions in artwork config file
337 * added envelope style requester dialog (alternative to door requester)
340 * fixed problems with window scaling and updating related setup value
341 * added setup option to select anti-aliasing quality of scaled windows
344 * improved speed of displaying progress when loading levels and artwork
345 * changed fullscreen and window scaling changes in setup menu to have
346 immediate effect (instead of being effective after leaving setup menu)
349 * fixed toons stopping on continuous touch events on Mac OS X
352 * fixed bug when displaying game envelope with even sized playfield
353 * added graphic configuration options for request (dialog) buttons
356 * fixed some redraw bugs with window scaling under Mac OS X
359 * fixed problems with window scaling and updating related setup value
362 * fixed problems related to fullscreen switching and window scaling
365 * fixed inconsistent custom artwork constants numbering in src/main.h,
366 src/screen.c and src/conf_gfx.c (this really should be cleaned up)
367 (this bug caused custom artwork definition to set wrong variable)
370 * fixed using fullscreen mode on Android instead of pseudo-window mode
371 * fixed keeping desktop fullscreen mode when changing viewport size
374 * fixed remaining text input problems for non-ASCII keys with modifier
375 * added window scaling options to graphics setup menu
378 * fixed key code problems with certain keys for SDL2
379 (keypad keys not being in numerical order; number of function keys)
380 * fixed text input problems for text characters using modifier keys
383 * fixed fullscreen option for SDL2 (using only desktop fullscreen now)
386 * fixed graphical bugs when using renderer/texture based graphics
389 * fixed playing certain sounds (menu navigation sound and counting
390 score sound after solving a level) when "normal sounds" are disabled
393 * continued porting Rocks'n'Diamonds to Android (levels now playable)
396 * added SDL2 renderer/texture based graphics frame handling to allow for
397 "desktop" style fullscreen mode and scaling of game screen/window
400 * removed limitation of artwork files to selected file types (this means
401 that every file type supported by SDL_image and SDL_mixer can be used)
402 * changed default graphics from PCX to PNG (needed for Android version
403 to prevent painfully slow image loading, although not compressing PCX
404 files in the assets directory of the APK package might also work fine)
405 * fixed bug with SDL_BlitSurface creating garbage when source and target
406 surface are the same (this bug also existed in versions of SDL 1.2.x)
409 * started porting Rocks'n'Diamonds to Android (already shows main menu)
412 * ported Rocks'n'Diamonds to SDL2 (first simple version that works)
415 * version number set to 3.3.1.3
418 * version 3.3.1.2 released
421 * improved error handling: display error message on screen (not only in
422 the error file or on the console), and display path of the error file
425 * fixed problem with R'n'D restarting with same level set that may have
426 caused a problem (and therefore failing again and again); after an
427 error, the last level set is now deactivated in file "levelsetup.conf"
428 to restart with default level set (which should work without error)
431 * fixed determining main game data directory on Mac OS X "Mavericks"
434 * version number set to 3.3.1.2
437 * version 3.3.1.1 released
440 * added scripts directory to distribution package to enable building
441 element definitions after editing artwork config source code files
444 * added volume controls for sounds, loops and music to sound setup
447 * version number set to 3.3.1.1
450 * version 3.3.1.0 released
453 * version number set to 3.3.1.0
456 * fixed display of level time switching from ascending to descending
457 when making use of the "time orb bug" (see element setting in editor)
458 (see level 053 of set "rnd_equinox_tetrachloride_ii" for an example)
459 * fixed graphics performance problems (especially on Mac OS X) by using
460 whole-playfield redraw on SDL target, while still using the previous
461 single-tile redraw method on X11 target (using redraw tiles threshold)
464 * fixed code (esp. random/tape handling) when compiled on 64-bit systems
465 (by replacing all "long" types by "int" types)
468 * fixed nasty bug (affecting crumbled graphics) after adding new special
469 graphics suffix ".TAPE" (and messing some things up in src/main.c)
472 * fixed wrong argument order in DrawTextBuffer() in gadgets.c
473 (this caused fonts in envelope config in level editor being invisible)
476 * fixed some problems with half tile size and even tile sized playfields
479 * added level selection screen (when clicking on main menu level number)
480 * added level tracing (played, solved) for use in level selection screen
481 (to display already played or solved levels in different font color)
484 * added alternative game mode for playing with half size playfield tiles
485 * fixed another memory violation bug in the native Supaplex game engine
486 (this potential memory bug was also in the original Megaplex code, but
487 apparently only occured under rare conditions triggered by using the
488 additional added preceding playfield memory area to make a few strange
489 levels using dirty off-playfield tricks (bugs) like "12s033.sp" also
490 solvable (this all worked fine in the classic DOS version, of course))
493 * added graphics performance optimization to native Supaplex game engine
494 * fixed bug with accidentally removing preceding buffer in SP engine
495 * moved some editor graphics from "RocksDoor.pcx" to "RocksMore.pcx"
496 (to prevent compatibility mapping of these newer graphics to older
497 (custom) versions of "RocksDoor.pcx" which did not contain them yet)
500 * added separately configurable game panel background to graphics config
501 * fixed displaying Supaplex time (now based on 35 fps instead of 50 fps)
504 * added tape panel graphics and screen positions to graphics config
507 * added compatibility stuff for redefined "global.door" (which affects
508 all parts of that image that have their own graphics definition now)
511 * added sound button graphics to graphics config
514 * added tape button graphics and screen positions to graphics config
517 * improved single step mode in R'n'D, EM and SP engines
520 * version number set to 3.3.0.2
523 * version 3.3.0.1 released
526 * added configurable key shortcuts for snap+direction player actions
527 (probably most useful for recording tool-assisted speedrun (TAS)
528 tapes using the single-step mode of the tape recorder)
531 * version number set to 3.3.0.1
534 * version 3.3.0.0 released
537 * fixed missing memory allocation in SP engine when saving engine data
538 for non-SP game engine snapshots (which also stores SP engine part)
541 * fixed problem with scrolling in native EM engine in multi-user mode
542 (this bug was just introduced with the experimental viewport stuff)
543 * fixed animation of splashing acid in EM engine with classic artwork
544 * fixed animation of cracking nut in EM engine with classic artwork
545 * fixed (implemented) single step mode in native EM and SP engines
546 * fixed "latest_engine" flag in classic levels (moved to single sets)
547 * updated SDL library DLLs for Windows to the latest release versions
548 (this fixed some mysterious crashes of the game on Windows systems)
549 * replaced EM and SP set in classic level set with native level files
550 * finally added a newly written "CREDITS" file to the game package
551 * removed sampled music loops from classic music set
554 * changed native Emerald Mine engine to support different viewport sizes
557 * changed native Supaplex engine to support different viewport sizes
560 * added initial, experimental support for different viewport properties
561 (with "viewports" being menu/playfield area and doors; currently the
562 size of the menu/playfield area and door positions can be redefined)
565 * added initial, experimental support for different window sizes
568 * added support for native Sokoban solution files in pure 'udlrUDLR'
569 format with extension ".sln" instead of ".tape" for solution tapes
572 * added image config suffix ".class" to be able to define classes of
573 crumbled elements which are then separated against each others when
574 drawing crumbled borders (class names can freely be defined)
575 (Example: "sand.CRUMBLED.class: sand" and "emc_grass.CRUMBLED.class:
576 emc_grass" results in sand and emc_grass being crumbled separately,
577 even if directly adjacent on the playfield.)
578 * added image config suffix ".style" to use two new features for
580 - "accurate_borders": try to draw correctly crumbled corners (which
581 means that a row of crumbled elements does not have two crumbled
582 corners for each element in the row, but only at the "real" corners
583 at the start and the end of the row of elements)
584 - "inner_corners": also draw inner corners in concave constructions
585 of several crumbled elements -- this is currently a big kludge: the
586 number of frames for crumbled graphic must be "2", with the first
587 frame as usual (crumbled graphic), while the second frame contains
588 the graphic with inner (crumbled) corners for the crumbled graphic
589 (These two features are mainly intended for bevelled walls, not for
590 diggable elements like sand; "inner_corners" only works reliably for
591 static walls, not for in-game dynamically changing walls using CEs.)
594 * finished code cleanup of native Supaplex game engine
597 * started code cleanup of native Supaplex game engine
600 * integrated playing sound effects into native Supaplex game engine
603 * added configurable key shortcuts for the tape recorder buttons
606 * added (hidden) function to save native Supaplex levels with tape as
607 native *.sp file containing level with demo (saved with a file name
608 similar to native R'n'D levels, but with ".sp" extension instead of
609 ".level"); to use this functionality, enter ":save-native-level" or
610 ":snl" from the main menu with the native Supaplex level loaded and
611 the appropriate tape loaded to the tape recorder
612 * fixed potential crash bug caused by illegal array access in engine
613 snapshot loading and saving code
614 * changed setting permissions of score files to be world-writable if
615 the program is not installed and running setgid to allow the program
616 to modify existing score files when run as a different user (which
617 allows cheating, of course, as the score files are not protected
618 against modification in this case)
619 * added (commented out) suggestions for RO_GAME_DIR and RW_GAME_DIR to
620 the top level Makefile for Debian / Ubuntu installations
621 * added saving read-only levels from editor into personal level set
622 (thanks to Bela Lubkin for the above four patches)
625 * added updating of game values on the panel to Supaplex game engine
628 * finished integrating R'n'D graphics engine into Supaplex game engine
629 (although some animations do not support full customizability yet)
632 * done integrating R'n'D graphics engine into file "Infotron.c"
633 * done integrating R'n'D graphics engine into file "OrangeDisk.c"
636 * integrated engine snapshot functionality into Supaplex game engine
639 * fixed bug in native Supaplex engine that broke several demo solutions
640 * fixed bug with re-initializing already existing elements in function
641 RelocatePlayer() in src/game.c (causing problems with Sokoban fields
642 counted a second time, making the currently playing level unsolvable)
643 * done integrating R'n'D graphics engine into file "SnikSnaks.c"
644 * done integrating R'n'D graphics engine into file "Electrons.c"
645 * done integrating R'n'D graphics engine into file "Zonk.c"
648 * done integrating R'n'D graphics engine into file "Murphy.c"
649 * done integrating R'n'D graphics engine into file "BugsTerminals.c"
652 * started integrating R'n'D graphics engine into Supaplex game engine
655 * added small kludge that allows transparent pushing animation over
656 non-black background (by using "game.use_masked_pushing: true")
657 * added editor flag to Sokoban field/object elements to automatically
658 finish solved Sokoban style levels (even if they contain non-Sokoban
659 elements, which prevents auto-enabling this feature for such levels)
662 * added new element "from_level_template" which is replaced by element
663 from level template at same playfield position when loaded (currently
664 not accessible from level editor, but only used for special Sokoban
665 level conversion when using "special_flags: load_xsb_to_ces")
666 * added special behaviour for "special_flags: load_xsb_to_ces": global
667 settings of individual level files are overwritten by template level
668 (except playfield size, level name, level author and template flag)
671 * added handling of gravity ports when converting Supaplex style R'n'D
672 levels to native Supaplex levels for playing with Supaplex engine
675 * fixed bug in Supaplex engine regarding initial screen scroll position
678 * fixed EMC style pushing animations in the R'n'D graphics engine (when
679 using ".2nd_movement_tile" for animations having start and end tile)
680 * for this to work (look) properly for two-tile pushing animations with
681 non-black (i.e. opaque) background, the pushing graphics drawing order
682 was changed to first draw the pushed element, then the player (maybe
683 this should be controlled by an ".anim_mode" flag yet to be added)
684 * two-tile animations for moving or pushing should have 7 frames for
685 normal speed, 15 frames for half speed etc. to display correct frames
686 * two-tile animations are also displayed correctly with different speed
687 settings for the player (for pushing animations) or moving elements
690 * added searching for template level (file "template.level") not only
691 inside the level set directory, but also in above level directories;
692 this makes is possible to use the same single template level file
693 (placed in a level group directory) for many level sub-directories
696 * fixed bug with steel exit being destructible during opening phase
697 * added token "special_flags" to "levelinfo.conf" (currently with the
698 only recognized value "load_xsb_to_ces", doing the same as the flag
699 "-Dload_xsb_to_ces" on the command line, but as a permanent flag for
700 converting all elements in native (XSB) Sokoban level files to CEs)
703 * fixed some problems with Supaplex engine when compiling for Windows
706 * added special mode to convert elements of Sokoban XSB levels to CEs
707 by adding "-Dload_xsb_to_ces" to the command line starting the game
708 (also adding a dependency to a template level file "template.level")
711 * added reading native Sokoban levels and level packages (XSB files)
714 * fixed bugs in (auto)scrolling behaviour when passing ports or when
715 wrapping around the playfield through "holes" in the playfield border
718 * changed internal playfield bitmap handling from playfield sized bitmap
719 to screen sized bitmap (visible scrolling area), therefore speeding up
720 graphics operations (by eliminating bitmap updates in invisible areas)
721 and removing playfield size limitations due to increasing bitmap size
722 for larger playfield sizes (while the new implementation always uses
723 a fixed playfield bitmap size for arbitrary internal playfield sizes)
726 * fixed bug with single step mode (there were some cases where the game
727 did not automatically return to pause mode, e.g. when trying to push
728 things that cannot be pushed or when trying to run against a wall)
731 * added support for loading Supaplex levels in MPX level file format
734 * fixed SP engine to set "game over" not before lead out counter done
737 * fixed (potential) compile error when using GCC option "-std=gnu99"
738 (thanks to Tom "spot" Callaway)
741 * fixed array allocation in native Supaplex engine to correctly handle
742 preceding scratch buffers (needed because of missing border checking)
743 * fixed playfield initialization to correctly add raw header bytes as
744 subsequent scratch buffer (needed because of missing border checking)
747 * most important parts of native Supaplex engine integration working:
