2 * fixed "quick menu doors" and sounds for door and envelope requests
5 * fixed display bugs with certain custom menu definitions regarding the
6 hall of fame (high scores) and setup screens that require scrolling
7 (these display bugs showed up with custom menu graphics of R'n'D jue)
10 * fixed bug with animation frames per line with non-standard tile size
11 (relevant for example for 64x64 sized frames continued on next row)
14 * removed checking of file identifier tokens for configuration files
17 * fixed bug where player actions were only mapped in team mode
18 (this broke four tapes in automatic game engine unit test where
19 old levels contained a non-yellow player, like rnd_abby_king, 011)
22 * removed large parts of the preprocessor hell of old and unused code
25 * updated source file headers (mainly author contact information)
28 * added key shortcuts for window scaling and toggling fullscreen mode:
29 - Ctrl-'+', Ctrl-'-' and Ctrl-'0' for up/downscaling and normal size
30 - "F11" key for toggling fullscreen mode (in addition to Alt-Enter)
33 * fixed some drawing bugs when scaling graphics due to "game.tile_size"
34 * added some performance improvements when handling SDL surface scaling
37 * added custom graphics property "game.tile_size" to define in-game tile
38 size (this defines the tile size actually displayed on the playfield);
39 tile graphics will either be scaled to the defined game tile size or
40 have to be specified with the same image size (using ".tile_size")
43 * added custom graphics property ".tile_size" to define tile image size
44 for game element graphics (like "custom_1.tile_size"); non-standard
45 sized images will then be scaled accordingly to standard tile size
48 * fixed music still being played in Android version when in background
51 * added Android "menu" button to be treated as "yes" requester button
52 (while the Android "back" button was already treated as "no" button)
55 * added command line options "--version" / "-V" to show program version
56 (also shows SDL library versions when prefixed with "--debug" option)
59 * error file set to unbuffered to prevent truncation in case of crashes
62 * fixed bug causing wrong screen updates while playing (whole screen
63 update from backbuffer instead of playfield buffer if REDRAW_ALL set)
64 * fixed nasty (typo) bug in native EM engine causing broken player
65 graphics when using different (redefined) playfield size
68 * fixed bug causing EM/EMC graphics sets containing original 16x16 tiles
69 to be displayed incorrectly (with broken scaling) when switching
70 between small and normal game graphics (thanks a lot to filbo for
71 analyzing and describing how to exactly reproduce this bug)
74 * removed MS-DOS support
75 * removed native X11 support (X11 now only supported via SDL/SDL2)
78 * cleanup of functions RedrawPlayfield() and BlitScreenToBitmap()
81 * fixed level redraw after quick-loading tape with small tile graphics
84 * added compatibility code for existing request door animation settings
87 * added ultra-generic, ultra-flexible request door animation handling
90 * fixed major bugs in handling single-player and multi-player tapes
91 (for details, see http://www.artsoft.org/forum/viewtopic.php?t=2086)
94 * fixed various problems with playfield and requester/tape/editor doors
95 defined to be at non-standard screen positions in artwork config file
98 * added envelope style requester dialog (alternative to door requester)
101 * fixed problems with window scaling and updating related setup value
102 * added setup option to select anti-aliasing quality of scaled windows
105 * improved speed of displaying progress when loading levels and artwork
106 * changed fullscreen and window scaling changes in setup menu to have
107 immediate effect (instead of being effective after leaving setup menu)
110 * fixed toons stopping on continuous touch events on Mac OS X
113 * fixed bug when displaying game envelope with even sized playfield
114 * added graphic configuration options for request (dialog) buttons
117 * fixed some redraw bugs with window scaling under Mac OS X
120 * fixed problems with window scaling and updating related setup value
123 * fixed problems related to fullscreen switching and window scaling
126 * fixed inconsistent custom artwork constants numbering in src/main.h,
127 src/screen.c and src/conf_gfx.c (this really should be cleaned up)
128 (this bug caused custom artwork definition to set wrong variable)
131 * fixed using fullscreen mode on Android instead of pseudo-window mode
132 * fixed keeping desktop fullscreen mode when changing viewport size
135 * fixed remaining text input problems for non-ASCII keys with modifier
136 * added window scaling options to graphics setup menu
139 * fixed key code problems with certain keys for SDL2
140 (keypad keys not being in numerical order; number of function keys)
141 * fixed text input problems for text characters using modifier keys
144 * fixed fullscreen option for SDL2 (using only desktop fullscreen now)
147 * fixed graphical bugs when using renderer/texture based graphics
150 * fixed playing certain sounds (menu navigation sound and counting
151 score sound after solving a level) when "normal sounds" are disabled
154 * continued porting Rocks'n'Diamonds to Android (levels now playable)
157 * added SDL2 renderer/texture based graphics frame handling to allow for
158 "desktop" style fullscreen mode and scaling of game screen/window
161 * removed limitation of artwork files to selected file types (this means
162 that every file type supported by SDL_image and SDL_mixer can be used)
163 * changed default graphics from PCX to PNG (needed for Android version
164 to prevent painfully slow image loading, although not compressing PCX
165 files in the assets directory of the APK package might also work fine)
166 * fixed bug with SDL_BlitSurface creating garbage when source and target
167 surface are the same (this bug also existed in versions of SDL 1.2.x)
170 * started porting Rocks'n'Diamonds to Android (already shows main menu)
173 * ported Rocks'n'Diamonds to SDL2 (first simple version that works)
176 * version number set to 3.3.1.3
179 * version 3.3.1.2 released
182 * improved error handling: display error message on screen (not only in
183 the error file or on the console), and display path of the error file
186 * fixed problem with R'n'D restarting with same level set that may have
187 caused a problem (and therefore failing again and again); after an
188 error, the last level set is now deactivated in file "levelsetup.conf"
189 to restart with default level set (which should work without error)
192 * fixed determining main game data directory on Mac OS X "Mavericks"
195 * version number set to 3.3.1.2
198 * version 3.3.1.1 released
201 * added scripts directory to distribution package to enable building
202 element definitions after editing artwork config source code files
205 * added volume controls for sounds, loops and music to sound setup
208 * version number set to 3.3.1.1
211 * version 3.3.1.0 released
214 * version number set to 3.3.1.0
217 * fixed display of level time switching from ascending to descending
218 when making use of the "time orb bug" (see element setting in editor)
219 (see level 053 of set "rnd_equinox_tetrachloride_ii" for an example)
220 * fixed graphics performance problems (especially on Mac OS X) by using
221 whole-playfield redraw on SDL target, while still using the previous
222 single-tile redraw method on X11 target (using redraw tiles threshold)
225 * fixed code (esp. random/tape handling) when compiled on 64-bit systems
226 (by replacing all "long" types by "int" types)
229 * fixed nasty bug (affecting crumbled graphics) after adding new special
230 graphics suffix ".TAPE" (and messing some things up in src/main.c)
233 * fixed wrong argument order in DrawTextBuffer() in gadgets.c
234 (this caused fonts in envelope config in level editor being invisible)
237 * fixed some problems with half tile size and even tile sized playfields
240 * added level selection screen (when clicking on main menu level number)
241 * added level tracing (played, solved) for use in level selection screen
242 (to display already played or solved levels in different font color)
245 * added alternative game mode for playing with half size playfield tiles
246 * fixed another memory violation bug in the native Supaplex game engine
247 (this potential memory bug was also in the original Megaplex code, but
248 apparently only occured under rare conditions triggered by using the
249 additional added preceding playfield memory area to make a few strange
250 levels using dirty off-playfield tricks (bugs) like "12s033.sp" also
251 solvable (this all worked fine in the classic DOS version, of course))
254 * added graphics performance optimization to native Supaplex game engine
255 * fixed bug with accidentally removing preceding buffer in SP engine
256 * moved some editor graphics from "RocksDoor.pcx" to "RocksMore.pcx"
257 (to prevent compatibility mapping of these newer graphics to older
258 (custom) versions of "RocksDoor.pcx" which did not contain them yet)
261 * added separately configurable game panel background to graphics config
262 * fixed displaying Supaplex time (now based on 35 fps instead of 50 fps)
265 * added tape panel graphics and screen positions to graphics config
268 * added compatibility stuff for redefined "global.door" (which affects
269 all parts of that image that have their own graphics definition now)
272 * added sound button graphics to graphics config
275 * added tape button graphics and screen positions to graphics config
278 * improved single step mode in R'n'D, EM and SP engines
281 * version number set to 3.3.0.2
284 * version 3.3.0.1 released
287 * added configurable key shortcuts for snap+direction player actions
288 (probably most useful for recording tool-assisted speedrun (TAS)
289 tapes using the single-step mode of the tape recorder)
292 * version number set to 3.3.0.1
295 * version 3.3.0.0 released
298 * fixed missing memory allocation in SP engine when saving engine data
299 for non-SP game engine snapshots (which also stores SP engine part)
302 * fixed problem with scrolling in native EM engine in multi-user mode
303 (this bug was just introduced with the experimental viewport stuff)
304 * fixed animation of splashing acid in EM engine with classic artwork
305 * fixed animation of cracking nut in EM engine with classic artwork
306 * fixed (implemented) single step mode in native EM and SP engines
307 * fixed "latest_engine" flag in classic levels (moved to single sets)
308 * updated SDL library DLLs for Windows to the latest release versions
309 (this fixed some mysterious crashes of the game on Windows systems)
310 * replaced EM and SP set in classic level set with native level files
311 * finally added a newly written "CREDITS" file to the game package
312 * removed sampled music loops from classic music set
315 * changed native Emerald Mine engine to support different viewport sizes
318 * changed native Supaplex engine to support different viewport sizes
321 * added initial, experimental support for different viewport properties
322 (with "viewports" being menu/playfield area and doors; currently the
323 size of the menu/playfield area and door positions can be redefined)
326 * added initial, experimental support for different window sizes
329 * added support for native Sokoban solution files in pure 'udlrUDLR'
330 format with extension ".sln" instead of ".tape" for solution tapes
333 * added image config suffix ".class" to be able to define classes of
334 crumbled elements which are then separated against each others when
335 drawing crumbled borders (class names can freely be defined)
336 (Example: "sand.CRUMBLED.class: sand" and "emc_grass.CRUMBLED.class:
337 emc_grass" results in sand and emc_grass being crumbled separately,
338 even if directly adjacent on the playfield.)
339 * added image config suffix ".style" to use two new features for
341 - "accurate_borders": try to draw correctly crumbled corners (which
342 means that a row of crumbled elements does not have two crumbled
343 corners for each element in the row, but only at the "real" corners
344 at the start and the end of the row of elements)
345 - "inner_corners": also draw inner corners in concave constructions
346 of several crumbled elements -- this is currently a big kludge: the
347 number of frames for crumbled graphic must be "2", with the first
348 frame as usual (crumbled graphic), while the second frame contains
349 the graphic with inner (crumbled) corners for the crumbled graphic
350 (These two features are mainly intended for bevelled walls, not for
351 diggable elements like sand; "inner_corners" only works reliably for
352 static walls, not for in-game dynamically changing walls using CEs.)
355 * finished code cleanup of native Supaplex game engine
358 * started code cleanup of native Supaplex game engine
361 * integrated playing sound effects into native Supaplex game engine
364 * added configurable key shortcuts for the tape recorder buttons
367 * added (hidden) function to save native Supaplex levels with tape as
368 native *.sp file containing level with demo (saved with a file name
369 similar to native R'n'D levels, but with ".sp" extension instead of
370 ".level"); to use this functionality, enter ":save-native-level" or
371 ":snl" from the main menu with the native Supaplex level loaded and
372 the appropriate tape loaded to the tape recorder
373 * fixed potential crash bug caused by illegal array access in engine
374 snapshot loading and saving code
375 * changed setting permissions of score files to be world-writable if
376 the program is not installed and running setgid to allow the program
377 to modify existing score files when run as a different user (which
378 allows cheating, of course, as the score files are not protected
379 against modification in this case)
380 * added (commented out) suggestions for RO_GAME_DIR and RW_GAME_DIR to
381 the top level Makefile for Debian / Ubuntu installations
382 * added saving read-only levels from editor into personal level set
383 (thanks to Bela Lubkin for the above four patches)
386 * added updating of game values on the panel to Supaplex game engine
389 * finished integrating R'n'D graphics engine into Supaplex game engine
390 (although some animations do not support full customizability yet)
393 * done integrating R'n'D graphics engine into file "Infotron.c"
394 * done integrating R'n'D graphics engine into file "OrangeDisk.c"
397 * integrated engine snapshot functionality into Supaplex game engine
400 * fixed bug in native Supaplex engine that broke several demo solutions
401 * fixed bug with re-initializing already existing elements in function
402 RelocatePlayer() in src/game.c (causing problems with Sokoban fields
403 counted a second time, making the currently playing level unsolvable)
404 * done integrating R'n'D graphics engine into file "SnikSnaks.c"
405 * done integrating R'n'D graphics engine into file "Electrons.c"
406 * done integrating R'n'D graphics engine into file "Zonk.c"
409 * done integrating R'n'D graphics engine into file "Murphy.c"
410 * done integrating R'n'D graphics engine into file "BugsTerminals.c"
413 * started integrating R'n'D graphics engine into Supaplex game engine
416 * added small kludge that allows transparent pushing animation over
417 non-black background (by using "game.use_masked_pushing: true")
418 * added editor flag to Sokoban field/object elements to automatically
419 finish solved Sokoban style levels (even if they contain non-Sokoban
420 elements, which prevents auto-enabling this feature for such levels)
423 * added new element "from_level_template" which is replaced by element
424 from level template at same playfield position when loaded (currently
425 not accessible from level editor, but only used for special Sokoban
426 level conversion when using "special_flags: load_xsb_to_ces")
427 * added special behaviour for "special_flags: load_xsb_to_ces": global
428 settings of individual level files are overwritten by template level
429 (except playfield size, level name, level author and template flag)
432 * added handling of gravity ports when converting Supaplex style R'n'D
433 levels to native Supaplex levels for playing with Supaplex engine
436 * fixed bug in Supaplex engine regarding initial screen scroll position
439 * fixed EMC style pushing animations in the R'n'D graphics engine (when
440 using ".2nd_movement_tile" for animations having start and end tile)
441 * for this to work (look) properly for two-tile pushing animations with
442 non-black (i.e. opaque) background, the pushing graphics drawing order
443 was changed to first draw the pushed element, then the player (maybe
444 this should be controlled by an ".anim_mode" flag yet to be added)
445 * two-tile animations for moving or pushing should have 7 frames for
446 normal speed, 15 frames for half speed etc. to display correct frames
447 * two-tile animations are also displayed correctly with different speed
448 settings for the player (for pushing animations) or moving elements
451 * added searching for template level (file "template.level") not only
452 inside the level set directory, but also in above level directories;
453 this makes is possible to use the same single template level file
454 (placed in a level group directory) for many level sub-directories
457 * fixed bug with steel exit being destructible during opening phase
458 * added token "special_flags" to "levelinfo.conf" (currently with the
459 only recognized value "load_xsb_to_ces", doing the same as the flag
460 "-Dload_xsb_to_ces" on the command line, but as a permanent flag for
461 converting all elements in native (XSB) Sokoban level files to CEs)
464 * fixed some problems with Supaplex engine when compiling for Windows
467 * added special mode to convert elements of Sokoban XSB levels to CEs
468 by adding "-Dload_xsb_to_ces" to the command line starting the game
469 (also adding a dependency to a template level file "template.level")
472 * added reading native Sokoban levels and level packages (XSB files)
475 * fixed bugs in (auto)scrolling behaviour when passing ports or when
476 wrapping around the playfield through "holes" in the playfield border
479 * changed internal playfield bitmap handling from playfield sized bitmap
480 to screen sized bitmap (visible scrolling area), therefore speeding up
481 graphics operations (by eliminating bitmap updates in invisible areas)
482 and removing playfield size limitations due to increasing bitmap size
483 for larger playfield sizes (while the new implementation always uses
484 a fixed playfield bitmap size for arbitrary internal playfield sizes)
487 * fixed bug with single step mode (there were some cases where the game
488 did not automatically return to pause mode, e.g. when trying to push
489 things that cannot be pushed or when trying to run against a wall)
492 * added support for loading Supaplex levels in MPX level file format
495 * fixed SP engine to set "game over" not before lead out counter done
498 * fixed (potential) compile error when using GCC option "-std=gnu99"
499 (thanks to Tom "spot" Callaway)
502 * fixed array allocation in native Supaplex engine to correctly handle
503 preceding scratch buffers (needed because of missing border checking)
504 * fixed playfield initialization to correctly add raw header bytes as
505 subsequent scratch buffer (needed because of missing border checking)
508 * most important parts of native Supaplex engine integration working:
509 - native Supaplex levels can be played in native Supaplex engine
510 - native Supaplex level/demo files ("*.sp" files) can be re-played
511 - all 111 classic original Supaplex levels automatically solvable
512 - native Supaplex engine can be selected and used from level editor
513 - logic of re-playing Supaplex demos migrated to R'n'D tape logic
516 * fixed another translation problem from VisualBasic to C (where "int"
517 should be "short") causing unsolvable demos with bugs and terminals
518 ("bugs" being related to the Supaplex "buggy base" element here ;-) )
521 * fixed bug when reading Supaplex single level files (preventing loader
522 from seeking to level position like in Supaplex level package files)
525 * first classic Supaplex level running and solved by solution/demo tape
528 * started with integration of native Supaplex engine, using source code
529 of Megaplex from Frank Schindler, based on original Supaplex engine
532 * version number set to 3.2.6.2
535 * version 3.2.6.1 released
538 * fixed bug with element_info[e].gfx_element not being initialized in
539 early game stage, causing native graphics in EMC level sets to be
540 mapped completely to EL_EMPTY (causing a blank screen when playing)
541 (this only happened when starting the program with an EMC set with
542 native graphics, but not when switching to such a set at runtime)
545 * deactivated blit-to-same-surface workaround again (see 2009-03-24)
546 and using self-compiled, patched SDL.dll that solves this problem
547 (interim solution until release of SDL 1.2.14 that should fix this)
550 * extended backwards compatibility mode to allow already fixed bug with
551 change actions (see "2008-02-05") for existing levels (especially the
552 Zelda and Zelda II levels and other cool stuff by Alan Bond like FMV)
555 * reactivated workaround to prevent program crashes due to blitting to
556 the same SDL surface that apparently only occurs on Windows systems
557 (this is no final solution; this problem needs further investigation)
560 * version number set to 3.2.6.1
563 * version 3.2.6.0 released
566 * fixed behaviour of player option "no centering when relocating" which
567 was incorrect when disabled and relocation target inside visible area
568 and "no scrolling when relocating" enabled at the same time
571 * fixed problems with re-mapping players on playfield to input devices:
572 previously, players found on the level playfield were changed to the
573 players connected to input devices (for example, player 3 in the level
574 was changed to player 1 (using artwork of player 3, to be able to use
575 a player with a different color)); this had the disadvantage that CE
576 conditions using player elements did not work (because the players in
577 the level definition are different to those effectively used in-game);
578 the new system uses the same player elements as defined in the level
579 playfield and re-maps the input devices of connected players to the
580 corresponding player elements when playing the level (in the above
581 example, player 3 now really exists in the game and is moved using the
582 events from input device 1); level tapes still store the events from
583 input devices 1 to 4, which are then re-mapped to players accordingly
584 when re-playing the tape (just as it is done when playing the level)
587 * fixed bug with player relocation while the player switches an element
590 * fixed bug with EM/DC style exit and EM/DC style steel exit which was
591 not walkable (and did not let the player enter) when in process of
592 opening, but not fully open yet (which can cause the player not being
593 able to enter the exit in EM/DC style levels in time)
596 * fixed some bugs regarding the new level/CE random seed reset options
599 * moved "level settings" and "editor settings" to two tabbed screens in
600 level editor to gain space for additional level property settings
601 * added level setting to start a level with always the same random seed
602 * added CE action "set random seed" to re-initialize random seed in game
603 (this is the only CE action that gets executed before the CE changes,
604 which is needed to use the newly set random seed during the CE change)
607 * fixed redraw problem of special editor door when playing from editor