748 - native Supaplex levels can be played in native Supaplex engine
749 - native Supaplex level/demo files ("*.sp" files) can be re-played
750 - all 111 classic original Supaplex levels automatically solvable
751 - native Supaplex engine can be selected and used from level editor
752 - logic of re-playing Supaplex demos migrated to R'n'D tape logic
755 * fixed another translation problem from VisualBasic to C (where "int"
756 should be "short") causing unsolvable demos with bugs and terminals
757 ("bugs" being related to the Supaplex "buggy base" element here ;-) )
760 * fixed bug when reading Supaplex single level files (preventing loader
761 from seeking to level position like in Supaplex level package files)
764 * first classic Supaplex level running and solved by solution/demo tape
767 * started with integration of native Supaplex engine, using source code
768 of Megaplex from Frank Schindler, based on original Supaplex engine
771 * version number set to 3.2.6.2
774 * version 3.2.6.1 released
777 * fixed bug with element_info[e].gfx_element not being initialized in
778 early game stage, causing native graphics in EMC level sets to be
779 mapped completely to EL_EMPTY (causing a blank screen when playing)
780 (this only happened when starting the program with an EMC set with
781 native graphics, but not when switching to such a set at runtime)
784 * deactivated blit-to-same-surface workaround again (see 2009-03-24)
785 and using self-compiled, patched SDL.dll that solves this problem
786 (interim solution until release of SDL 1.2.14 that should fix this)
789 * extended backwards compatibility mode to allow already fixed bug with
790 change actions (see "2008-02-05") for existing levels (especially the
791 Zelda and Zelda II levels and other cool stuff by Alan Bond like FMV)
794 * reactivated workaround to prevent program crashes due to blitting to
795 the same SDL surface that apparently only occurs on Windows systems
796 (this is no final solution; this problem needs further investigation)
799 * version number set to 3.2.6.1
802 * version 3.2.6.0 released
805 * fixed behaviour of player option "no centering when relocating" which
806 was incorrect when disabled and relocation target inside visible area
807 and "no scrolling when relocating" enabled at the same time
810 * fixed problems with re-mapping players on playfield to input devices:
811 previously, players found on the level playfield were changed to the
812 players connected to input devices (for example, player 3 in the level
813 was changed to player 1 (using artwork of player 3, to be able to use
814 a player with a different color)); this had the disadvantage that CE
815 conditions using player elements did not work (because the players in
816 the level definition are different to those effectively used in-game);
817 the new system uses the same player elements as defined in the level
818 playfield and re-maps the input devices of connected players to the
819 corresponding player elements when playing the level (in the above
820 example, player 3 now really exists in the game and is moved using the
821 events from input device 1); level tapes still store the events from
822 input devices 1 to 4, which are then re-mapped to players accordingly
823 when re-playing the tape (just as it is done when playing the level)
826 * fixed bug with player relocation while the player switches an element
829 * fixed bug with EM/DC style exit and EM/DC style steel exit which was
830 not walkable (and did not let the player enter) when in process of
831 opening, but not fully open yet (which can cause the player not being
832 able to enter the exit in EM/DC style levels in time)
835 * fixed some bugs regarding the new level/CE random seed reset options
838 * moved "level settings" and "editor settings" to two tabbed screens in
839 level editor to gain space for additional level property settings
840 * added level setting to start a level with always the same random seed
841 * added CE action "set random seed" to re-initialize random seed in game
842 (this is the only CE action that gets executed before the CE changes,
843 which is needed to use the newly set random seed during the CE change)
846 * fixed redraw problem of special editor door when playing from editor
849 * fixed initialization of gfx_element for level sketch image creation
852 * added switch for EM style dynamite "[ ] explodes with chain reaction"
853 (with default set to "on" for existing levels, but "off" for all new
854 levels), as EM style dynamite does not chain-explode in original EM
857 * added optional initial inventory for players (pre-collected elements)
858 * added change page actions "set player inventory" and "set CE artwork"
859 * added recognition of "player" parameter on change pages when player
860 actions are defined, but no trigger player in corresponding condition
861 (this resulted in actions that only affected the first player before)
862 * fixed bug with change actions being executed for newly created custom
863 elements resulting from custom element changes, when the intention was
864 only to check for change actions for the previous custom element
867 * changed design and size of element drawing area in level editor
868 * added "element used as action parameter" to element change actions
871 * added possibility to reanimate player immediately after his death
872 (for example, by "change to <player> when explosion of <player>")
875 * fixed bug with "gray" white door not being uncovered by magnifier
876 * added score for collecting (any) key to the white key config page
879 * added condition "deadly when <getting hit by>" for custom elements
880 that behaves a bit like the existing "deadly when <colliding with>",
881 but with the following differences:
882 - it only kills players or friends when it was moving before it hits
883 - it does not kill players or friends that try to run into it
886 * fixed the following change conditions where a player element is used
887 as the "element that is triggering the custom element change":
890 - explosion of <element>
892 (the last two conditions already worked partially, but only for the
893 first player, and not for the "Murphy" player when using "move of")
896 * fixed crash bug caused by accessing invalid element (with value -1)
897 in UpdateGameControlValues()
898 * fixed graphical bug when using two-tile movement animations with EMC
899 game engine without explicitly using native EMC graphics engine
902 * fixed bug in new "can dig" feature (see below) so that an unsuccessful
903 try to push something (due to push delay) does not cause a dig action
906 * fixed bug with reference elements used as trigger elements on custom
907 element change pages not being recognized
908 * fixed bug with reference elements not being removed from the playfield
909 * added engine functionality that allows custom elements that "can dig"
910 other elements not only to do so when moving by themselves, but also
911 when being pushed by the player (therefore adding the functionality to
912 push one element over another element, replacing it with the new one)
915 * added command line function to write level sketch images to directory
918 * merged override and auto-override options into new override options
919 with a new data type than can take the values "no", "yes" and "auto"
922 * fixed growing steel wall to also leave behind steel wall instead of
923 normal, destructible wall
924 * fixed handling of rocks falling through stacks of quicksand with
925 different speed (before, the rocks just got stuck in the quicksand)
928 * fixed nasty bug with auto-override and normal override not working on
929 program startup (especially when current level set has custom artwork)
932 * version 3.2.5 released as special edition "R'n'D jue"
935 * fixed X11 crash bug when blitting masked title screens over background
938 * changed build system to support special editions (like "R'n'D jue")
939 * added (hardcoded) loading graphics for "R'n'D jue" special edition
940 * fixed X11 crash bug when scaling images with width/height less than 32
943 * added "background.PLAYING" (only visible as two-pixel border in game)
944 * added default level set for first start of special R'n'D version
945 * changed door animations for editor always behaving like "quick doors"
948 * added new custom artwork setup option "auto-override non-CE sets" for
949 automatic artwork override that is only used for level sets without
950 custom element artwork (as it does not make much sense to override
951 any artwork that redefines custom element artwork for sets using CEs)
952 * fixed default artwork for "special" R'n'D versions always using the
953 "classic" artwork as the base if base artwork is not explicitly
954 defined in "levelinfo.conf", regardless of different default artwork
955 used by the special R'n'D version -- this is needed because any such
956 custom artwork is designed using the "classic" artwork definitions as
957 the base (including menu definitions and screen positions etc., which
958 would otherwise be taken from the different special default artwork)
961 * fixed drawing of animated "quicksand.filling" and "quicksand.emptying"
962 for both EMC and R'n'D graphics engine (heavy workarounds needed due
963 to massively broken handling of quicksand in R'n'D game engine)
964 * fixed off-limits access to array in DrawLevelFieldCrumbledSandExt()
965 * fixed crash bug (hopefully) when scrolling with cursor keys in editor
968 * fixed small bug in toon drawing (introduced when fixing the crash bug)
971 * added graphics definition "game.panel.highscore" to display the
972 current levels current high score in the game panel
975 * version number set to 3.2.5
978 * version 3.2.4 released
981 * fixed crash bug in toon drawing functions for large step offset values
984 * fixed some problems with displaying game panel when quick-loading tape
987 * fixed (experimental only) redrawing of every tile per frame (even if
988 unneeded) for the extended (R'n'D based) EMC graphics engine
989 * added optimization to only calculate element count for panel display
990 if really needed (that is, if element count values defined on panel)
991 * fixed problem with special editor door redraw when entering main menu
994 * fixed bug with displaying background for title messages on info screen
995 * some code cleanup for the extended (R'n'D based) EMC graphics engine
998 * fixed bug with CE action "move player" always resulting in player 4
999 if there was a CE action with no trigger player (because the player
1000 element was calculated by using log_2() from trigger player bits with
1001 the value PLAYER_BITS_ANY) -- this is now fixed by also storing the
1002 triggering player bit mask and handling all players in "move player"
1003 * fixed bug when defined artwork cannot be found for artwork that has
1004 default artwork cloned from other artwork (without default filename)
1005 * added several fixes to the extended (R'n'D based) EMC graphics engine
1008 * fixed broken editor copy and paste for custom elements between levels
1011 * title messages are now also searched in graphics artwork directory;
1012 those found in graphics directory have precendence over those found
1013 in level directory -- this handles title messages stored in graphics
1014 directories as part of the artwork set, just like title images; this
1015 makes sense, as corresponding special font definitions for messages
1016 are usually defined in the same graphics artwork directory, and also
1017 because title images and title messages that are combined in a level
1018 set introduction should usually not be separated when the level set
1019 is used with a different artwork set (e.g. using "override graphics")
1020 * fixed problem with door borders on main screen by first drawing doors
1021 and then the corresponding border masks, but not vice versa
1022 * fixed problem with artwork config entries using the value "[DEFAULT]";
1023 this does not what one might expect, but sets the value to an invalid
1024 value -- solution: simply ignore such entries, which results in this
1025 value keeping its previous (real) default value (in general, entries
1026 that should use their default value should just not be defined here)
1027 * fixed problem with wrong fading area size from main menu to setup menu
1030 * fixed problem with broken crumbled graphics after level set changes
1031 when using R'n'D custom artwork with level sets using the EMC engine
1034 * fixed invisible "joysticks deactivated ..." text on setup input screen
1037 * added use of hashes created from static lists (element tokens, image
1038 config, font tokens) to speed up lookup of configuration parameters
1039 * fixed bug where element and graphic config token lookup was mixed up
1042 * added "busy" animation when initializing program and loading artwork
1043 * added initialization profiling for program startup (debugging only)
1046 * fixed(?) very strange bug apparently triggered by memset() when code
1047 was cross-compiled with MinGW cross-compiler for Windows XP platform
1048 (this only happened when using SDL.dll also self-compiled with MinGW)
1051 * added graphics engine directive "border.draw_masked_when_fading" that
1052 enables/disables drawing of border mask over screen that is just faded
1055 * fixed small problem with separate fading definition for game screen
1058 * added additional configuration directives for setup screen draw offset
1059 menu.draw_xoffset.SETUP[XXX] and menu.draw_yoffset.SETUP[XXX] with XXX
1060 in GAME, EDITOR, GRAPHICS, SOUND, ARTWORK, INPUT, SHORTCUTS_1,
1061 SHORTCUTS_2, CHOOSE_ARTWORK, CHOOSE_OTHER (where "CHOOSE_ARTWORK" is
1062 used to define draw offset on custom artwork selection screens and
1063 "CHOOSE_OTHER" is used on all other list style selection screens, like
1064 choosing game speed or screen mode for fullscreen mode)
1065 * added additional configuration directives to define main menu buttons:
1066 - menu.button_name and menu.button_name.active
1067 - menu.button_levels and menu.button_levels.active
1068 - menu.button_scores and menu.button_scores.active
1069 - menu.button_editor and menu.button_editor.active
1070 - menu.button_info and menu.button_info.active
1071 - menu.button_game and menu.button_game.active
1072 - menu.button_setup and menu.button_setup.active
1073 - menu.button_quit and menu.button_quit.active
1074 * added eight pure decoration graphic definitions for the game panel
1077 * added support for accessing native Diamond Caves II level packages
1078 * fixed displaying of game panel values for Emerald Mine game engine
1079 * fixed displaying end-of-level time and score values on new game panel
1082 * added game panel control to display arbitrary elements on game panel
1083 * added game panel control to display custom element score (globally
1084 unique for identical custom elements) either as value or as element
1085 * added ".draw_masked" and ".draw_order" to game panel control drawing
1088 * fixed some general bugs with handling of ".active" elements and fonts
1091 * cleanup of game panel elements (some elements were not really needed)
1092 * added displaying of gravity state (on/off) as new game panel control
1093 * added animation for game panel elements (similar to game elements)
1096 * added new pseudo game mode "PANEL" to define panel fonts and graphics
1097 - panel fonts now use ".PANEL" suffix instead of ".PLAYING" suffix
1098 - panel graphics now use ".PANEL" suffix instead of ".DOOR" suffix
1099 (else graphics would have to use ".PLAYING", which would be confusing)
1100 * fixed bug when fading out to game screen with border mask defined
1103 * added attribute ".tile_size" for element style game panel controls
1106 * added <space> key as additional valid key to use for confirm requester
1109 * improved menu fading, adding separate fading definitions for entering
1110 and leaving a "content" screen (in general), and optional definitions
1111 for the special "content" screens SCORES, EDITOR, INFO and PLAYING
1114 * added (currently invisible) setup option to define scroll delay value
1115 * fixed small bug in priority handling when auto-detecting level start
1116 position in levels without player element (but player from CE etc.)