610 * fixed initialization of gfx_element for level sketch image creation
613 * added switch for EM style dynamite "[ ] explodes with chain reaction"
614 (with default set to "on" for existing levels, but "off" for all new
615 levels), as EM style dynamite does not chain-explode in original EM
618 * added optional initial inventory for players (pre-collected elements)
619 * added change page actions "set player inventory" and "set CE artwork"
620 * added recognition of "player" parameter on change pages when player
621 actions are defined, but no trigger player in corresponding condition
622 (this resulted in actions that only affected the first player before)
623 * fixed bug with change actions being executed for newly created custom
624 elements resulting from custom element changes, when the intention was
625 only to check for change actions for the previous custom element
628 * changed design and size of element drawing area in level editor
629 * added "element used as action parameter" to element change actions
632 * added possibility to reanimate player immediately after his death
633 (for example, by "change to <player> when explosion of <player>")
636 * fixed bug with "gray" white door not being uncovered by magnifier
637 * added score for collecting (any) key to the white key config page
640 * added condition "deadly when <getting hit by>" for custom elements
641 that behaves a bit like the existing "deadly when <colliding with>",
642 but with the following differences:
643 - it only kills players or friends when it was moving before it hits
644 - it does not kill players or friends that try to run into it
647 * fixed the following change conditions where a player element is used
648 as the "element that is triggering the custom element change":
651 - explosion of <element>
653 (the last two conditions already worked partially, but only for the
654 first player, and not for the "Murphy" player when using "move of")
657 * fixed crash bug caused by accessing invalid element (with value -1)
658 in UpdateGameControlValues()
659 * fixed graphical bug when using two-tile movement animations with EMC
660 game engine without explicitly using native EMC graphics engine
663 * fixed bug in new "can dig" feature (see below) so that an unsuccessful
664 try to push something (due to push delay) does not cause a dig action
667 * fixed bug with reference elements used as trigger elements on custom
668 element change pages not being recognized
669 * fixed bug with reference elements not being removed from the playfield
670 * added engine functionality that allows custom elements that "can dig"
671 other elements not only to do so when moving by themselves, but also
672 when being pushed by the player (therefore adding the functionality to
673 push one element over another element, replacing it with the new one)
676 * added command line function to write level sketch images to directory
679 * merged override and auto-override options into new override options
680 with a new data type than can take the values "no", "yes" and "auto"
683 * fixed growing steel wall to also leave behind steel wall instead of
684 normal, destructible wall
685 * fixed handling of rocks falling through stacks of quicksand with
686 different speed (before, the rocks just got stuck in the quicksand)
689 * fixed nasty bug with auto-override and normal override not working on
690 program startup (especially when current level set has custom artwork)
693 * version 3.2.5 released as special edition "R'n'D jue"
696 * fixed X11 crash bug when blitting masked title screens over background
699 * changed build system to support special editions (like "R'n'D jue")
700 * added (hardcoded) loading graphics for "R'n'D jue" special edition
701 * fixed X11 crash bug when scaling images with width/height less than 32
704 * added "background.PLAYING" (only visible as two-pixel border in game)
705 * added default level set for first start of special R'n'D version
706 * changed door animations for editor always behaving like "quick doors"
709 * added new custom artwork setup option "auto-override non-CE sets" for
710 automatic artwork override that is only used for level sets without
711 custom element artwork (as it does not make much sense to override
712 any artwork that redefines custom element artwork for sets using CEs)
713 * fixed default artwork for "special" R'n'D versions always using the
714 "classic" artwork as the base if base artwork is not explicitly
715 defined in "levelinfo.conf", regardless of different default artwork
716 used by the special R'n'D version -- this is needed because any such
717 custom artwork is designed using the "classic" artwork definitions as
718 the base (including menu definitions and screen positions etc., which
719 would otherwise be taken from the different special default artwork)
722 * fixed drawing of animated "quicksand.filling" and "quicksand.emptying"
723 for both EMC and R'n'D graphics engine (heavy workarounds needed due
724 to massively broken handling of quicksand in R'n'D game engine)
725 * fixed off-limits access to array in DrawLevelFieldCrumbledSandExt()
726 * fixed crash bug (hopefully) when scrolling with cursor keys in editor
729 * fixed small bug in toon drawing (introduced when fixing the crash bug)
732 * added graphics definition "game.panel.highscore" to display the
733 current levels current high score in the game panel
736 * version number set to 3.2.5
739 * version 3.2.4 released
742 * fixed crash bug in toon drawing functions for large step offset values
745 * fixed some problems with displaying game panel when quick-loading tape
748 * fixed (experimental only) redrawing of every tile per frame (even if
749 unneeded) for the extended (R'n'D based) EMC graphics engine
750 * added optimization to only calculate element count for panel display
751 if really needed (that is, if element count values defined on panel)
752 * fixed problem with special editor door redraw when entering main menu
755 * fixed bug with displaying background for title messages on info screen
756 * some code cleanup for the extended (R'n'D based) EMC graphics engine
759 * fixed bug with CE action "move player" always resulting in player 4
760 if there was a CE action with no trigger player (because the player
761 element was calculated by using log_2() from trigger player bits with
762 the value PLAYER_BITS_ANY) -- this is now fixed by also storing the
763 triggering player bit mask and handling all players in "move player"
764 * fixed bug when defined artwork cannot be found for artwork that has
765 default artwork cloned from other artwork (without default filename)
766 * added several fixes to the extended (R'n'D based) EMC graphics engine
769 * fixed broken editor copy and paste for custom elements between levels
772 * title messages are now also searched in graphics artwork directory;
773 those found in graphics directory have precendence over those found
774 in level directory -- this handles title messages stored in graphics
775 directories as part of the artwork set, just like title images; this
776 makes sense, as corresponding special font definitions for messages
777 are usually defined in the same graphics artwork directory, and also
778 because title images and title messages that are combined in a level
779 set introduction should usually not be separated when the level set
780 is used with a different artwork set (e.g. using "override graphics")
781 * fixed problem with door borders on main screen by first drawing doors
782 and then the corresponding border masks, but not vice versa
783 * fixed problem with artwork config entries using the value "[DEFAULT]";
784 this does not what one might expect, but sets the value to an invalid
785 value -- solution: simply ignore such entries, which results in this
786 value keeping its previous (real) default value (in general, entries
787 that should use their default value should just not be defined here)
788 * fixed problem with wrong fading area size from main menu to setup menu
791 * fixed problem with broken crumbled graphics after level set changes
792 when using R'n'D custom artwork with level sets using the EMC engine
795 * fixed invisible "joysticks deactivated ..." text on setup input screen
798 * added use of hashes created from static lists (element tokens, image
799 config, font tokens) to speed up lookup of configuration parameters
800 * fixed bug where element and graphic config token lookup was mixed up
803 * added "busy" animation when initializing program and loading artwork
804 * added initialization profiling for program startup (debugging only)
807 * fixed(?) very strange bug apparently triggered by memset() when code
808 was cross-compiled with MinGW cross-compiler for Windows XP platform
809 (this only happened when using SDL.dll also self-compiled with MinGW)
812 * added graphics engine directive "border.draw_masked_when_fading" that
813 enables/disables drawing of border mask over screen that is just faded
816 * fixed small problem with separate fading definition for game screen
819 * added additional configuration directives for setup screen draw offset
820 menu.draw_xoffset.SETUP[XXX] and menu.draw_yoffset.SETUP[XXX] with XXX
821 in GAME, EDITOR, GRAPHICS, SOUND, ARTWORK, INPUT, SHORTCUTS_1,
822 SHORTCUTS_2, CHOOSE_ARTWORK, CHOOSE_OTHER (where "CHOOSE_ARTWORK" is
823 used to define draw offset on custom artwork selection screens and
824 "CHOOSE_OTHER" is used on all other list style selection screens, like
825 choosing game speed or screen mode for fullscreen mode)
826 * added additional configuration directives to define main menu buttons:
827 - menu.button_name and menu.button_name.active
828 - menu.button_levels and menu.button_levels.active
829 - menu.button_scores and menu.button_scores.active
830 - menu.button_editor and menu.button_editor.active
831 - menu.button_info and menu.button_info.active
832 - menu.button_game and menu.button_game.active
833 - menu.button_setup and menu.button_setup.active
834 - menu.button_quit and menu.button_quit.active
835 * added eight pure decoration graphic definitions for the game panel
838 * added support for accessing native Diamond Caves II level packages
839 * fixed displaying of game panel values for Emerald Mine game engine
840 * fixed displaying end-of-level time and score values on new game panel
843 * added game panel control to display arbitrary elements on game panel
844 * added game panel control to display custom element score (globally
845 unique for identical custom elements) either as value or as element
846 * added ".draw_masked" and ".draw_order" to game panel control drawing
849 * fixed some general bugs with handling of ".active" elements and fonts
852 * cleanup of game panel elements (some elements were not really needed)
853 * added displaying of gravity state (on/off) as new game panel control
854 * added animation for game panel elements (similar to game elements)
857 * added new pseudo game mode "PANEL" to define panel fonts and graphics
858 - panel fonts now use ".PANEL" suffix instead of ".PLAYING" suffix
859 - panel graphics now use ".PANEL" suffix instead of ".DOOR" suffix
860 (else graphics would have to use ".PLAYING", which would be confusing)
861 * fixed bug when fading out to game screen with border mask defined
864 * added attribute ".tile_size" for element style game panel controls
867 * added <space> key as additional valid key to use for confirm requester
870 * improved menu fading, adding separate fading definitions for entering
871 and leaving a "content" screen (in general), and optional definitions
872 for the special "content" screens SCORES, EDITOR, INFO and PLAYING
875 * added (currently invisible) setup option to define scroll delay value
876 * fixed small bug in priority handling when auto-detecting level start
877 position in levels without player element (but player from CE etc.)
878 * added option "game.forced_scroll_delay_value" to override user choice
879 of scroll delay value for certain level sets with "graphicsinfo.conf"
880 * replaced setup option "scroll delay: on/off" by new setup option that
881 directly allows selecting the desired scroll delay value from 0 to 8
884 * added displaying of most game panel control elements (not animated)
887 * added new configuration directives to display additional game engine
888 values on the game control panel, like the following examples:
889 - game.panel.time_hh/time_mm/time_ss - level time in HH/MM/SS format
890 - game.panel.penguins - number of penguins to rescue
891 - game.panel.level_name - level name of current level
894 * added support for preview tile sizes "1" and "2" (1x1 and 2x2 pixels)
897 * added new player option "no centering when relocating" for "invisible"
898 teleportations to level areas that look exactly the same, giving the
899 illusion that the player did not relocate at all (this was the default
900 since 3.2.3, but caused visual problems with room creation in "Zelda")
901 * added new menu fading effect "melt", shamelessly stolen from "DOOM"
904 * improved menu fading, adding separate fading definitions for entering
905 and leaving a menu and for fading between menu and "content" screens
906 * fixed small bug with recognizing also ".font_xyz" style definitions
909 * improved menu fading, adding separate fading definitions for fading
910 between menu screens and fading between menu and "destination" screens
913 * titlemessage_initial_x and titlemessage_x set to "[DEFAULT]" in static
914 configuration (set from "[titlemessage_initial]" and "[titlemessage]")
915 * fading settings of "[titlemessage_initial]" and "[titlemessage]" set
916 to "[DEFAULT]" in static configuration (set from "[title_initial]" and
918 * improved title fading, allowing fading animation types "none", "fade"
919 and "crossfade" (including cross-fading of last title to main menu)
922 * added configurability of graphics, sounds and music for title screens,
923 which are separated into initial title screens (only shown once at
924 program startup) and title screens shown for a given level set; these
925 title screens can be composed of up to five title images and up to
926 five title text messages (each drawn using an optional background
927 image), also using background music and/or sounds; aspects like
928 background images, sounds and music of title screens can either be
929 defined generally (valid for all title screens) or specifically (and
930 therefore differently for each title screen) using these directives:
932 to define a background image, sound or music file for all screens:
933 - background.TITLE_INITIAL (for all title screens for game startup)
934 - background.TITLE (for all title screens for level sets)
936 to define a background image, sound or music file for a single screen:
937 - background.titlescreen_initial_x (with x in 1,2,3,4,5)
938 - background.titlescreen_x (with x in 1,2,3,4,5)
939 - background.titlemessage_initial_x (with x in 1,2,3,4,5)
940 - background.titlemessage_x (with x in 1,2,3,4,5)
942 to define the title screen images:
943 - titlescreen_initial_x (with x in 1,2,3,4,5)
944 - titlescreen_x (with x in 1,2,3,4,5)
946 to define the title text messages, place text files into the level set
947 directory that have the following file names:
948 - titlemessage_initial_x.txt (with x in 1,2,3,4,5)
949 - titlemessage_x.txt (with x in 1,2,3,4,5)
951 to define the properties of the text messages, either use directives
952 that affect all text messages:
953 - [titlemessage_initial].<suffix>
954 - [titlemessage].<suffix>
955 or use directives that affect single text messages:
956 - titlemessage_initial_x.<suffix> (with x in 1,2,3,4,5)
957 - titlemessage_x.<suffix> (with x in 1,2,3,4,5)
959 valid values for <suffix> are the same as for readme.<suffix> below;
960 use ".sort_priority" (default: 0) to define an arbitrary order for
961 title images and title messages (which can therefore be mixed)
964 * added full configurability of "readme.txt" screen appearance:
965 - readme.x: <left position used with alignment>
966 - readme.y: <top position>
967 - readme.width: <maximim text width in pixels>
968 - readme.height: <maximum text height in pixels>
969 - readme.chars: <maximum number of chars per line>
970 - readme.lines: <maximum number of lines displayed>
971 - readme.align: left,center,right (default: center)
972 - readme.top: top,middle,bottom (default: top)
973 - readme.font: font name
974 - readme.autowrap: true,false (default: true)
975 - readme.centered: true,false (default: false)
976 - readme.parse_comments: true,false (default: true)
977 - readme.sort_priority: (not used here, but only for title screens)
978 when "readme.chars" and/or "readme.lines" is set to "-1" (this is the
979 default), they are automatically determined from "readme.width" and
980 "readme.height" accordingly; when they are not "-1", they have
981 precedence over "readme.width" and "readme.height"
982 * added internal ad-hoc config settings for displaying text files like
983 title messages or "readme.txt" style level set info files:
984 - .font: font name (default: readme.font)
985 - .autowrap: true,false (default: readme.autowrap)
986 - .centered: true,false (default: readme.centered)
987 - .parse_comments: true,false (default: readme.parse_comments)
988 (the leading '.' and the separating ':' are mandatory here); to use
989 these ad-hoc settings, they have to be written inside a comment, like
990 "# .autowrap: false" or "# .centered: true"; these settings then
991 override the above global settings (they can even be used more than
992 once, like "# .centered: true", then some text that should be drawn
993 centered, then "# .centered: false" to go back to non-centered text;
994 important note: after using "# .parse_comments: false", or when using
995 "readme.parse_comments: false", detecting and parsing comments inside
996 the file is disabled and comments are just printed like normal text;
997 also be aware that all automatic text size calculations are done with
998 the font defined in "readme.font", while using different fonts using
999 "# .font: <font>" inside the text file may cause unexpected results
1002 * changed some numerical limits in the level editor from 255 to 999
1005 * added option "system.sdl_videodriver" to select SDL video driver
1006 * added output of SDL video and audio driver to "version info" page
1009 * added group element drawing to IntelliDraw drawing functions
1010 * fixed animation resetting problem again (last try broke Snake Bite)
1011 * fixed diagonal scrolling in screen scrolling (last try broke Pac Man)
1014 * added new (special) "include: <filename>" directive that works in all
1015 configuration files (like "graphicsinfo.conf") and that has the same
1016 effect as if that directive would be replaced with the content of the
1017 specified file (this can be useful to split large configuration files
1018 into several smaller ones and include them from one main file, or to
1019 store configuration settings that always stay the same into a separate
1020 file, while including it and only add those parts that really change)
1023 * fixed minor bug (screen redraw of player tiles) in EMC graphics engine
1026 * fixed bug in "InitMovingField()" where treating an integer array as
1027 boolean caused wrong resetting of animations while elements are moving
1028 * fixed problem with resetting animations when starting element change
1031 * added sort priority for order of title screens and title messages
1034 * changed end of game again: do not wait for the user to press a key
1035 anymore, but directly ask/confirm tape saving and go to hall of fame
1036 * re-enabled quitting of lost game by pressing space or return again
1037 * added blanking of mouse pointer when displaying title screens
1038 * added remaining menu draw offset definitions for info sub-screens
1041 * added setup option to select game speed (from very slow to very fast)
1042 * improved handling of title text messages (initial and for level set)
1045 * added new options "auto-wrap" and "centered" for DC2 style envelopes
1048 * fixed displaying and typing of player name when it is centered
1049 * added special characters to be allowed for player name (not only A-Z)
1052 * fixed blit in ScrollLevel() to same bitmap to not overlap anymore
1053 (newer versions of the SDL library seem to not like this anymore)
1056 * added code for configuration directives for control of game panel
1059 * fixed small cosmetical bug with underlining property tabs in editor
1062 * fixed small drawing bug in X11FadeRectangle
1063 * added new elements for newly supported Diamond Caves II levels:
1064 - EM/DC style exits that disappear after passing
1065 - white key and gate (one white key needed for each white gate)
1066 - fake gate (there is no key to open/pass this kind of gate!)