1117 * added option "game.forced_scroll_delay_value" to override user choice
1118 of scroll delay value for certain level sets with "graphicsinfo.conf"
1119 * replaced setup option "scroll delay: on/off" by new setup option that
1120 directly allows selecting the desired scroll delay value from 0 to 8
1123 * added displaying of most game panel control elements (not animated)
1126 * added new configuration directives to display additional game engine
1127 values on the game control panel, like the following examples:
1128 - game.panel.time_hh/time_mm/time_ss - level time in HH/MM/SS format
1129 - game.panel.penguins - number of penguins to rescue
1130 - game.panel.level_name - level name of current level
1133 * added support for preview tile sizes "1" and "2" (1x1 and 2x2 pixels)
1136 * added new player option "no centering when relocating" for "invisible"
1137 teleportations to level areas that look exactly the same, giving the
1138 illusion that the player did not relocate at all (this was the default
1139 since 3.2.3, but caused visual problems with room creation in "Zelda")
1140 * added new menu fading effect "melt", shamelessly stolen from "DOOM"
1143 * improved menu fading, adding separate fading definitions for entering
1144 and leaving a menu and for fading between menu and "content" screens
1145 * fixed small bug with recognizing also ".font_xyz" style definitions
1148 * improved menu fading, adding separate fading definitions for fading
1149 between menu screens and fading between menu and "destination" screens
1152 * titlemessage_initial_x and titlemessage_x set to "[DEFAULT]" in static
1153 configuration (set from "[titlemessage_initial]" and "[titlemessage]")
1154 * fading settings of "[titlemessage_initial]" and "[titlemessage]" set
1155 to "[DEFAULT]" in static configuration (set from "[title_initial]" and
1157 * improved title fading, allowing fading animation types "none", "fade"
1158 and "crossfade" (including cross-fading of last title to main menu)
1161 * added configurability of graphics, sounds and music for title screens,
1162 which are separated into initial title screens (only shown once at
1163 program startup) and title screens shown for a given level set; these
1164 title screens can be composed of up to five title images and up to
1165 five title text messages (each drawn using an optional background
1166 image), also using background music and/or sounds; aspects like
1167 background images, sounds and music of title screens can either be
1168 defined generally (valid for all title screens) or specifically (and
1169 therefore differently for each title screen) using these directives:
1171 to define a background image, sound or music file for all screens:
1172 - background.TITLE_INITIAL (for all title screens for game startup)
1173 - background.TITLE (for all title screens for level sets)
1175 to define a background image, sound or music file for a single screen:
1176 - background.titlescreen_initial_x (with x in 1,2,3,4,5)
1177 - background.titlescreen_x (with x in 1,2,3,4,5)
1178 - background.titlemessage_initial_x (with x in 1,2,3,4,5)
1179 - background.titlemessage_x (with x in 1,2,3,4,5)
1181 to define the title screen images:
1182 - titlescreen_initial_x (with x in 1,2,3,4,5)
1183 - titlescreen_x (with x in 1,2,3,4,5)
1185 to define the title text messages, place text files into the level set
1186 directory that have the following file names:
1187 - titlemessage_initial_x.txt (with x in 1,2,3,4,5)
1188 - titlemessage_x.txt (with x in 1,2,3,4,5)
1190 to define the properties of the text messages, either use directives
1191 that affect all text messages:
1192 - [titlemessage_initial].<suffix>
1193 - [titlemessage].<suffix>
1194 or use directives that affect single text messages:
1195 - titlemessage_initial_x.<suffix> (with x in 1,2,3,4,5)
1196 - titlemessage_x.<suffix> (with x in 1,2,3,4,5)
1198 valid values for <suffix> are the same as for readme.<suffix> below;
1199 use ".sort_priority" (default: 0) to define an arbitrary order for
1200 title images and title messages (which can therefore be mixed)
1203 * added full configurability of "readme.txt" screen appearance:
1204 - readme.x: <left position used with alignment>
1205 - readme.y: <top position>
1206 - readme.width: <maximim text width in pixels>
1207 - readme.height: <maximum text height in pixels>
1208 - readme.chars: <maximum number of chars per line>
1209 - readme.lines: <maximum number of lines displayed>
1210 - readme.align: left,center,right (default: center)
1211 - readme.top: top,middle,bottom (default: top)
1212 - readme.font: font name
1213 - readme.autowrap: true,false (default: true)
1214 - readme.centered: true,false (default: false)
1215 - readme.parse_comments: true,false (default: true)
1216 - readme.sort_priority: (not used here, but only for title screens)
1217 when "readme.chars" and/or "readme.lines" is set to "-1" (this is the
1218 default), they are automatically determined from "readme.width" and
1219 "readme.height" accordingly; when they are not "-1", they have
1220 precedence over "readme.width" and "readme.height"
1221 * added internal ad-hoc config settings for displaying text files like
1222 title messages or "readme.txt" style level set info files:
1223 - .font: font name (default: readme.font)
1224 - .autowrap: true,false (default: readme.autowrap)
1225 - .centered: true,false (default: readme.centered)
1226 - .parse_comments: true,false (default: readme.parse_comments)
1227 (the leading '.' and the separating ':' are mandatory here); to use
1228 these ad-hoc settings, they have to be written inside a comment, like
1229 "# .autowrap: false" or "# .centered: true"; these settings then
1230 override the above global settings (they can even be used more than
1231 once, like "# .centered: true", then some text that should be drawn
1232 centered, then "# .centered: false" to go back to non-centered text;
1233 important note: after using "# .parse_comments: false", or when using
1234 "readme.parse_comments: false", detecting and parsing comments inside
1235 the file is disabled and comments are just printed like normal text;
1236 also be aware that all automatic text size calculations are done with
1237 the font defined in "readme.font", while using different fonts using
1238 "# .font: <font>" inside the text file may cause unexpected results
1241 * changed some numerical limits in the level editor from 255 to 999
1244 * added option "system.sdl_videodriver" to select SDL video driver
1245 * added output of SDL video and audio driver to "version info" page
1248 * added group element drawing to IntelliDraw drawing functions
1249 * fixed animation resetting problem again (last try broke Snake Bite)
1250 * fixed diagonal scrolling in screen scrolling (last try broke Pac Man)
1253 * added new (special) "include: <filename>" directive that works in all
1254 configuration files (like "graphicsinfo.conf") and that has the same
1255 effect as if that directive would be replaced with the content of the
1256 specified file (this can be useful to split large configuration files
1257 into several smaller ones and include them from one main file, or to
1258 store configuration settings that always stay the same into a separate
1259 file, while including it and only add those parts that really change)
1262 * fixed minor bug (screen redraw of player tiles) in EMC graphics engine
1265 * fixed bug in "InitMovingField()" where treating an integer array as
1266 boolean caused wrong resetting of animations while elements are moving
1267 * fixed problem with resetting animations when starting element change
1270 * added sort priority for order of title screens and title messages
1273 * changed end of game again: do not wait for the user to press a key
1274 anymore, but directly ask/confirm tape saving and go to hall of fame
1275 * re-enabled quitting of lost game by pressing space or return again
1276 * added blanking of mouse pointer when displaying title screens
1277 * added remaining menu draw offset definitions for info sub-screens
1280 * added setup option to select game speed (from very slow to very fast)
1281 * improved handling of title text messages (initial and for level set)
1284 * added new options "auto-wrap" and "centered" for DC2 style envelopes
1287 * fixed displaying and typing of player name when it is centered
1288 * added special characters to be allowed for player name (not only A-Z)
1291 * fixed blit in ScrollLevel() to same bitmap to not overlap anymore
1292 (newer versions of the SDL library seem to not like this anymore)
1295 * added code for configuration directives for control of game panel
1298 * fixed small cosmetical bug with underlining property tabs in editor
1301 * fixed small drawing bug in X11FadeRectangle
1302 * added new elements for newly supported Diamond Caves II levels:
1303 - EM/DC style exits that disappear after passing
1304 - white key and gate (one white key needed for each white gate)
1305 - fake gate (there is no key to open/pass this kind of gate!)