1067 - extended magic wall which also handles pearls and crystals
1071 * changed maximum value for endless loop detection to a higher value
1072 (some levels really used very deep recursion without being endless)
1075 * added new elements for newly supported Diamond Caves II levels:
1076 - growing steel walls
1077 - snappable land mine
1080 * added new elements for newly supported Diamond Caves II levels:
1081 - steel text elements
1084 * added level file loader for native Diamond Caves II levels
1087 * version number set to 3.2.4
1090 * version 3.2.3 released
1093 * fixed malloc/free bug when updating EMC artwork entries in level list
1094 * added workaround (warning and request to quit the current game) when
1095 changing elements cause endless recursion loop (which would otherwise
1096 freeze the game, causing a crash-like program exit on some systems)
1099 * fixed nasty string overflow bug when entering too long envelope text
1102 * added feedback sounds for menu navigation "menu.item.activating" and
1103 "menu.item.selecting" (for highlighting and executing menu entries)
1106 * improved "no scrolling when relocating" to also consider scroll delay
1107 (meaning that the player is not automatically centered in this case;
1108 this makes it possible to "invisibly" relocate the player to a region
1109 of the level playfield which looks the same as the old level region)
1110 * fixed bug with not recognizing "main.input.name.align" when active
1113 * fixed bug with displaying masked borders over title screens when
1114 screen fading is disabled
1117 * fixed infinite loop / crash bug when killing the player while having
1118 a CE with the setting "kill player X when explosion of <player X>"
1119 * added special editor graphic for "char_space" to distinguish it from
1120 "empty_space" when editing a level (in-game graphics still the same)
1123 * fixed nasty bug with initialization only done for the first player
1126 * small change to handle loading empty element/content list micro chunks
1129 * uploaded pre-release (test) version 3.2.3-0 binary and source code
1132 * some optimizations on startup speed by reducing initial text output
1135 * added caching of custom artwork information for faster startup times
1138 * fixed graphical bug when using fewer menu entries on level selection
1139 screen than usual (with "menu.list_size.LEVELS" directive)
1140 * fixed crash bug (Windows/SDL only) caused by BlitBitmap blitting from
1141 the backbuffer to the backbuffer by error (with identical rectangle)
1144 * fixed bug when displaying titlescreen with size less than element tile
1145 * fixed bug that caused elements with "change when digging <e>" event
1146 to change for _every_ digged element, not only those specified in <e>
1147 * fixed bug that caused impact style collision when dropping element one
1148 tile over the player that can both fall down and smash players
1149 * fixed bug that caused impact style collision when element changed to
1150 falling/smashing element over the player immediately after movement
1153 * fixed bug that allowed making engine snapshots from the level editor
1156 * fixed bugs with player name and current level positions on main screen
1159 * added configuration directives for control of title screens:
1160 - "title.fade_delay" for fading time
1161 - "title.post_delay" for pause between screens (when not crossfading)
1162 - "title.auto_delay" to automatically continue after some time
1163 these settings can each be overridden by specifying them with titles:
1164 - "titlescreen_initial_{1-5}.{fade_delay,post_delay,auto_delay}"
1165 - "titlescreen_{1-5}.{fade_delay,post_delay,auto_delay}"
1166 fading mode can also be specified:
1167 - "titlescreen_initial_{1-5}.anim_mode: {fade,crossfade}
1168 - "titlescreen_{1-5}.anim_mode: {fade,crossfade}
1169 default is using normal fading for menues and initial title screens,
1170 while using cross-fading for level set title screens
1171 * fixed bug with background not drawn in Hall of Fame after game was won
1174 * added configuration directives for the remaining main menu items
1177 * added additional configuration directives for info screen draw offset:
1178 menu.draw_{x,y}offset.INFO[{ELEMENTS,MUSIC,CREDITS,PROGRAM,LEVELSET}]
1179 * added additional configuration directives for preview info text
1180 * limited mouse wheel sensitive screen area to scrollable screen area
1183 * added highlighted menu text entries to menu navigation when selected
1186 * fixed bug that prevented player from correctly being created in the
1187 top left corner by a custom element change in a level without player
1188 * fixed bug that prevented player from being killed when indestructible,
1189 non-walkable element is placed on player position by extended change
1190 * added configurable menu button, text and input positions to main menu
1193 * added page fading effects for remaining info sub-screens
1194 * fixed small bug that caused some delays when answering door request
1197 * added directives "border.draw_masked.*" for menu/playfield area and
1198 door areas to display overlapping/masked borders from "global.border"
1201 * fixed bug with CE with move speed "not moving" not being animated
1202 * when changing player artwork by CE action, reset animation frame
1205 * fixed bug with not unmapping main menu screen gadgets on other screens
1206 * fixed bug with un-pausing a paused game by releasing still pressed key
1207 * fixed bug with not redrawing screen when toggling to/from fullscreen
1208 mode while fast reloading tape (without redrawing playfield contents)
1209 * fixed bug with quick-saving tape snapshot despite answering with "no"
1212 * version number set to 3.2.3
1215 * version 3.2.2 released
1218 * fixed bug with redrawing screen in fullscreen mode after quick tape
1219 reloading when using the EMC game engine
1220 * changed token names from "last_ce_[1-8]" to "prev_ce_[1-8]"
1223 * fixed bug in GameWon() when level contains no exit (like in Sokoban)
1226 * added engine snapshot functionality for instant tape reloading (this
1227 only works for the last tape saved using "quick save", and does not
1228 work across program restarts, because it completely works in memory)
1231 * version number set to 3.2.2
1234 * version 3.2.1 released
1237 * fixed nasty bugs with handling error message file on Mac OS X systems
1240 * general code cleanup (removing many annoying "#if 0" blocks etc.)
1243 * fixed bug that caused broken tapes when manually appending to tapes
1244 using the "pause before death" functionality, followed by recording
1245 * added setup option to disable fading of screens for faster testing
1248 * code cleanup of new fading functions
1251 * changed behaviour after solved game -- do not immediately stop engine
1252 * added some more smooth screen fadings (game start, hall of fame etc.)
1255 * fixed bug with displaying pushed CE with value/score/delay anim_mode
1258 * added configurable level preview position, tile size and dimensions
1259 * added configurable game panel value positions (gems, time, score etc.)
1262 * fixed small bug with time displayed incorrectly when collecting CEs
1265 * fixed bug with bumpy scrolling with EM engine in double player mode
1268 * added compatibility code to fix "Snake Bite" style levels that were
1269 broken due to a bugfix regarding EL_SOKOBAN_FIELD_PLAYER in 3.2.0
1272 * fixed bug with scrollbars inside editor when using the Windows mouse
1273 enhancement tool "True X-Mouse" (which injects key events to the event
1274 queue to insert selected stuff into the Windows clipboard, which gets
1275 confused with the "Insert" key for jumping to the last editor cascade
1276 block in the element list)
1277 * added Rocks'n'Diamonds icon for use as window icon to SDL version
1278 * added key shortcut "Alt + Enter" to toggle fullscreen mode at any time
1281 * added selection of preferred fullscreen mode to setup / graphics menu
1282 (useful if default mode 800 x 600 does not match screen aspect ratio)
1285 * improved down-scaling of images for better editor and preview graphics
1286 * changed user data directory for Mac OS X from Unix style to new place
1289 * improved level number selection in main menu and player selection in
1290 setup menu (input devices section) by using standard button gadgets
1291 * added support for mouse scroll wheel (caused buggy behaviour before)
1292 * added support for scrolling horizontal scrollbars with mouse wheel by
1293 holding "Shift" key pressed while scrolling the wheel
1294 * added support for single step mouse wheel scrolling by holding "Alt"
1295 key pressed while scrolling the wheel (can be combined with "Shift")
1296 * changed output file "stderr.txt" on Windows platform now always to be
1297 created in the R'n'D sub-directory of the personal documents directory
1298 * added Windows message box to direct to "stderr.txt" after error aborts
1301 * improved general scrollbar handling (when jump-scrolling scrollbars)
1304 * changed scrollbars to always show last line as first after scrolling
1305 (that means jumping n - 1 screen lines instead of n screen lines)
1308 * fixed level versions of EMC level loader (from V4 to V1, V2 and V3)
1309 * fixed level time for EMC levels for V2 engine (V2 and V5 levels)
1310 * fixed special handling of vertically stacked acid becoming fake acid
1313 * fixed bug (very special case) with CE_SCORE_GETS_ZERO, which can
1314 affect multiple instances of the same CE, although this kind of
1315 change condition usually only affects one single custom element
1318 * version number set to 3.2.1
1321 * version 3.2.0 released
1324 * reorganized level editor element list a bit to match engines better
1327 * fixed newly introduced bug with wrongly initializing clipboard element
1330 * fixed bug with displaying visible/invisible level border in editor
1333 * reorganized some elements in the level editor element list
1336 * fixed bug with displaying any player as "yellow" when moving into acid
1337 * fixed bug with displaying running player when player stopped at border
1340 * fixed bug with player exploding when moving into acid
1341 * fixed bug with level settings being reset in editor and when playing
1342 (some compatibility settings being set not only after level loading)
1343 * fixed crash bug when number of custom graphic frames was set to zero
1344 * fixed bug with teleporting player on walkable tile not working anymore
1345 * added partial compatibility support for pre-release-only "CONF" chunk
1346 (to make Alan Bond's "color cycle" demo work again :-) )
1349 * fixed some bugs when displaying title screens from info screen menu
1350 * fixed bug which caused EMC doors #5 to #8 to be passable without keys
1353 * changed file major version to 3 to reflect level file format changes
1354 * uploaded pre-release (test) version 3.2.0-8 binary and source code
1357 * added new chunk "NAME" to level file format for level name settings
1358 * added new chunk "NOTE" to level file format for envelope settings
1359 * changed name of chunk "CONF" to "ELEM" (for normal element settings)
1360 * updated magic(5) file to recognize changed and new level file chunks
1361 * removed change events "change when CE value/score changes" as unneeded
1364 * changed gravity (which only affects the player) from level property
1365 to player property (only makes a difference in multi-player levels)
1366 * added change events "change when CE value/score changes"
1367 * added change events "change when CE value/score changes of <element>"
1370 * added new chunk "INFO" to level file format for global level settings
1371 * added all element settings from "HEAD" chunk to "CONF" chunk
1372 * added all global level settings from "HEAD" chunk to "INFO" chunk
1375 * changed level file format by adding two new chunks "CUSX" (for custom
1376 elements, replacing the previous "CUS4" chunk) and "GRPX" (for group
1377 elements, replacing the previous "GRP1" chunk); these new IFF style
1378 chunks use the new and flexible "micro chunks inside chunks" technique
1379 already used with the new "CONF" chunk (for normal element properties)
1380 which makes it possible to easily extend the existing level format
1381 (instead of using fixed-length chunks like before, which are either
1382 too big due to reserved bytes for future use, or too small when those
1383 reserved bytes have all been used and even more data should be stored,
1384 requiring the replacement by new and larger chunks just like it went
1385 with "CUS1" to "CUS4"); this whole problem now does not exist anymore
1388 * added credits pages to the "credits" section that were really missing
1389 * added some missing element descriptions to the level editor
1390 * added down position of switchgate switch to the level editor
1391 and allowed the use of both switch positions at the same time
1392 * changed use of "Insert" and "Delete" keys to navigate element list in