1306 - extended magic wall which also handles pearls and crystals
1310 * changed maximum value for endless loop detection to a higher value
1311 (some levels really used very deep recursion without being endless)
1314 * added new elements for newly supported Diamond Caves II levels:
1315 - growing steel walls
1316 - snappable land mine
1319 * added new elements for newly supported Diamond Caves II levels:
1320 - steel text elements
1323 * added level file loader for native Diamond Caves II levels
1326 * version number set to 3.2.4
1329 * version 3.2.3 released
1332 * fixed malloc/free bug when updating EMC artwork entries in level list
1333 * added workaround (warning and request to quit the current game) when
1334 changing elements cause endless recursion loop (which would otherwise
1335 freeze the game, causing a crash-like program exit on some systems)
1338 * fixed nasty string overflow bug when entering too long envelope text
1341 * added feedback sounds for menu navigation "menu.item.activating" and
1342 "menu.item.selecting" (for highlighting and executing menu entries)
1345 * improved "no scrolling when relocating" to also consider scroll delay
1346 (meaning that the player is not automatically centered in this case;
1347 this makes it possible to "invisibly" relocate the player to a region
1348 of the level playfield which looks the same as the old level region)
1349 * fixed bug with not recognizing "main.input.name.align" when active
1352 * fixed bug with displaying masked borders over title screens when
1353 screen fading is disabled
1356 * fixed infinite loop / crash bug when killing the player while having
1357 a CE with the setting "kill player X when explosion of <player X>"
1358 * added special editor graphic for "char_space" to distinguish it from
1359 "empty_space" when editing a level (in-game graphics still the same)
1362 * fixed nasty bug with initialization only done for the first player
1365 * small change to handle loading empty element/content list micro chunks
1368 * uploaded pre-release (test) version 3.2.3-0 binary and source code
1371 * some optimizations on startup speed by reducing initial text output
1374 * added caching of custom artwork information for faster startup times
1377 * fixed graphical bug when using fewer menu entries on level selection
1378 screen than usual (with "menu.list_size.LEVELS" directive)
1379 * fixed crash bug (Windows/SDL only) caused by BlitBitmap blitting from
1380 the backbuffer to the backbuffer by error (with identical rectangle)
1383 * fixed bug when displaying titlescreen with size less than element tile
1384 * fixed bug that caused elements with "change when digging <e>" event
1385 to change for _every_ digged element, not only those specified in <e>
1386 * fixed bug that caused impact style collision when dropping element one
1387 tile over the player that can both fall down and smash players
1388 * fixed bug that caused impact style collision when element changed to
1389 falling/smashing element over the player immediately after movement
1392 * fixed bug that allowed making engine snapshots from the level editor
1395 * fixed bugs with player name and current level positions on main screen
1398 * added configuration directives for control of title screens:
1399 - "title.fade_delay" for fading time
1400 - "title.post_delay" for pause between screens (when not crossfading)
1401 - "title.auto_delay" to automatically continue after some time
1402 these settings can each be overridden by specifying them with titles:
1403 - "titlescreen_initial_{1-5}.{fade_delay,post_delay,auto_delay}"
1404 - "titlescreen_{1-5}.{fade_delay,post_delay,auto_delay}"
1405 fading mode can also be specified:
1406 - "titlescreen_initial_{1-5}.anim_mode: {fade,crossfade}
1407 - "titlescreen_{1-5}.anim_mode: {fade,crossfade}
1408 default is using normal fading for menues and initial title screens,
1409 while using cross-fading for level set title screens
1410 * fixed bug with background not drawn in Hall of Fame after game was won
1413 * added configuration directives for the remaining main menu items
1416 * added additional configuration directives for info screen draw offset:
1417 menu.draw_{x,y}offset.INFO[{ELEMENTS,MUSIC,CREDITS,PROGRAM,LEVELSET}]
1418 * added additional configuration directives for preview info text
1419 * limited mouse wheel sensitive screen area to scrollable screen area
1422 * added highlighted menu text entries to menu navigation when selected
1425 * fixed bug that prevented player from correctly being created in the
1426 top left corner by a custom element change in a level without player
1427 * fixed bug that prevented player from being killed when indestructible,
1428 non-walkable element is placed on player position by extended change
1429 * added configurable menu button, text and input positions to main menu
1432 * added page fading effects for remaining info sub-screens
1433 * fixed small bug that caused some delays when answering door request
1436 * added directives "border.draw_masked.*" for menu/playfield area and
1437 door areas to display overlapping/masked borders from "global.border"
1440 * fixed bug with CE with move speed "not moving" not being animated
1441 * when changing player artwork by CE action, reset animation frame
1444 * fixed bug with not unmapping main menu screen gadgets on other screens
1445 * fixed bug with un-pausing a paused game by releasing still pressed key
1446 * fixed bug with not redrawing screen when toggling to/from fullscreen
1447 mode while fast reloading tape (without redrawing playfield contents)
1448 * fixed bug with quick-saving tape snapshot despite answering with "no"
1451 * version number set to 3.2.3
1454 * version 3.2.2 released
1457 * fixed bug with redrawing screen in fullscreen mode after quick tape
1458 reloading when using the EMC game engine
1459 * changed token names from "last_ce_[1-8]" to "prev_ce_[1-8]"
1462 * fixed bug in GameWon() when level contains no exit (like in Sokoban)
1465 * added engine snapshot functionality for instant tape reloading (this
1466 only works for the last tape saved using "quick save", and does not
1467 work across program restarts, because it completely works in memory)
1470 * version number set to 3.2.2
1473 * version 3.2.1 released
1476 * fixed nasty bugs with handling error message file on Mac OS X systems
1479 * general code cleanup (removing many annoying "#if 0" blocks etc.)
1482 * fixed bug that caused broken tapes when manually appending to tapes
1483 using the "pause before death" functionality, followed by recording
1484 * added setup option to disable fading of screens for faster testing
1487 * code cleanup of new fading functions
1490 * changed behaviour after solved game -- do not immediately stop engine
1491 * added some more smooth screen fadings (game start, hall of fame etc.)
1494 * fixed bug with displaying pushed CE with value/score/delay anim_mode
1497 * added configurable level preview position, tile size and dimensions
1498 * added configurable game panel value positions (gems, time, score etc.)
1501 * fixed small bug with time displayed incorrectly when collecting CEs
1504 * fixed bug with bumpy scrolling with EM engine in double player mode
1507 * added compatibility code to fix "Snake Bite" style levels that were
1508 broken due to a bugfix regarding EL_SOKOBAN_FIELD_PLAYER in 3.2.0
1511 * fixed bug with scrollbars inside editor when using the Windows mouse
1512 enhancement tool "True X-Mouse" (which injects key events to the event
1513 queue to insert selected stuff into the Windows clipboard, which gets
1514 confused with the "Insert" key for jumping to the last editor cascade
1515 block in the element list)
1516 * added Rocks'n'Diamonds icon for use as window icon to SDL version
1517 * added key shortcut "Alt + Enter" to toggle fullscreen mode at any time
1520 * added selection of preferred fullscreen mode to setup / graphics menu
1521 (useful if default mode 800 x 600 does not match screen aspect ratio)
1524 * improved down-scaling of images for better editor and preview graphics
1525 * changed user data directory for Mac OS X from Unix style to new place
1528 * improved level number selection in main menu and player selection in
1529 setup menu (input devices section) by using standard button gadgets
1530 * added support for mouse scroll wheel (caused buggy behaviour before)
1531 * added support for scrolling horizontal scrollbars with mouse wheel by
1532 holding "Shift" key pressed while scrolling the wheel
1533 * added support for single step mouse wheel scrolling by holding "Alt"
1534 key pressed while scrolling the wheel (can be combined with "Shift")
1535 * changed output file "stderr.txt" on Windows platform now always to be
1536 created in the R'n'D sub-directory of the personal documents directory
1537 * added Windows message box to direct to "stderr.txt" after error aborts
1540 * improved general scrollbar handling (when jump-scrolling scrollbars)
1543 * changed scrollbars to always show last line as first after scrolling
1544 (that means jumping n - 1 screen lines instead of n screen lines)
1547 * fixed level versions of EMC level loader (from V4 to V1, V2 and V3)
1548 * fixed level time for EMC levels for V2 engine (V2 and V5 levels)
1549 * fixed special handling of vertically stacked acid becoming fake acid
1552 * fixed bug (very special case) with CE_SCORE_GETS_ZERO, which can
1553 affect multiple instances of the same CE, although this kind of
1554 change condition usually only affects one single custom element
1557 * version number set to 3.2.1
1560 * version 3.2.0 released
1563 * reorganized level editor element list a bit to match engines better
1566 * fixed newly introduced bug with wrongly initializing clipboard element
1569 * fixed bug with displaying visible/invisible level border in editor
1572 * reorganized some elements in the level editor element list
1575 * fixed bug with displaying any player as "yellow" when moving into acid
1576 * fixed bug with displaying running player when player stopped at border
1579 * fixed bug with player exploding when moving into acid
1580 * fixed bug with level settings being reset in editor and when playing
1581 (some compatibility settings being set not only after level loading)
1582 * fixed crash bug when number of custom graphic frames was set to zero
1583 * fixed bug with teleporting player on walkable tile not working anymore
1584 * added partial compatibility support for pre-release-only "CONF" chunk
1585 (to make Alan Bond's "color cycle" demo work again :-) )
1588 * fixed some bugs when displaying title screens from info screen menu
1589 * fixed bug which caused EMC doors #5 to #8 to be passable without keys
1592 * changed file major version to 3 to reflect level file format changes
1593 * uploaded pre-release (test) version 3.2.0-8 binary and source code
1596 * added new chunk "NAME" to level file format for level name settings
1597 * added new chunk "NOTE" to level file format for envelope settings
1598 * changed name of chunk "CONF" to "ELEM" (for normal element settings)
1599 * updated magic(5) file to recognize changed and new level file chunks
1600 * removed change events "change when CE value/score changes" as unneeded
1603 * changed gravity (which only affects the player) from level property
1604 to player property (only makes a difference in multi-player levels)
1605 * added change events "change when CE value/score changes"
1606 * added change events "change when CE value/score changes of <element>"
1609 * added new chunk "INFO" to level file format for global level settings
1610 * added all element settings from "HEAD" chunk to "CONF" chunk
1611 * added all global level settings from "HEAD" chunk to "INFO" chunk
1614 * changed level file format by adding two new chunks "CUSX" (for custom
1615 elements, replacing the previous "CUS4" chunk) and "GRPX" (for group
1616 elements, replacing the previous "GRP1" chunk); these new IFF style
1617 chunks use the new and flexible "micro chunks inside chunks" technique
1618 already used with the new "CONF" chunk (for normal element properties)
1619 which makes it possible to easily extend the existing level format
1620 (instead of using fixed-length chunks like before, which are either
1621 too big due to reserved bytes for future use, or too small when those
1622 reserved bytes have all been used and even more data should be stored,
1623 requiring the replacement by new and larger chunks just like it went
1624 with "CUS1" to "CUS4"); this whole problem now does not exist anymore
1627 * added credits pages to the "credits" section that were really missing
1628 * added some missing element descriptions to the level editor
1629 * added down position of switchgate switch to the level editor
1630 and allowed the use of both switch positions at the same time
1631 * changed use of "Insert" and "Delete" keys to navigate element list in
1632 level editor to start of previous or next cascading block of elements
1635 * added the possibility to view the title screen to the info screen menu
1636 * fixed some minor bugs with viewing title screens
1639 * fixed bug with title (cross)fading in/out when using fullscreen mode
1642 * fixed bug that forced re-defining of menu settings in local graphics
1643 config file which are already defined in existing base config file
1644 * fixed small bug that caused door sounds playing when music is enabled
1647 * added the possibility to define up to five title screens for each
1648 level set that are displayed after loading using (cross)fading in/out
1649 (this was added to display the various start images of the EMC sets)
1652 * added "CE score gets zero [of]" to custom element trigger conditions
1653 * added setup option to display element token name in level editor
1656 * added compatibility code for Juergen Bonhagen's menu artwork settings
1659 * fixed bug with displaying wrong animation frame 0 after CE changes
1660 * fixed bug with creating invisible elements when light switch is on
1663 * added selection between ECS and AGA graphics for EMC levels to setup
1666 * adjusted font handling for various narrow EMC style fonts
1669 * changed EM engine behaviour back to re-allow initial rolling springs
1672 * fixed handling of over-large selectboxes (less error-prone now)
1673 * fixed bug when creating GE with walkable element under the player
1676 * added use of "Insert" and "Delete" keys to navigate element list in
1677 level editor to start of custom elements or start of group elements
1678 * added virtual elements to access CE value and CE score of elements:
1679 - "CE value of triggering element"
1680 - "CE score of triggering element"
1681 - "CE value of current element"
1682 - "CE score of current element"
1685 * fixed "grass" to "sand" in older EM levels (up to file version V4)
1688 * changed behaviour of network games with internal errors (because of
1689 different client frame counters) from immediately terminating R'n'D
1690 to displaying an error message requester and stopping only the game
1691 (also to prevent impression of crashes under non command-line runs)
1692 * fixed playing network games with the EMC engine (did not work before)
1693 * fixed bug with not scrolling the screen in multi-player mode with the
1694 focus on player 1 when all players are moving in different directions
1695 * fixed bug with keeping pointer to gadget even after its deallocation
1696 * fixed bug with allowing "focus on all players" in network games
1697 * fixed bug with player focus when playing tapes from network games
1700 * uploaded pre-release (test) version 3.2.0-7 binary and source code
1703 * code cleanup for game action control for R'n'D and EMC game engine
1706 * fixed bug in multi-player movement with focus on both players
1707 * added option to control only the focussed player with all input
1710 * added player focus switching to level tape recording and re-playing
1713 * fixed some bugs in player focus switching in EMC and RND game engine