1393 level editor to start of previous or next cascading block of elements
1396 * added the possibility to view the title screen to the info screen menu
1397 * fixed some minor bugs with viewing title screens
1400 * fixed bug with title (cross)fading in/out when using fullscreen mode
1403 * fixed bug that forced re-defining of menu settings in local graphics
1404 config file which are already defined in existing base config file
1405 * fixed small bug that caused door sounds playing when music is enabled
1408 * added the possibility to define up to five title screens for each
1409 level set that are displayed after loading using (cross)fading in/out
1410 (this was added to display the various start images of the EMC sets)
1413 * added "CE score gets zero [of]" to custom element trigger conditions
1414 * added setup option to display element token name in level editor
1417 * added compatibility code for Juergen Bonhagen's menu artwork settings
1420 * fixed bug with displaying wrong animation frame 0 after CE changes
1421 * fixed bug with creating invisible elements when light switch is on
1424 * added selection between ECS and AGA graphics for EMC levels to setup
1427 * adjusted font handling for various narrow EMC style fonts
1430 * changed EM engine behaviour back to re-allow initial rolling springs
1433 * fixed handling of over-large selectboxes (less error-prone now)
1434 * fixed bug when creating GE with walkable element under the player
1437 * added use of "Insert" and "Delete" keys to navigate element list in
1438 level editor to start of custom elements or start of group elements
1439 * added virtual elements to access CE value and CE score of elements:
1440 - "CE value of triggering element"
1441 - "CE score of triggering element"
1442 - "CE value of current element"
1443 - "CE score of current element"
1446 * fixed "grass" to "sand" in older EM levels (up to file version V4)
1449 * changed behaviour of network games with internal errors (because of
1450 different client frame counters) from immediately terminating R'n'D
1451 to displaying an error message requester and stopping only the game
1452 (also to prevent impression of crashes under non command-line runs)
1453 * fixed playing network games with the EMC engine (did not work before)
1454 * fixed bug with not scrolling the screen in multi-player mode with the
1455 focus on player 1 when all players are moving in different directions
1456 * fixed bug with keeping pointer to gadget even after its deallocation
1457 * fixed bug with allowing "focus on all players" in network games
1458 * fixed bug with player focus when playing tapes from network games
1461 * uploaded pre-release (test) version 3.2.0-7 binary and source code
1464 * code cleanup for game action control for R'n'D and EMC game engine
1467 * fixed bug in multi-player movement with focus on both players
1468 * added option to control only the focussed player with all input
1471 * added player focus switching to level tape recording and re-playing
1474 * fixed some bugs in player focus switching in EMC and RND game engine
1477 * added special Supaplex animations for Murphy digging and snapping
1478 * added special Supaplex animations for Murphy being bored and sleeping
1481 * added four new yam yams with explicit start direction for EMC engine
1482 * fixed bug in src/libgame/text.c with printing text outside the window
1485 * fixed small bug in EMC level loader (copyright sign in EM II levels)
1488 * added delayed ignition of EM style dynamite when used in R'n'D engine
1489 * added limited movement range to EMC engine when focus on all players
1492 * fixed bug with missing (zero) score values for native Supaplex levels
1495 * added "continuous snapping" (snapping many elements while holding the
1496 snap key pressed, without releasing the snap key after each element)
1497 as a new player setting for more compatibility with the classic games
1500 * finished scrolling for "focus on all players" in EMC graphics engine
1503 * level sets with "levels: 0" are ignored for levels, but not artwork
1504 * fixed bug when scanning empty level group directories (endless loop)
1507 * fixed bug with explosion graphic for player using "Murphy" graphic
1508 * fixed bug with explosion graphic if player leaves explosion in time
1509 * changed some descriptive text in setup menu to use medium-width font
1510 * added key shortcut settings for switching player focus to setup menu
1513 * fixed bug with random value initialization when recording tapes
1514 * fixed bug with playing single player tapes when team mode activated
1517 * fixed little bug when trying to switch to player that does not exist
1520 * added player switching (visual and quick) to R'n'D and EM game engine
1521 * added setup option to select visual or quick in-game player switching
1524 * added use of "Home" and "End" keys to handle element list in editor
1527 * fixed bug with adding score when playing tape with EMC game engine
1528 * added steel wall border for levels using EMC engine without border
1529 * finally fixed delayed scrolling in EMC engine also for small levels
1532 * fixed potential crash bug in WarnBuggyBase() (missing boundary check)
1535 * fixed bug with CE change order in TestIfElementTouchesCustomElement()
1536 * fixed bug when displaying info element without action, but direction
1539 * fixed minor graphical problems with springs smashing and slurping
1540 (when using R'n'D style graphics instead of EMC style graphics)
1543 * added scroll delay (as configured in setup) to EMC graphics engine
1546 * improved screen redraw for EMC graphics engine (faster and smoother)
1547 * when not scrolling, do not redraw the whole playfield if not needed
1550 * added multi-player mode for EMC game engine (with up to four players)
1553 * added android (can clone elements) from EMC engine to R'n'D engine
1556 * added spring bumper (reflects spring) from EMC engine to R'n'D engine
1559 * added selectbox for initial player speed to player settings in editor
1562 * version 3.1.2 created that is basically version 3.1.1, but with a
1563 major bug fixed that prevented editing your own private levels
1564 * version 3.1.2 released
1567 * added magic ball (creates elements) from EMC engine to R'n'D engine
1570 * uploaded fixed pre-release version 3.2.0-6 binary and source code
1573 * fixed bug when using "CE can leave behind <trigger element>"
1574 * added new change condition "(after/when) creation of <element>"
1575 * added new change condition "(after/when) digging <element>"
1576 * fixed bug accessing invalid gadget that caused crashes under Windows
1577 * deactivated new possibility for multiple CE changes per frame
1580 * uploaded pre-release (test) version 3.2.0-6 binary and source code
1583 * added animation types "ce_value" and "ce_score" to graphicsinfo.conf
1584 * fixed bug with not keeping CE value for moving CEs with only action
1585 * changed CE action selectboxes in editor to be only reset when needed
1588 * added option "use artwork from element" for custom player artwork
1589 * added option "use explosion from element" for player explosions
1592 * added cascaded element lists in the level editor
1593 * added persistence for cascaded element lists by "editorcascade.conf"
1594 * added dynamic element list with all elements used in current level
1595 * added possibility for multiple CE changes per frame (experimental)
1598 * uploaded pre-release (test) version 3.2.0-5 binary and source code
1601 * changed "score for each 10 seconds/steps left" to "1 second/step"
1602 * added own score for collecting "extra time" instead of sharing it
1603 * added change events "switched by player" and "player switches <e>"
1604 * added change events "snapped by player" and "player snaps <e>"
1605 * added "set player artwork: <element choice>" to CE action options
1606 * added change event "move of <element>"
1609 * added "set player shield: off / normal / deadly" to CE action options
1610 * added new player option "use level start element" in level editor
1611 to set the correct focus at level start to elements from which the
1612 player is created later (this did not work before for cascaded CE
1613 changes resulting in creation of the player; it is now also possible
1614 to create the player from a yam yam which is smashed at level start)
1617 * added "set player speed: frozen (not moving)" to CE action options
1618 * added "move player: l/r/u/d/trigger/-trigger" to CE action options
1621 * added new player option "block snap field" (enabled by default) to
1622 make it possible to show a snapping animation like in Emerald Mine
1625 * added dynamic selectboxes to custom element action settings in editor
1626 * added "CE value" counter for custom elements (instead of "CE count")
1627 * added option to use the last "CE value" after custom element change
1628 * added option to use the "CE value" of other elements in CE actions
1629 * fixed odd behaviour when pressing time orb in levels w/o time limit
1630 * added checkbox "use time orb bug" for older levels that use this bug
1633 * added missing configuration settings for the following elements:
1634 - EL_TIMEGATE_SWITCH (time of open time gate)
1635 - EL_LIGHT_SWITCH_ACTIVE (time of light switched on)
1636 - EL_SHIELD_NORMAL (time of shield duration)
1637 - EL_SHIELD_DEADLY (time of shield duration)
1638 - EL_EXTRA_TIME (time added to level time)
1639 - EL_TIME_ORB_FULL (time added to level time)
1642 * added "wind direction" as a movement pattern for custom elements
1643 * added initial wind direction for balloon / custom elements to editor
1644 * added functionality for EL_BALLOON_SWITCH_NONE to R'n'D game engine
1647 * added parameters for "game of life" and "biomaze" elements to editor
1650 * added level file chunk "CONF" for generic level and element settings
1653 * uploaded pre-release (test) version 3.2.0-4 binary and source code
1656 * skip empty level sets (with "levels: 0"; may be artwork base sets)
1657 * added sound action ".page[1]" to ".page[32]" for each CE change page
1660 * added image config suffix ".clone_from" to copy whole image settings
1661 * fixed bug with invalid ("undefined") CE settings in old level files
1664 * fixed graphical bug with smashing elements falling faster than player
1667 * fixed major bug which prevented private levels from being edited
1668 * fixed bug with precedence of general and special font definitions
1671 * fixed graphical bug with player animation when player moves slowly
1674 * uploaded pre-release (test) version 3.2.0-3 binary and source code
1677 * fixed bug which prevented "global.num_toons: 0" from working
1680 * major code cleanup (removed all these annoying "#if 0" blocks)
1683 * added custom element actions for CE change page in level editor
1686 * fixed music initialization bug in init.c (thanks to David Binderman)
1687 * fixed mouse wheel "button" bug in editor (thanks to Tomi Belan)
1688 (this bug must probably be fixed at other places, too)
1691 * fixed buggy '#include "SDL.h"' statements in src/libgame/sdl.h
1692 (should be '#include <SDL.h>' instead)
1695 * fixed bug which prevented "walkable from no direction" from working
1696 (due to compatibility code overwriting this setting after loading)
1699 * fixed bug on Mac OS X (use of reserved name "Random") in EM engine
1702 * version number temporarily set to 3.1.1 (intermediate bugfix release)
1703 * version 3.1.1 released
1706 * changed some va_arg() arguments from 'long' to 'int', fixing problems
1707 on 64-bit architecture systems with LP64 data model
1710 * fixed bug with bombs not exploding when hitting the last level line
1711 (introduced after the release of 3.1.0)
1714 * added support for dumping small-sized level sketches from editor
1717 * added recognition of "trigger element" for "change digged element to"
1718 (this is not really what the "trigger element" was made for, but its
1719 use may seem obvious for leaving back digged elements unchanged)
1722 * fixed multiple warnings about failed joystick device initialization
1725 * fixed bug with dynamite dropped on top of just dropped custom element
1726 (collect dynamite, collect CE, drop CE => dynamite was also dropped);
1727 dynamite can still be dropped, but drop key must be released before
1730 * fixed bug with wrong start directory when started from file browser
1731 (due to this bug, R'n'D could not be started from KDE's Konqueror)
1734 * fixed bug causing "change when impact" on player not working
1735 * fixed wrong priority of "hitting something" over "hitting <element>"
1736 * fixed wrong priority of "hit by something" over "hit by <element>"
1739 * fixed graphical bug which caused the player (being Murphy) to show
1740 collecting animations although the element was collected by penguin
1743 * fixed two bugs causing wrong door background graphics in system.c