1716 * added special Supaplex animations for Murphy digging and snapping
1717 * added special Supaplex animations for Murphy being bored and sleeping
1720 * added four new yam yams with explicit start direction for EMC engine
1721 * fixed bug in src/libgame/text.c with printing text outside the window
1724 * fixed small bug in EMC level loader (copyright sign in EM II levels)
1727 * added delayed ignition of EM style dynamite when used in R'n'D engine
1728 * added limited movement range to EMC engine when focus on all players
1731 * fixed bug with missing (zero) score values for native Supaplex levels
1734 * added "continuous snapping" (snapping many elements while holding the
1735 snap key pressed, without releasing the snap key after each element)
1736 as a new player setting for more compatibility with the classic games
1739 * finished scrolling for "focus on all players" in EMC graphics engine
1742 * level sets with "levels: 0" are ignored for levels, but not artwork
1743 * fixed bug when scanning empty level group directories (endless loop)
1746 * fixed bug with explosion graphic for player using "Murphy" graphic
1747 * fixed bug with explosion graphic if player leaves explosion in time
1748 * changed some descriptive text in setup menu to use medium-width font
1749 * added key shortcut settings for switching player focus to setup menu
1752 * fixed bug with random value initialization when recording tapes
1753 * fixed bug with playing single player tapes when team mode activated
1756 * fixed little bug when trying to switch to player that does not exist
1759 * added player switching (visual and quick) to R'n'D and EM game engine
1760 * added setup option to select visual or quick in-game player switching
1763 * added use of "Home" and "End" keys to handle element list in editor
1766 * fixed bug with adding score when playing tape with EMC game engine
1767 * added steel wall border for levels using EMC engine without border
1768 * finally fixed delayed scrolling in EMC engine also for small levels
1771 * fixed potential crash bug in WarnBuggyBase() (missing boundary check)
1774 * fixed bug with CE change order in TestIfElementTouchesCustomElement()
1775 * fixed bug when displaying info element without action, but direction
1778 * fixed minor graphical problems with springs smashing and slurping
1779 (when using R'n'D style graphics instead of EMC style graphics)
1782 * added scroll delay (as configured in setup) to EMC graphics engine
1785 * improved screen redraw for EMC graphics engine (faster and smoother)
1786 * when not scrolling, do not redraw the whole playfield if not needed
1789 * added multi-player mode for EMC game engine (with up to four players)
1792 * added android (can clone elements) from EMC engine to R'n'D engine
1795 * added spring bumper (reflects spring) from EMC engine to R'n'D engine
1798 * added selectbox for initial player speed to player settings in editor
1801 * version 3.1.2 created that is basically version 3.1.1, but with a
1802 major bug fixed that prevented editing your own private levels
1803 * version 3.1.2 released
1806 * added magic ball (creates elements) from EMC engine to R'n'D engine
1809 * uploaded fixed pre-release version 3.2.0-6 binary and source code
1812 * fixed bug when using "CE can leave behind <trigger element>"
1813 * added new change condition "(after/when) creation of <element>"
1814 * added new change condition "(after/when) digging <element>"
1815 * fixed bug accessing invalid gadget that caused crashes under Windows
1816 * deactivated new possibility for multiple CE changes per frame
1819 * uploaded pre-release (test) version 3.2.0-6 binary and source code
1822 * added animation types "ce_value" and "ce_score" to graphicsinfo.conf
1823 * fixed bug with not keeping CE value for moving CEs with only action
1824 * changed CE action selectboxes in editor to be only reset when needed
1827 * added option "use artwork from element" for custom player artwork
1828 * added option "use explosion from element" for player explosions
1831 * added cascaded element lists in the level editor
1832 * added persistence for cascaded element lists by "editorcascade.conf"
1833 * added dynamic element list with all elements used in current level
1834 * added possibility for multiple CE changes per frame (experimental)
1837 * uploaded pre-release (test) version 3.2.0-5 binary and source code
1840 * changed "score for each 10 seconds/steps left" to "1 second/step"
1841 * added own score for collecting "extra time" instead of sharing it
1842 * added change events "switched by player" and "player switches <e>"
1843 * added change events "snapped by player" and "player snaps <e>"
1844 * added "set player artwork: <element choice>" to CE action options
1845 * added change event "move of <element>"
1848 * added "set player shield: off / normal / deadly" to CE action options
1849 * added new player option "use level start element" in level editor
1850 to set the correct focus at level start to elements from which the
1851 player is created later (this did not work before for cascaded CE
1852 changes resulting in creation of the player; it is now also possible
1853 to create the player from a yam yam which is smashed at level start)
1856 * added "set player speed: frozen (not moving)" to CE action options
1857 * added "move player: l/r/u/d/trigger/-trigger" to CE action options
1860 * added new player option "block snap field" (enabled by default) to
1861 make it possible to show a snapping animation like in Emerald Mine
1864 * added dynamic selectboxes to custom element action settings in editor
1865 * added "CE value" counter for custom elements (instead of "CE count")
1866 * added option to use the last "CE value" after custom element change
1867 * added option to use the "CE value" of other elements in CE actions
1868 * fixed odd behaviour when pressing time orb in levels w/o time limit
1869 * added checkbox "use time orb bug" for older levels that use this bug
1872 * added missing configuration settings for the following elements:
1873 - EL_TIMEGATE_SWITCH (time of open time gate)
1874 - EL_LIGHT_SWITCH_ACTIVE (time of light switched on)
1875 - EL_SHIELD_NORMAL (time of shield duration)
1876 - EL_SHIELD_DEADLY (time of shield duration)
1877 - EL_EXTRA_TIME (time added to level time)
1878 - EL_TIME_ORB_FULL (time added to level time)
1881 * added "wind direction" as a movement pattern for custom elements
1882 * added initial wind direction for balloon / custom elements to editor
1883 * added functionality for EL_BALLOON_SWITCH_NONE to R'n'D game engine
1886 * added parameters for "game of life" and "biomaze" elements to editor
1889 * added level file chunk "CONF" for generic level and element settings
1892 * uploaded pre-release (test) version 3.2.0-4 binary and source code
1895 * skip empty level sets (with "levels: 0"; may be artwork base sets)
1896 * added sound action ".page[1]" to ".page[32]" for each CE change page
1899 * added image config suffix ".clone_from" to copy whole image settings
1900 * fixed bug with invalid ("undefined") CE settings in old level files
1903 * fixed graphical bug with smashing elements falling faster than player
1906 * fixed major bug which prevented private levels from being edited
1907 * fixed bug with precedence of general and special font definitions
1910 * fixed graphical bug with player animation when player moves slowly
1913 * uploaded pre-release (test) version 3.2.0-3 binary and source code
1916 * fixed bug which prevented "global.num_toons: 0" from working
1919 * major code cleanup (removed all these annoying "#if 0" blocks)
1922 * added custom element actions for CE change page in level editor
1925 * fixed music initialization bug in init.c (thanks to David Binderman)
1926 * fixed mouse wheel "button" bug in editor (thanks to Tomi Belan)
1927 (this bug must probably be fixed at other places, too)
1930 * fixed buggy '#include "SDL.h"' statements in src/libgame/sdl.h
1931 (should be '#include <SDL.h>' instead)
1934 * fixed bug which prevented "walkable from no direction" from working
1935 (due to compatibility code overwriting this setting after loading)
1938 * fixed bug on Mac OS X (use of reserved name "Random") in EM engine
1941 * version number temporarily set to 3.1.1 (intermediate bugfix release)
1942 * version 3.1.1 released
1945 * changed some va_arg() arguments from 'long' to 'int', fixing problems
1946 on 64-bit architecture systems with LP64 data model
1949 * fixed bug with bombs not exploding when hitting the last level line
1950 (introduced after the release of 3.1.0)
1953 * added support for dumping small-sized level sketches from editor
1956 * added recognition of "trigger element" for "change digged element to"
1957 (this is not really what the "trigger element" was made for, but its
1958 use may seem obvious for leaving back digged elements unchanged)
1961 * fixed multiple warnings about failed joystick device initialization
1964 * fixed bug with dynamite dropped on top of just dropped custom element
1965 (collect dynamite, collect CE, drop CE => dynamite was also dropped);
1966 dynamite can still be dropped, but drop key must be released before
1969 * fixed bug with wrong start directory when started from file browser
1970 (due to this bug, R'n'D could not be started from KDE's Konqueror)
1973 * fixed bug causing "change when impact" on player not working
1974 * fixed wrong priority of "hitting something" over "hitting <element>"
1975 * fixed wrong priority of "hit by something" over "hit by <element>"
1978 * fixed graphical bug which caused the player (being Murphy) to show
1979 collecting animations although the element was collected by penguin
1982 * fixed two bugs causing wrong door background graphics in system.c
1983 (in functions "SetBackgroundBitmap()" and "DrawingOnBackground()")
1986 * fixed graphic bug with exploding bomb and R'n'D graphics in EM engine
1987 * added "no direction" to "walkable/passable from" selectbox options
1990 * enhanced tape autoplay to accept "autoplay <set> [<nr> ...]" format
1991 * in tape autoplay, not only report broken, but also missing tapes
1994 * uploaded pre-release (test) version 3.2.0-2 binary and source code
1997 * fixed small bug with "linear" animation not working for active lamp
2000 * fixed bug with moving up despite gravity due to "block last field"
2001 * fixed small bug with wrong draw offset when typing name in main menu
2002 * when reading user names from "passwd", ignore data after first comma
2003 * when creating new "levelinfo.conf", only write some selected entries
2006 * fixed displaying "imported from/by" on preview with empty string
2007 * fixed ignoring draw offset for fonts used for level preview texts
2010 * fixed a delay problem with SDL and too many mouse motion events
2011 * added setup option "skip levels" and level skipping functionality
2014 * added move speed "not moving" for non-moving CEs, but with direction
2017 * fixed mapping of obsolete element token names in "editorsetup.conf"
2018 * fixed bug with sound "acid.splashing" treated as a loop sound
2019 * fixed some little sound bugs in native EM engine
2022 * fixed small bug when dragging scrollbars to end positions
2025 * added editor element descriptions written by Aaron Davidson
2028 * improved fallback handling when configured artwork is not available
2029 (now using default artwork instead of exiting when files not found)
2032 * fixed bug on level selection screen when dragging scrollbar
2035 * fixed bug which caused broken tapes when appending to EM engine tapes
2038 * uploaded pre-release (test) version 3.2.0-1 binary and source code
2041 * added code to replace changed artwork config tokens with other tokens
2042 (needed for backwards compatibility, so that older tokens still work)
2045 * added native R'n'D graphics for some new EMC elements in EM engine
2048 * fixed some bugs in the EM engine integration code
2049 * changed EM engine code to allow diagonal movement
2050 * changed EM engine code to allow use of separate snap and drop keys
2053 * fixed some redraw bugs when using EM engine
2056 * fixed bug with not converting RND levels which are set to use native
2057 engine to native level structure when loading
2060 * uploaded pre-release (test) version 3.2.0-0 binary and source code
2063 * version number set to 3.2.0
2066 * level data now reset to defaults after attempt to load invalid file
2069 * added use of "editorsetup.conf" for different level sets
2072 * added auto-detection for various types of Emerald Mine level files
2075 * fixed bug with scrollbars getting too small when list is very large
2078 * fixed bug with 3+3 (cross) sized explosion not making explosion sound
2081 * added most level editor configuration gadgets for new EMC elements
2084 * added more element and graphic definitions for new EMC elements
2087 * modified native EM engine to use integrated R'n'D sound system
2090 * added SDL support to graphics functions in native EM engine
2091 (by always using generic libgame interface functions)
2094 * fixed bug in frame synchronization in native EM engine
2097 * added code to convert levels between R'n'D and native EM engine
2100 * new Emerald Mine engine can now play levels selected in main menu
2103 * fixed big memory leak in function "CreateBitmapWithSmallBitmaps()"
2104 (which creates scaled down graphics for level editor and preview);
2105 there's still a memory leak somewhere in the artwork handling code
2106 * added "scale image up" functionality to X11 version of zoom function
2109 * first attempts to integrate new, native Emerald Mine Club engine
2112 * fixed bug in gadget code which caused reset of CEs in level editor
2113 (example: pressing 'b' [grab brush] on CE config page erased values)
2114 (solution: check if gadgets in ClickOnGadget() are really mapped)
2115 * improved level change detection in editor (settings now also checked)
2116 * fixed bug with "can move into acid" and "don't collide with" state
2119 * fixed maze runner style CEs to use the configured move delay value
2122 * added Aaron Davidson's tutorial level set to the "Tutorials" section
2125 * fixed engine change that broke 3.0.8 levels like "Walpurgis Gardens"
2126 * fixed the above fix because it broke level set "machine" (*sigh*)
2127 * fixed random element placement in level editor to work as expected
2128 * fixed undefined graphic of runtime element "EL_AMOEBA_TO_DIAMOND"
2131 * re-recorded tape for BD2K3, level 010 (broken due to bugfix)
2134 * fixed bug (missing array boundary check) which caused broken tapes
2135 * fixed bug (when loading level template) which caused broken levels
2136 * fixed bug with new block last field code when using non-yellow player
2139 * fixed bug when pressing "stop, pause, stop, play" on tape recorder
2140 * internal change of how the player blocks the last field when moving
2141 * fixed blocking delay of last field for EM and SP style block delay
2142 * fixed bug where the player had to wait for the usual move delay after
2143 unsuccessfully trying to move, when he directly could move after that
2144 * the last two changes should make original Supaplex level 93 solvable
2145 * improved use of random number generator to make it less predictable
2146 * fixed behaviour of slippery SP elements to let slip left, then right
2149 * fixed bug with wrong door state after trying to quickload empty tape
2150 * fixed waste of static memory usage of the binary, making it smaller
2151 * fixed very little graphical bug in Supaplex explosion
2154 * version number set to 3.1.1
2157 * version 3.1.0 released
2160 * fixed bug with crash when writing user levelinfo.conf the first time
2163 * added option "convert LEVELDIR [NR]" to command line batch commands
2164 * re-converted Supaplex levels to apply latest engine fixes
2165 * changed "use graphic/sound of element" to "use graphic of element"
2166 due to compatibility problems with some levels ("bug machine" etc.)