1744 (in functions "SetBackgroundBitmap()" and "DrawingOnBackground()")
1747 * fixed graphic bug with exploding bomb and R'n'D graphics in EM engine
1748 * added "no direction" to "walkable/passable from" selectbox options
1751 * enhanced tape autoplay to accept "autoplay <set> [<nr> ...]" format
1752 * in tape autoplay, not only report broken, but also missing tapes
1755 * uploaded pre-release (test) version 3.2.0-2 binary and source code
1758 * fixed small bug with "linear" animation not working for active lamp
1761 * fixed bug with moving up despite gravity due to "block last field"
1762 * fixed small bug with wrong draw offset when typing name in main menu
1763 * when reading user names from "passwd", ignore data after first comma
1764 * when creating new "levelinfo.conf", only write some selected entries
1767 * fixed displaying "imported from/by" on preview with empty string
1768 * fixed ignoring draw offset for fonts used for level preview texts
1771 * fixed a delay problem with SDL and too many mouse motion events
1772 * added setup option "skip levels" and level skipping functionality
1775 * added move speed "not moving" for non-moving CEs, but with direction
1778 * fixed mapping of obsolete element token names in "editorsetup.conf"
1779 * fixed bug with sound "acid.splashing" treated as a loop sound
1780 * fixed some little sound bugs in native EM engine
1783 * fixed small bug when dragging scrollbars to end positions
1786 * added editor element descriptions written by Aaron Davidson
1789 * improved fallback handling when configured artwork is not available
1790 (now using default artwork instead of exiting when files not found)
1793 * fixed bug on level selection screen when dragging scrollbar
1796 * fixed bug which caused broken tapes when appending to EM engine tapes
1799 * uploaded pre-release (test) version 3.2.0-1 binary and source code
1802 * added code to replace changed artwork config tokens with other tokens
1803 (needed for backwards compatibility, so that older tokens still work)
1806 * added native R'n'D graphics for some new EMC elements in EM engine
1809 * fixed some bugs in the EM engine integration code
1810 * changed EM engine code to allow diagonal movement
1811 * changed EM engine code to allow use of separate snap and drop keys
1814 * fixed some redraw bugs when using EM engine
1817 * fixed bug with not converting RND levels which are set to use native
1818 engine to native level structure when loading
1821 * uploaded pre-release (test) version 3.2.0-0 binary and source code
1824 * version number set to 3.2.0
1827 * level data now reset to defaults after attempt to load invalid file
1830 * added use of "editorsetup.conf" for different level sets
1833 * added auto-detection for various types of Emerald Mine level files
1836 * fixed bug with scrollbars getting too small when list is very large
1839 * fixed bug with 3+3 (cross) sized explosion not making explosion sound
1842 * added most level editor configuration gadgets for new EMC elements
1845 * added more element and graphic definitions for new EMC elements
1848 * modified native EM engine to use integrated R'n'D sound system
1851 * added SDL support to graphics functions in native EM engine
1852 (by always using generic libgame interface functions)
1855 * fixed bug in frame synchronization in native EM engine
1858 * added code to convert levels between R'n'D and native EM engine
1861 * new Emerald Mine engine can now play levels selected in main menu
1864 * fixed big memory leak in function "CreateBitmapWithSmallBitmaps()"
1865 (which creates scaled down graphics for level editor and preview);
1866 there's still a memory leak somewhere in the artwork handling code
1867 * added "scale image up" functionality to X11 version of zoom function
1870 * first attempts to integrate new, native Emerald Mine Club engine
1873 * fixed bug in gadget code which caused reset of CEs in level editor
1874 (example: pressing 'b' [grab brush] on CE config page erased values)
1875 (solution: check if gadgets in ClickOnGadget() are really mapped)
1876 * improved level change detection in editor (settings now also checked)
1877 * fixed bug with "can move into acid" and "don't collide with" state
1880 * fixed maze runner style CEs to use the configured move delay value
1883 * added Aaron Davidson's tutorial level set to the "Tutorials" section
1886 * fixed engine change that broke 3.0.8 levels like "Walpurgis Gardens"
1887 * fixed the above fix because it broke level set "machine" (*sigh*)
1888 * fixed random element placement in level editor to work as expected
1889 * fixed undefined graphic of runtime element "EL_AMOEBA_TO_DIAMOND"
1892 * re-recorded tape for BD2K3, level 010 (broken due to bugfix)
1895 * fixed bug (missing array boundary check) which caused broken tapes
1896 * fixed bug (when loading level template) which caused broken levels
1897 * fixed bug with new block last field code when using non-yellow player
1900 * fixed bug when pressing "stop, pause, stop, play" on tape recorder
1901 * internal change of how the player blocks the last field when moving
1902 * fixed blocking delay of last field for EM and SP style block delay
1903 * fixed bug where the player had to wait for the usual move delay after
1904 unsuccessfully trying to move, when he directly could move after that
1905 * the last two changes should make original Supaplex level 93 solvable
1906 * improved use of random number generator to make it less predictable
1907 * fixed behaviour of slippery SP elements to let slip left, then right
1910 * fixed bug with wrong door state after trying to quickload empty tape
1911 * fixed waste of static memory usage of the binary, making it smaller
1912 * fixed very little graphical bug in Supaplex explosion
1915 * version number set to 3.1.1
1918 * version 3.1.0 released
1921 * fixed bug with crash when writing user levelinfo.conf the first time
1924 * added option "convert LEVELDIR [NR]" to command line batch commands
1925 * re-converted Supaplex levels to apply latest engine fixes
1926 * changed "use graphic/sound of element" to "use graphic of element"
1927 due to compatibility problems with some levels ("bug machine" etc.)
1930 * fixed bug with CE change replacing player with same or other player
1933 * fixed bug with opaque font in envelope with background graphic when
1934 background graphic is not transparent itself
1937 * added "gravity on" and "gravity off" ports for Supaplex compatibility
1938 * corrected original Supaplex level loading code to use these new ports
1939 * also corrected Supaplex loader to auto-count infotrons if set to zero
1942 * fixed bug with missing initialization of "modified" flag for GEs
1945 * fixed bug that caused endless recursion loop when relocating player
1946 * fixed tape recorder bug in "step mode" when using "pause before end"
1947 * fixed tape recorder bug when changing from "warp forward" mode
1950 * fixed bug with "when touching" for pushed elements at last position
1953 * fixed bug that caused two activated toolbox buttons in level editor
1954 * fixed bug with exploding dynabomb under player due to other explosion
1957 * fixed bug with creating walkable custom element under player (again)
1958 * fixed bug with not copying explosion type when copying CEs in editor
1959 * fixed graphical bug when drawing player in setup menu (input devices)
1960 * fixed graphical bug when the player is pushing an accessible element
1961 * fixed bug with classic switchable elements triggering CE changes
1962 * fixed bug with entering/leaving walkable element in RelocatePlayer()
1963 * fixed crash bug when CE leaves behind the trigger player element
1966 * fixed bug with broken tubes after placing/exploding dynamite in them
1967 * fixed bug with exploding dynamite under player due to other explosion
1968 * fixed bug with not resetting push delay under certain circumstances
1971 * added option "handicap" for "levelinfo.conf" (thanks to Niko Böhm)
1972 * added network multiplayer code for Windows (thanks to Niko Böhm)
1975 * added option "reachable despite gravity" for gravity movement
1976 * changed gravity movement of most classic walkable and passable
1977 elements back to "not reachable" (for compatibility reasons)
1980 * fixed (removed) "indestructible" / "can explode" dependency in editor
1981 * fixed (removed) "accessible inside" / "protected" dependency
1982 * fixed (removed) "step mode" / "shield time" dependency
1985 * fixed dynabombs exploding now into anything diggable
1986 * fixed Supaplex style gravity movement into buggy base now impossible
1987 * added pressing key "space" as valid action to select menu options
1990 * added "replace when walkable" to relocate player to walkable element
1991 * added "enter"/"leave" event for elements affected by relocation
1992 * fixed "direct"/"indirect" change order also for "when change" event
1993 * fixed graphical bug when pushing things from elements walkable inside
1996 * fixed graphic bug when player is snapping while moving in old levels
1997 * fixed bug when a moving custom element leaves a player element behind
1998 * fixed bug with mole not disappearing when moving into acid pool
1999 * fixed bug with incomplete path setting when using "--basepath" option
2000 * moving CE can now leave walkable elements behind under the player
2001 * when relocating, player can be set on walkable element now
2002 * fixed another gravity movement bug
2005 * uploaded pre-release (test) version 3.1.0-2 binary and source code
2008 * added "collectible" and "removable" to extended replacement types
2009 (where "removable" replaces "diggable" and "collectible" elements)
2010 * added "collectible & throwable" (to throw element to the next field)
2011 * fixed bug with CEs digging elements that are just about to explode
2012 * changed mouse cursor now always being visible when game is paused
2015 * added possibility to push/press accessible elements from a side that
2017 * fixed bug with not setting actual date when appending to tape
2020 * fixed bug with incorrectly initialized custom element editor graphics
2023 * corrected set "Contributions_1995-2000/rnd_kjell_kristiansson":
2024 - number of levels corrected from 18 to 17 in "levelinfo.conf"
2027 * fixed bug with destroyed robot wheel still attracting robots forever
2028 * fixed bug with time gate switch deactivating after robot wheel time
2029 (while the time gate itself is not affected by this misbehaviour)
2030 * changed behaviour of BD style amoeba to always get blocked by player
2031 (before it was different when there were non-BD elements in level)
2032 * fixed bug with player destroying indestructable elements with shield
2035 * added option to make growing elements grow into anything diggable
2036 (for the various amoeba types, biomaze and "game of life")
2039 * fixed bug with movable elements not moving after left behind by CEs
2040 * changed gravity movement to anything diggable, not only sand/base
2041 * optionally allowing passing to walkable element, not only empty space
2042 * added option "can pass to walkable element" for players
2043 * finally fixed gravity movement (hopefully)
2046 * fixed bug with movable elements not moving anymore after falling down
2049 * fixed another bug with custom elements digging and leaving elements
2050 * fixed bug with "along left/right side" and automatic start direction
2051 * trigger elements now also displayed when "more custom" deactivated
2052 * fixed bug with clipboard element initialized when loading new level
2053 * added option "drop delay" to set delay before dropping next element
2056 * uploaded pre-release (test) version 3.1.0-1 binary and source code
2059 * added copy and paste functions for custom change pages
2060 * enhanced graphical display and functionality of tape recorder
2061 * fixed bug with custom elements digging and leaving elements
2064 * added move speed faster than "very fast" for custom elements
2065 * fixed bug with 3+3 style explosions and missing border content
2066 * fixed little bug when copying custom elements in the editor
2067 * enhanced custom element changes by more side trigger actions
2070 * added option "no scrolling when relocating" for instant teleporting
2071 * uploaded pre-release (test) version 3.1.0-0 binary and source code
2074 * added trigger element and trigger player to use as target elements
2075 * added copy and paste functions for custom and group elements
2078 * fixed graphical bug when displaying explosion animations
2079 * fixed bug when appending to tapes, resulting in broken tapes
2080 * re-recorded a few tapes broken by fixing gravity checking bug
2083 * "can move into acid" property now for all elements independently
2084 * "can fall into acid" property for player stored in same bitfield now
2085 * added option for deadliness of Supaplex 'sniksnak' and 'electron'
2086 * version number set to 3.1.0 (finally!)