2169 * fixed bug with CE change replacing player with same or other player
2172 * fixed bug with opaque font in envelope with background graphic when
2173 background graphic is not transparent itself
2176 * added "gravity on" and "gravity off" ports for Supaplex compatibility
2177 * corrected original Supaplex level loading code to use these new ports
2178 * also corrected Supaplex loader to auto-count infotrons if set to zero
2181 * fixed bug with missing initialization of "modified" flag for GEs
2184 * fixed bug that caused endless recursion loop when relocating player
2185 * fixed tape recorder bug in "step mode" when using "pause before end"
2186 * fixed tape recorder bug when changing from "warp forward" mode
2189 * fixed bug with "when touching" for pushed elements at last position
2192 * fixed bug that caused two activated toolbox buttons in level editor
2193 * fixed bug with exploding dynabomb under player due to other explosion
2196 * fixed bug with creating walkable custom element under player (again)
2197 * fixed bug with not copying explosion type when copying CEs in editor
2198 * fixed graphical bug when drawing player in setup menu (input devices)
2199 * fixed graphical bug when the player is pushing an accessible element
2200 * fixed bug with classic switchable elements triggering CE changes
2201 * fixed bug with entering/leaving walkable element in RelocatePlayer()
2202 * fixed crash bug when CE leaves behind the trigger player element
2205 * fixed bug with broken tubes after placing/exploding dynamite in them
2206 * fixed bug with exploding dynamite under player due to other explosion
2207 * fixed bug with not resetting push delay under certain circumstances
2210 * added option "handicap" for "levelinfo.conf" (thanks to Niko Böhm)
2211 * added network multiplayer code for Windows (thanks to Niko Böhm)
2214 * added option "reachable despite gravity" for gravity movement
2215 * changed gravity movement of most classic walkable and passable
2216 elements back to "not reachable" (for compatibility reasons)
2219 * fixed (removed) "indestructible" / "can explode" dependency in editor
2220 * fixed (removed) "accessible inside" / "protected" dependency
2221 * fixed (removed) "step mode" / "shield time" dependency
2224 * fixed dynabombs exploding now into anything diggable
2225 * fixed Supaplex style gravity movement into buggy base now impossible
2226 * added pressing key "space" as valid action to select menu options
2229 * added "replace when walkable" to relocate player to walkable element
2230 * added "enter"/"leave" event for elements affected by relocation
2231 * fixed "direct"/"indirect" change order also for "when change" event
2232 * fixed graphical bug when pushing things from elements walkable inside
2235 * fixed graphic bug when player is snapping while moving in old levels
2236 * fixed bug when a moving custom element leaves a player element behind
2237 * fixed bug with mole not disappearing when moving into acid pool
2238 * fixed bug with incomplete path setting when using "--basepath" option
2239 * moving CE can now leave walkable elements behind under the player
2240 * when relocating, player can be set on walkable element now
2241 * fixed another gravity movement bug
2244 * uploaded pre-release (test) version 3.1.0-2 binary and source code
2247 * added "collectible" and "removable" to extended replacement types
2248 (where "removable" replaces "diggable" and "collectible" elements)
2249 * added "collectible & throwable" (to throw element to the next field)
2250 * fixed bug with CEs digging elements that are just about to explode
2251 * changed mouse cursor now always being visible when game is paused
2254 * added possibility to push/press accessible elements from a side that
2256 * fixed bug with not setting actual date when appending to tape
2259 * fixed bug with incorrectly initialized custom element editor graphics
2262 * corrected set "Contributions_1995-2000/rnd_kjell_kristiansson":
2263 - number of levels corrected from 18 to 17 in "levelinfo.conf"
2266 * fixed bug with destroyed robot wheel still attracting robots forever
2267 * fixed bug with time gate switch deactivating after robot wheel time
2268 (while the time gate itself is not affected by this misbehaviour)
2269 * changed behaviour of BD style amoeba to always get blocked by player
2270 (before it was different when there were non-BD elements in level)
2271 * fixed bug with player destroying indestructable elements with shield
2274 * added option to make growing elements grow into anything diggable
2275 (for the various amoeba types, biomaze and "game of life")
2278 * fixed bug with movable elements not moving after left behind by CEs
2279 * changed gravity movement to anything diggable, not only sand/base
2280 * optionally allowing passing to walkable element, not only empty space
2281 * added option "can pass to walkable element" for players
2282 * finally fixed gravity movement (hopefully)
2285 * fixed bug with movable elements not moving anymore after falling down
2288 * fixed another bug with custom elements digging and leaving elements
2289 * fixed bug with "along left/right side" and automatic start direction
2290 * trigger elements now also displayed when "more custom" deactivated
2291 * fixed bug with clipboard element initialized when loading new level
2292 * added option "drop delay" to set delay before dropping next element
2295 * uploaded pre-release (test) version 3.1.0-1 binary and source code
2298 * added copy and paste functions for custom change pages
2299 * enhanced graphical display and functionality of tape recorder
2300 * fixed bug with custom elements digging and leaving elements
2303 * added move speed faster than "very fast" for custom elements
2304 * fixed bug with 3+3 style explosions and missing border content
2305 * fixed little bug when copying custom elements in the editor
2306 * enhanced custom element changes by more side trigger actions
2309 * added option "no scrolling when relocating" for instant teleporting
2310 * uploaded pre-release (test) version 3.1.0-0 binary and source code
2313 * added trigger element and trigger player to use as target elements
2314 * added copy and paste functions for custom and group elements
2317 * fixed graphical bug when displaying explosion animations
2318 * fixed bug when appending to tapes, resulting in broken tapes
2319 * re-recorded a few tapes broken by fixing gravity checking bug
2322 * "can move into acid" property now for all elements independently
2323 * "can fall into acid" property for player stored in same bitfield now
2324 * added option for deadliness of Supaplex 'sniksnak' and 'electron'
2325 * version number set to 3.1.0 (finally!)
2328 * changed tape recording to only record input, not programmed actions
2331 * fixed totally broken (every 8th frame skipped) step-by-step recording
2332 * fixed bug with requester not displayed when quick-loading interrupted
2333 * added option "can fall into acid (with gravity)" for players
2334 * fixed bug with player not falling when snapping down with gravity
2337 * fixed bug which messed up key config when using keypad number keys
2340 * fixed bug which allowed moving upwards even when gravity was active
2341 * fixed bug with missing error handling when dumping levels or tapes
2344 * added different colored editor graphics for Supaplex gravity tubes
2347 * fixed bug that allowed solvable tapes for unsolvable levels
2350 * use unlimited number of droppable elements when "count" set to zero
2351 * added option to use step limit instead of time limit for level
2354 * added player and change page as trigger for custom element change
2357 * fixed bug with exploding amoeba (explosion 3x3 instead of 1x1)
2360 * fixed bug with dark yamyam changing to acid when moving over acid
2361 * fixed handling of levels with more than 999 seconds level time
2362 (example: level 76 of "Denmine")
2365 * "spring push bug" reintroduced as configurable element property
2366 * fixed bug with missing properties for "mole"
2367 * fixed bug that showed up when fixing the above "mole" properties bug
2368 * added option "can move into acid" for all movable elements
2369 * fixed graphical bug for elements moving into acid
2370 * changed event handling to handle all pending events before going on
2373 * fixed bug which caused all CE change pages to be ignored which had
2374 the same change event, but used a different element side
2375 (reported by Simon Forsberg)
2377 * fixed bug which caused elements that can move and fall and that are
2378 transported by a conveyor belt to continue moving into that direction
2379 after leaving the conveyor belt, regardless of their own movement
2380 type; only elements which can not move are transported now
2381 (reported by Simon Forsberg)
2383 * fixed bug which could cause an array overflow in RelocatePlayer()
2384 (reported by Niko Böhm)
2386 * changed Emerald Mine style "passable / over" elements to "protected"
2387 (fixing unsolvable level 10 of "Bondmine 9" with bug beside gate)
2389 * added new option to select from which side a "walkable/passable"
2390 element can be entered
2393 * added explosion and ignition delay for elements that can explode
2396 * fixed bug which caused player not being protected against enemies
2397 when a CE was "walkable / inside" and was not "indestructible"
2398 * added "walkable/passable" fields to be "protected/unprotected"
2399 against enemies, even if not accessible "inside" but "over/under"
2402 * corrected move pattern to 32 bit and initial move direction to 8 bit
2405 * added second custom element base configuration page
2408 * added some special EMC mappings to Emerald Mine level loader
2409 (also covering previously unknown element in level 0 of "Bondmine 8")
2412 * added option to block last field when player is moving (for Supaplex)
2413 * adjusted push delay of Supaplex elements
2414 * removed delays for envelopes etc. when replaying with maximum speed
2415 * fixed bug when dropping element on a field that just changed to empty
2418 * fixed bug: infotrons can now smash yellow disks
2419 * fixed bug: when gravity active, port above player can now be entered
2420 * removed "one white dot" mouse pointer which irritated some people
2423 * added "choice type" for group element selection
2426 * fixed bug with initial invulnerability of non-yellow player
2429 * added level loader for loading native Supaplex packed levels
2430 (including multi-part levels like the "splvls99" levels)
2433 * fixed bug which allowed creating emeralds by escaping explosions
2436 * custom elements can change (limited) or leave (unlimited) elements
2437 * finally added multiple matches using group elements
2438 * added shortcut to dump brush (type ":DB" in editor) for use in forum
2441 * added new start movement type "previous" for continued CE movement
2442 * added new start movement type "random" for random CE movement start
2445 * added new element "sokoban_field_player" needed for Sokoban levels
2446 (thanks to Ed Booker for pointing this out!)
2449 * added elements that can be digged or left behind by custom elements
2452 * added group elements for multiple matches and random element creation
2455 * fixed some graphical errors displayed in old levels
2458 * fixed wrong double speed movement after passing closing gates
2461 * added level loader for loading native Emerald Mine levels
2464 * changes for "shooting" style CE movement
2467 * Happy New Year! ;-)
2470 * changed default snap/drop keys from left/right Shift to Control keys
2473 * fixed bug with dead player getting reanimated from custom element
2476 * fixed bug with wrong penguin graphics (when entering exit)
2479 * fixed bug with wrong "Murphy" graphics (when digging etc.)
2482 * version number set to 3.0.9
2485 * version 3.0.8 released
2488 * added function checked_free()
2491 * fixed bug with double nut cracking sound
2492 (by eliminating "default element action sound" assignment in init.c)
2495 * fixed crash when no music info files are available
2498 * fixed boring and sleeping sounds
2501 * added "maze runner" and "maze hunter" movement types
2502 * added extended collision conditions for custom elements
2505 * added warnings for undefined token values in artwork config files
2508 * added menu entry for level set information to the info screen
2511 * fixed bug with wrong default impact sound for colored emeralds
2514 * added several sub-screens for the info screen
2515 * menu text now also clickable (not only blue/red sphere left of it)
2518 * added configurable "bored" and "sleeping" animations for the player
2519 * added "awakening" sound for player when waking up after sleeping
2522 * added "copy" and "exchange" functions for custom elements to editor
2525 * added configurable element animations for info screen
2528 * added configurable music credits for info screen
2531 * finally fixed tape recording when player is created from CE change
2534 * added "editorsetup.conf" for editor element list configuration
2537 * added "musicinfo.conf" for menu and level music configuration
2540 * fixed a very nasty bug in dragon turning code in TurnRoundExt()
2541 (that only showed up on Linux, but not on Windows systems)
2544 * fixed turning movement of butterflies and fireflies (no frame reset)
2545 * enhanced sniksnak turning movement (two steps instead of only one)
2548 * version number set to 3.0.8
2551 * version 3.0.7 released
2554 * fixed reset of player animation frame when, for example,
2555 walking, digging or collecting share the same animation
2556 * fixed CE with "deadly when touching" exploding when touching amoeba
2559 * fixed tape recording when player is created from CE element change
2562 * introduced "turning..." action graphic for elements with move delay
2563 (non-CE: bug, spaceship, sniksnak, mole, pacman, yamyam)
2564 * added turning animations for bug, spaceship and sniksnak
2567 * prevent "extended" changed elements from delay change in same frame
2570 * fixed bug when pushing element that can move away to the side
2571 (like pushing falling elements, but now with moving elements)
2574 * finally fixed serious bug in code for delayed element pushing (again)
2577 * unavailable setup options now marked as "n/a" instead of "off"
2578 * new boolean directive "latest_engine" for "levelinfo.conf": when set
2579 to "true", levels are always played with the latest game engine,
2580 which is desired for levels that are imported from other games; all
2581 other levels are played with the engine version stored in level file
2582 (which is normally the engine version the level was created with)
2585 * fixed serious bug in code for delayed element pushing
2586 * fixed little bug in animation frame selection for pushed elements
2587 * speed-up of reading config file for verbose output
2590 * added configuration option for opening and closing Supaplex exit
2591 * added configuration option for moving up/down animation for Murphy
2592 * fixed incorrectly displayed animation for attacking dragon
2593 * fixed bug with not setting initial gravity for each new game
2594 * fixed bug with teleportation of player by custom element change
2595 * fixed bug with player not getting smashed by rock sometimes
2598 * version number set to 3.0.7
2601 * version 3.0.6 released
2604 * added support for MP3 music for SDL version through SMPEG library
2607 * fixed bug when initializing font graphic structure
2608 * fixed bug with animation mode "pingpong" when using only 1 frame
2609 * fixed bug with extended change target introduced in 3.0.5
2610 * fixed bug where passing over moving element doubles player speed
2611 * fixed bug with elements continuing to move into push direction
2612 * fixed bug with duplicated player when dropping bomb with shield on
2613 * added "switching" event for custom elements ("pressing" only once)
2614 * fixed switching bug (resetting flag when not switching but not idle)
2617 * fixed element tokens for certain file elements with ".active" etc.
2620 * version number set to 3.0.6
2623 * version 3.0.5 released
2626 * now four envelope elements available
2627 * font, background, animation and sound for envelope now configurable
2628 * main menu doors opening/closing animation type now configurable
2631 * active/inactive sides configurable for custom element changes
2632 * new movement type "move when pushed" available for custom elements
2635 * fixed bug in multiple config pages loader code that caused crashes
2638 * enhanced (remaining low-resolution) Supaplex graphics
2641 * version number set to 3.0.5
2644 * version 3.0.4 released
2646 2003-09-12 src/tools.c
2647 * fixed bug in custom definition of crumbled element graphics
2649 2003-09-11 src/files.c
2650 * fixed bug in multiple config pages code that caused crashes
2653 * version number set to 3.0.4
2656 * version 3.0.3 released
2659 * added music to Supaplex classic level set
2661 2003-09-07 src/libgame/misc.c
2662 * added support for loading various music formats through SDL_mixer
2664 2003-09-06 (various source files)
2665 * fixed several nasty bugs that may have caused crashes on some systems
2666 * added envelope content which gets displayed when collecting envelope
2667 * added multiple change event pages for custom elements
2669 2003-08-24 src/game.c
2670 * fixed problem with player animation when snapping and moving
2672 2003-08-23 src/screens.c, src/cartoons.c, src/libgame/toons.c
2673 * fixed problem with flickering when drawing toon animations
2675 2003-08-23 src/libgame/sdl.c
2676 * fixed problem with setting mouse cursor in SDL version in fullscreen
2678 2003-08-23 src/game.c
2679 * fixed bug (missing array boundary check) which could crash the game
2682 * version number set to 3.0.3
2685 * version 3.0.2 released
2687 2003-08-21 src/game.c
2688 * fixed bug with creating inaccessible elements at player position
2690 2003-08-20 src/init.c
2691 * fixed bug with not finding current level artwork directory
2693 2003-08-20 src/files.c
2694 * fixed bug with choosing wrong engine version when playing tapes
2695 * fixed bug with messing up custom element properties in 3.0.0 levels
2698 * version number set to 3.0.2
2701 * version 3.0.1 released
2703 2003-08-17 (no source files affected)
2704 * changed all "classic" PCX image files with 16 colors or less to
2705 256 color (8 bit) storage format, because the Allegro game library
2706 cannot handle PCX files with less than 256 colors (contributed
2707 graphics are not affected and might look wrong in the DOS version)
2709 2003-08-16 src/init.c
2710 * fixed bug which (for example) crashed the level editor when defining
2711 "dynamite.EDITOR: [NONE]", because graphics may not be undefined
2712 (only set to default) -- invalid graphics now set to default graphic
2714 2003-08-16 src/init.c
2715 * fixed graphical bug of player digging/collecting/snapping element
2716 when no corresponding graphic/animation is defined for this action,
2717 resulting in player being drawn as EL_EMPTY (which should only be
2718 done to elements being collected, but not to the player)
2720 2003-08-16 src/game.c
2721 * fixed small graphical bug of player not totally moving into exit
2723 2003-08-16 src/libgame/setup.c
2724 * fixed bug with wrong MS-DOS 8.3 filename conversion
2726 2003-08-16 src/tools.c
2727 * fixed bug with invisible mouse cursor when pressing ESC while playing
2729 2003-08-16 (various source files)
2730 * added another 128 custom elements (disabled in editor by default)
2732 2003-08-16 src/editor.c
2733 * fixed NULL string bug causing Solaris to crash in sprintf()
2735 2003-08-16 src/screen.c
2736 * fixed drawing over scrollbar on level selection with custom fonts
2738 2003-08-15 src/game.c
2739 * cleanup of simple sounds / loop sounds / music settings
2741 2003-08-08 (various source files)
2742 * added custom element property for dropping collected elements
2744 2003-08-08 src/conf_gfx.c
2745 * fixed bug with missing graphic for active red disk bomb
2747 2003-08-07 src/files.c, src/editor.c src/game.c, src/main.h
2748 * extended variable "level.gravity" to "level.initial_gravity" and
2749 "game.current_gravity" to prevent level setting from being changed
2750 by playing the level (keeping the runtime value after playing)
2752 * fixed graphics bug when digging element that has 'crumbled' graphic
2753 definition, but not 'diggable' graphic definition
2756 * version number set to 3.0.1
2759 * version 3.0.0 released
2762 * various bug fixes; among others:
2763 - fixed bug with pushing spring over empty space
2764 - fixed bug with leaving tube while placing dynamite
2765 - fixed bug with explosion of smashed penguins
2766 - allow Murphy player graphic in levels with non-Supaplex elements
2770 * I have forgotten to document changes for some time
2773 * pre-release version 2.2.0rc1 released
2775 2002-08-25 src/libgame/setup.c, src/libgame/sound.c
2776 * Level series artwork now configurable via level series config file.
2777 "levelinfo.conf" may now contain directives "graphics_set",
2778 "sounds_set" and "music_set" to select artwork sets which are
2779 globally defined or which are included into other level series.
2782 * version number set to 2.1.2
2785 * version 2.1.1 released
2787 2002-08-10 src/libgame/system.h
2788 * Default "snap" and "bomb" keys for Mac OS X set to left control key
2789 and keypad enter key -- Macs seem not to distinguish between left
2790 and right modifier keys (both generate scan code for left key). :-(
2792 2002-08-10 src/libgame/sound.c
2793 * Fixed small NetBSD compilation bug.
2794 Thanks to Adam Ciarcinski for the bug report.
2796 2002-08-10 src/libgame/sound.c
2797 * Added support for audio device "/dev/sound/dsp" (devfs).
2798 Thanks to Christoph Bauer for the corresponding report.
2800 2002-08-10 src/libgame/sound.c
2801 * Bug fixed that caused regular crashes under SDL/Windows version.
2802 Mixer_InsertSound(): Always stop music before playing new music,
2803 else "mixer_active_channels" can get fucked up.
2804 Thanks to Keith Peterston for the bug report.
2807 * version number set to 2.1.1
2810 * version 2.1.0 released
2812 2002-05-31 src/libgame/image.c
2813 * Read_PCX_to_Pixmap(): Fixed bad memory leak by freeing "ximageinfo"
2814 and "image" after converting loaded PCX image file to X11 Pixmap.
2815 This really showed up when reloading custom artwork several times.
2817 2002-05-20 src/libgame/sound.c
2818 * added support for 16 bit WAV sound files
2821 * version number set to 2.1.0
2823 2002-04-03 to 2002-05-19 (various source files)
2824 * graphics, sounds and music now fully configurable
2825 * bug fixed that prevented walking through tubes when gravity on
2826 * added support for TrueColor PCX graphics files
2827 * enhanced sound system (especially regarding stereo and loop sounds)
2829 2002-04-02 src/events.c, src/editor.c
2830 * Make Escape key less aggressive when playing or when editing level.
2831 This can be configured as an option in the setup menu. (Default is
2832 "less aggressive" which means "ask user if something can be lost"
2833 when pressing the Escape key.)
2835 2002-04-02 src/screen.c
2836 * Added "graphics setup" screen.
2838 2002-04-01 src/screen.c
2839 * Changed "choose level" setup screen stuff to be more generic (to
2840 make it easier to add more "choose from generic tree" setup screens).
2842 2002-04-01 src/config.c, src/timestamp.h
2843 * Added source files "src/config.[ch]" and "src/timestamp.h" (which
2844 automatically gets created by "src/Makefile" and contains an actual
2845 compile-time timestamp to identify development versions of the game).
2847 2002-04-01 src/libgame/misc.c
2848 * Added (currently incomplete) function "getKeyFromKeyName()" simply
2849 for orthogonality. When really needed, this function must be
2850 extended accordingly (analog to "getKeyFromX11KeyName()").
2852 2002-04-01 src/libgame/setup.c
2853 * Changed setup "TYPE_KEY" (internal, X11 style key symbol name) to
2854 "TYPE_KEY_X11" and added "TYPE_KEY" (human readable key symbol name).
2855 (This was needed for custom key setup handling in "src/screens.c".)
2857 2002-03-31 src/tape.c, src/events.c
2858 * Added quick game/tape save/load functions to tape stuff which can be
2859 invoked by a keyboard shortcut. Default: "F1" saves game/tape, "F2"
2860 loads previously recorded tape and directly goes into recording mode
2861 from the end of the tape (therefore appending to the tape).
2863 2002-03-31 src/tape.c
2864 * Added "index mark" function to tape recorder. When playing or
2865 recording, "eject" button changes to "index" button. Setting index
2866 mark is not yet implemented, but pressing index button when playing
2867 allows very quick advancing to end of tape (when normal playing),
2868 very fast forward mode (when playing with normal fast forward) or
2869 very fast reaching of "pause before end of tape" (when playing with
2870 "pause before end" playing mode).
2872 2002-03-30 src/cartoons.c
2873 * Moved some stuff from cartoons.c to the new "src/libgame/toons.c".
2875 2002-03-30 src/libgame/toons.c
2876 * New libgame source file "toons.c" for the program independant part
2879 2002-03-29 src/screen.c
2880 * Changed setup screen stuff to be more generic (to make it easier
2881 to add more setup screens).
2883 2002-03-29 src/libgame/setup.c
2884 * Changed "LoadLevelInfoFromLevelDir()" so that not only directories
2885 with level sub-directories are recognized, but also directories
2886 that directly contain level files.
2888 2002-03-29 src/libgame/sound.c
2889 * Changed "boolean stereo = TRUE;" to "static boolean stereo = TRUE;".
2890 (This was a bug that showed up only when in mono audio mode.)
2892 2002-03-24 src/libgame/x11.c, src/libgame/sdl.c, src/libgame/image.c
2893 * Changed image loading code to not exit on error, but set error by
2894 using "SetError()" accordingly. Image loading errors must now be
2895 catched by above layers (src/init.c for example).
2897 2002-03-24 src/libgame/misc.c
2898 * New functions "SetError()" and "GetError()" to provide more
2899 flexible error handling.
2901 2002-03-23 src/main.c, src/main.h
2902 * Various changes due to the introduction of the new libgame files
2903 "setup.c" and "joystick.c".
2905 2002-03-23 src/files.c
2906 * Generic parts of "src/files.c" (mainly setup and level directory
2907 stuff) moved to new libgame file "src/libgame/setup.c".
2909 2002-03-23 src/joystick.c
2910 * File "src/joystick.c" moved to libgame source tree, with
2911 correspondig changes.
2913 2002-03-23 src/libgame/system.c, src/libgame/system.h
2914 * Various changes due to the introduction of the new files "setup.c"
2917 2002-03-23 src/libgame/setup.c
2918 * New libgame source file "setup.c" that contains now most setup and
2919 level directory stuff previously handled in "src/files.c".
2921 2002-03-23 src/libgame/joystick.c
2922 * New libgame source file "joystick.c" that contains now all joystick
2923 stuff previously handled in "src/joystick.c" of "Rocks'n'Diamonds".
2925 2002-03-22 src/screens.c
2926 * "HandleChooseLevel()": Another bug in level series navigation fixed.
2927 (Wrong level series information displayed when entering main group.)
2929 2002-03-22 src/editor.c
2930 * Slight change to support new gadget event "GD_EVENT_INFO_LEAVING".
2932 2002-03-22 src/editor.c
2933 * Changed behaviour of "Escape" key in level editor to be more
2934 intuitive: When in "Element Properties" or "Level Info" mode,
2935 return to "Drawing Mode" instead of leaving the level editor.
2937 2002-03-22 src/libgame/misc.c, src/libgame/sound.c
2938 * Added command line option "-s" / "--sounds" and "-m" / "--music"
2939 to specify alternative sound and music directories. (The former
2940 shortcut "-s" for "--serveronly" has changed accordingly.)
2942 2002-03-22 src/libgame/gadgets.c
2943 * Added new gadget events for displaying gadget info texts:
2944 "GD_EVENT_INFO_ENTERING" and "GD_EVENT_INFO_LEAVING". Before,
2945 the info text callback function was only called when entering
2946 a gadget (implicit "GD_EVENT_INFO_ENTERING"). But the info text
2947 was never erased. This can now be done by checking the event type
2948 in the info callback function.
2950 2002-03-21 src/game.c, src/editor.c, src/files.c
2951 * 2.0.1 introduced the corrected "Emerald Mine" style behaviour of
2952 gems (emeralds, diamonds, ...) slipping down from normal wall,
2953 steel wall and growing wall (as in E.M.C. style levels). Although
2954 the behaviour of contributed and private levels wasn't changed (due
2955 to the use of "level.game_version"; see previous entry), editing
2956 those levels will (of course) change the behaviour accordingly.
2958 This change seems a bit too hard after thinking about it, because
2959 the EM style behaviour is not the "expected" behaviour (gems would
2960 normally only slip down from "rounded" walls). Therefore this was
2961 now changed to an element property for gem style elements, with the
2962 default setting "off" (which means: no special EM style behaviour).
2963 To fix older converted levels, this flag is set to "on" for pre-2.0
2964 levels that are neither contributed nor private levels.
2966 2002-03-20 src/files.h
2967 * Corrected settings for "level.game_version" depending of level type.
2968 (Contributed and private levels always get played with game engine
2969 version they were created with, while converted levels always get
2970 played with the most recent version of the game engine, to let new
2971 corrections of the emulation behaviour take effect.)
2973 2002-03-20 src/main.h
2974 * Added "#include <time.h>". This seems to be needed by "tape.c" for
2975 compiling the SDL version on some systems.
2976 Thanks to the several people who pointed this out.
2978 2002-03-20 src/libgame/gadgets.c
2979 * "va_arg(ap, boolean)" changed to "(boolean)va_arg(ap, int)";
2980 this caused problems especially on PowerPC architecture (although
2981 it is wrong on i386 and other architectures, too)
2983 2002-03-20 src/libgame/pcx.c, src/libgame/image.c
2984 * Added support for loading and displaying true-color PCX files.
2986 2002-03-20 src/libgame/misc.c, src/libgame/x11.c
2987 * Added command line option "-g" / "--graphics" to specify an
2988 alternative graphics directory.
2991 * Version number set to 2.0.2.
2994 * Version 2.0.1 released.
2996 2002-03-19 src/libgame/system.c, src/libgame/sdl.c [src/tools.c]
2997 * Moved function "GetPixel()" from src/tools.c ("Mirror Magic" code)
2998 to libgame source files; needed for SDL fullscreen bug workaround
3001 2002-03-18 src/screens.c
3002 * "HandleChooseLevel()": Small bug in level series navigation fixed.
3004 2002-03-18 src/files.c [src/libgame/misc.c]
3005 * Moved some common functions from src/files.c to src/libgame/misc.c.
3007 2002-03-18 src/files.c [src/libgame/misc.c]
3008 * Changed permissions for new directories and saved files (especially
3009 score files) according to suggestions of Debian users and mantainers.
3010 Thanks to Drew Parsons <dparsons@emerall.com> for the patch.
3012 2002-03-18 src/libgame/misc.c [src/files.c]
3013 * Moved some common functions from src/files.c to src/libgame/misc.c.
3015 2002-03-18 src/libgame/misc.c [src/files.c]
3016 * Changed permissions for new directories and saved files (especially
3017 score files) according to suggestions of Debian users and mantainers.
3018 Thanks to Drew Parsons <dparsons@emerall.com> for the patch.
3020 2002-03-17 src/files.c
3021 * Changed "{Load|Save}{Level|Tape}()" to IFF style file format:
3022 Replaced "cookie" header string ("ROCKSNDIAMONDS_...\n") with
3023 real IFF style header "RND1....XXXX" (where "XXXX" is "CAVE"
3024 for levels and "TAPE" for tapes). Old "cookie" style format is
3025 still supported for reading. New level and tape files are written
3028 * New IFF chunk "VERS" contains version numbers for file and game
3029 (where "game version" is the version of the program that wrote the
3030 file, and "file version" is a version number to distinguish files
3031 with different format, for example after adding new features).
3033 2002-03-17 src/libgame/sound.c
3034 * Bug in "StopMusic()" fixed: SDL_mixer functions may be called
3035 even when sound not available.
3036 Thanks to Drew Parsons <dparsons@emerall.com> for the patch.
3038 2002-03-15 src/screen.c
3039 * "DrawHallOfFame()": "FadeSounds()" when entering the hall of fame.
3040 (Before, you heard a mixture of the in-game music and the
3041 hall-of-fame music.)
3043 2002-03-15 src/libgame/sound.c, src/libgame/platform.h
3044 * Added /dev/dsp (streaming audio) support for NetBSD (instead of the
3045 /dev/audio (ulaw) based Unix audio interface).
3046 Thanks to Krister Walfridsson <cato@df.lth.se> for the patches.
3048 2002-03-15 src/libgame/sdl.c
3049 * Workaround for fullscreen bug in WIN32 version of SDL (at least
3050 in the currently actual version 1.2.3) by using "standard" screen
3051 resolutions like 800x600 and mapping all input (mouse events) and
3052 output (screen drawing) accordingly.
3054 2002-03-14 src/events.c
3055 * Function "DumpTape()" (files.c) now available by pressing 't' from
3056 main menu (when in DEBUG mode).
3058 2002-03-14 src/game.c
3059 * "GameWon()": When game was won playing a tape, now there is no delay
3060 raising the score and no corresponding sound is played.
3062 2002-03-14 src/files.c
3063 * Changed "LoadTape()" for real chunk support and also adjusted
3064 "SaveTape()" accordingly.
3066 2002-03-14 src/game.c, src/tape.c, src/files.c
3067 * Important changes to tape format: The old tape format stored all
3068 actions with a real effect with a corresponding delay between the
3069 stored actions. This had some major disadvantages (for example,
3070 push delays had to be ignored, pressing a button for some seconds
3071 mutated to several single button presses because of the non-action
3072 delays between two action frames etc.). The new tape format just
3073 stupidly records all device actions and replays them later. I really
3074 don't know why I haven't solved it that way before?! Old-style tapes
3075 (with tape file version less than 2.0) get converted to the new
3076 format on-the-fly when loading and can therefore still be played;
3077 only some minor parts of the old-style tape handling code was needed.
3078 (A perfect conversion is not possible, because there is information
3079 missing about the device actions between two action frames.)
3081 2002-03-14 src/files.c
3082 * New function "DumpTape()" to dump the contents of the current tape
3083 in a human readable format.
3085 2002-03-14 src/game.c
3086 * Small tape bug fixed: When automatically advancing to next level
3087 after a game was won, the tape from the previous level still was
3088 loaded as a tape for the new level.
3090 2002-03-14 src/tape.c
3091 * Small graphical bug fixed: When pressing ""Record" or "Play" on
3092 tape, cartoons did not get completely removed because
3093 StopAnimation() was not called.
3095 2002-03-13 src/files.c
3096 * Changed "LoadLevel()" and "SaveLevel()" to add new chunk "CNT2".
3097 Fixed bug of "CONT" and "BODY" (chunk size was set to 8-bit element
3098 size even when using 16-bit elements). Added new chunk "CNT2" for
3099 16-bit amoeba content (previously written in 8-bit field in "HEAD"
3100 chunk even when content was 16-bit element). "CNT2" should now be
3101 able to store content for arbitrary elements (up to eight blocks of
3102 3 x 3 element arrays). All "CNT2" elements will always be stored as
3103 16-bit elements. "CONT" (with 8/16-bit elements) now obsolete.
3105 2002-03-13 src/files.c
3106 * Changed "LoadLevel()" for real chunk support.
3108 2002-03-12 src/game.c
3109 * Fixed problem (introduced after 2.0.0 release) with penguins
3110 not getting killed by enemies
3112 2002-02-28 src/libgame/sound.c
3113 * Fixed small problem with new SDL_Mixer 1.2.1:
3114 Mix_VolumeMusic() must be called _after_ Mix_PlayMusic(),
3115 or it has no effect.
3117 2002-02-24 src/game.c, src/main.h
3118 * Added "player->is_moving"; now "player->last_move_dir" does
3119 not contain any information if the player is just moving at
3121 Before, "player->last_move_dir" was misused for this purpose
3122 for the robot stuff (robots don't kill players when they are
3123 moving). But setting "player->last_move_dir" to MV_NO_MOVING
3124 broke tapes when walking through pipes!
3125 ("IS_MOVING()" uses "MovPos[][]", but this fails when it is 0
3126 in a continuous movement. This fact is ignored for friends and