2089 * changed tape recording to only record input, not programmed actions
2092 * fixed totally broken (every 8th frame skipped) step-by-step recording
2093 * fixed bug with requester not displayed when quick-loading interrupted
2094 * added option "can fall into acid (with gravity)" for players
2095 * fixed bug with player not falling when snapping down with gravity
2098 * fixed bug which messed up key config when using keypad number keys
2101 * fixed bug which allowed moving upwards even when gravity was active
2102 * fixed bug with missing error handling when dumping levels or tapes
2105 * added different colored editor graphics for Supaplex gravity tubes
2108 * fixed bug that allowed solvable tapes for unsolvable levels
2111 * use unlimited number of droppable elements when "count" set to zero
2112 * added option to use step limit instead of time limit for level
2115 * added player and change page as trigger for custom element change
2118 * fixed bug with exploding amoeba (explosion 3x3 instead of 1x1)
2121 * fixed bug with dark yamyam changing to acid when moving over acid
2122 * fixed handling of levels with more than 999 seconds level time
2123 (example: level 76 of "Denmine")
2126 * "spring push bug" reintroduced as configurable element property
2127 * fixed bug with missing properties for "mole"
2128 * fixed bug that showed up when fixing the above "mole" properties bug
2129 * added option "can move into acid" for all movable elements
2130 * fixed graphical bug for elements moving into acid
2131 * changed event handling to handle all pending events before going on
2134 * fixed bug which caused all CE change pages to be ignored which had
2135 the same change event, but used a different element side
2136 (reported by Simon Forsberg)
2138 * fixed bug which caused elements that can move and fall and that are
2139 transported by a conveyor belt to continue moving into that direction
2140 after leaving the conveyor belt, regardless of their own movement
2141 type; only elements which can not move are transported now
2142 (reported by Simon Forsberg)
2144 * fixed bug which could cause an array overflow in RelocatePlayer()
2145 (reported by Niko Böhm)
2147 * changed Emerald Mine style "passable / over" elements to "protected"
2148 (fixing unsolvable level 10 of "Bondmine 9" with bug beside gate)
2150 * added new option to select from which side a "walkable/passable"
2151 element can be entered
2154 * added explosion and ignition delay for elements that can explode
2157 * fixed bug which caused player not being protected against enemies
2158 when a CE was "walkable / inside" and was not "indestructible"
2159 * added "walkable/passable" fields to be "protected/unprotected"
2160 against enemies, even if not accessible "inside" but "over/under"
2163 * corrected move pattern to 32 bit and initial move direction to 8 bit
2166 * added second custom element base configuration page
2169 * added some special EMC mappings to Emerald Mine level loader
2170 (also covering previously unknown element in level 0 of "Bondmine 8")
2173 * added option to block last field when player is moving (for Supaplex)
2174 * adjusted push delay of Supaplex elements
2175 * removed delays for envelopes etc. when replaying with maximum speed
2176 * fixed bug when dropping element on a field that just changed to empty
2179 * fixed bug: infotrons can now smash yellow disks
2180 * fixed bug: when gravity active, port above player can now be entered
2181 * removed "one white dot" mouse pointer which irritated some people
2184 * added "choice type" for group element selection
2187 * fixed bug with initial invulnerability of non-yellow player
2190 * added level loader for loading native Supaplex packed levels
2191 (including multi-part levels like the "splvls99" levels)
2194 * fixed bug which allowed creating emeralds by escaping explosions
2197 * custom elements can change (limited) or leave (unlimited) elements
2198 * finally added multiple matches using group elements
2199 * added shortcut to dump brush (type ":DB" in editor) for use in forum
2202 * added new start movement type "previous" for continued CE movement
2203 * added new start movement type "random" for random CE movement start
2206 * added new element "sokoban_field_player" needed for Sokoban levels
2207 (thanks to Ed Booker for pointing this out!)
2210 * added elements that can be digged or left behind by custom elements
2213 * added group elements for multiple matches and random element creation
2216 * fixed some graphical errors displayed in old levels
2219 * fixed wrong double speed movement after passing closing gates
2222 * added level loader for loading native Emerald Mine levels
2225 * changes for "shooting" style CE movement
2228 * Happy New Year! ;-)
2231 * changed default snap/drop keys from left/right Shift to Control keys
2234 * fixed bug with dead player getting reanimated from custom element
2237 * fixed bug with wrong penguin graphics (when entering exit)
2240 * fixed bug with wrong "Murphy" graphics (when digging etc.)
2243 * version number set to 3.0.9
2246 * version 3.0.8 released
2249 * added function checked_free()
2252 * fixed bug with double nut cracking sound
2253 (by eliminating "default element action sound" assignment in init.c)
2256 * fixed crash when no music info files are available
2259 * fixed boring and sleeping sounds
2262 * added "maze runner" and "maze hunter" movement types
2263 * added extended collision conditions for custom elements
2266 * added warnings for undefined token values in artwork config files
2269 * added menu entry for level set information to the info screen
2272 * fixed bug with wrong default impact sound for colored emeralds
2275 * added several sub-screens for the info screen
2276 * menu text now also clickable (not only blue/red sphere left of it)
2279 * added configurable "bored" and "sleeping" animations for the player
2280 * added "awakening" sound for player when waking up after sleeping
2283 * added "copy" and "exchange" functions for custom elements to editor
2286 * added configurable element animations for info screen
2289 * added configurable music credits for info screen
2292 * finally fixed tape recording when player is created from CE change
2295 * added "editorsetup.conf" for editor element list configuration
2298 * added "musicinfo.conf" for menu and level music configuration
2301 * fixed a very nasty bug in dragon turning code in TurnRoundExt()
2302 (that only showed up on Linux, but not on Windows systems)
2305 * fixed turning movement of butterflies and fireflies (no frame reset)
2306 * enhanced sniksnak turning movement (two steps instead of only one)
2309 * version number set to 3.0.8
2312 * version 3.0.7 released
2315 * fixed reset of player animation frame when, for example,
2316 walking, digging or collecting share the same animation
2317 * fixed CE with "deadly when touching" exploding when touching amoeba
2320 * fixed tape recording when player is created from CE element change
2323 * introduced "turning..." action graphic for elements with move delay
2324 (non-CE: bug, spaceship, sniksnak, mole, pacman, yamyam)
2325 * added turning animations for bug, spaceship and sniksnak
2328 * prevent "extended" changed elements from delay change in same frame
2331 * fixed bug when pushing element that can move away to the side
2332 (like pushing falling elements, but now with moving elements)
2335 * finally fixed serious bug in code for delayed element pushing (again)
2338 * unavailable setup options now marked as "n/a" instead of "off"
2339 * new boolean directive "latest_engine" for "levelinfo.conf": when set
2340 to "true", levels are always played with the latest game engine,
2341 which is desired for levels that are imported from other games; all
2342 other levels are played with the engine version stored in level file
2343 (which is normally the engine version the level was created with)
2346 * fixed serious bug in code for delayed element pushing
2347 * fixed little bug in animation frame selection for pushed elements
2348 * speed-up of reading config file for verbose output
2351 * added configuration option for opening and closing Supaplex exit
2352 * added configuration option for moving up/down animation for Murphy
2353 * fixed incorrectly displayed animation for attacking dragon
2354 * fixed bug with not setting initial gravity for each new game
2355 * fixed bug with teleportation of player by custom element change
2356 * fixed bug with player not getting smashed by rock sometimes
2359 * version number set to 3.0.7
2362 * version 3.0.6 released
2365 * added support for MP3 music for SDL version through SMPEG library
2368 * fixed bug when initializing font graphic structure
2369 * fixed bug with animation mode "pingpong" when using only 1 frame
2370 * fixed bug with extended change target introduced in 3.0.5
2371 * fixed bug where passing over moving element doubles player speed
2372 * fixed bug with elements continuing to move into push direction
2373 * fixed bug with duplicated player when dropping bomb with shield on
2374 * added "switching" event for custom elements ("pressing" only once)
2375 * fixed switching bug (resetting flag when not switching but not idle)
2378 * fixed element tokens for certain file elements with ".active" etc.
2381 * version number set to 3.0.6
2384 * version 3.0.5 released
2387 * now four envelope elements available
2388 * font, background, animation and sound for envelope now configurable
2389 * main menu doors opening/closing animation type now configurable
2392 * active/inactive sides configurable for custom element changes
2393 * new movement type "move when pushed" available for custom elements
2396 * fixed bug in multiple config pages loader code that caused crashes
2399 * enhanced (remaining low-resolution) Supaplex graphics
2402 * version number set to 3.0.5
2405 * version 3.0.4 released
2407 2003-09-12 src/tools.c
2408 * fixed bug in custom definition of crumbled element graphics
2410 2003-09-11 src/files.c
2411 * fixed bug in multiple config pages code that caused crashes
2414 * version number set to 3.0.4
2417 * version 3.0.3 released
2420 * added music to Supaplex classic level set
2422 2003-09-07 src/libgame/misc.c
2423 * added support for loading various music formats through SDL_mixer
2425 2003-09-06 (various source files)
2426 * fixed several nasty bugs that may have caused crashes on some systems
2427 * added envelope content which gets displayed when collecting envelope
2428 * added multiple change event pages for custom elements
2430 2003-08-24 src/game.c
2431 * fixed problem with player animation when snapping and moving
2433 2003-08-23 src/screens.c, src/cartoons.c, src/libgame/toons.c
2434 * fixed problem with flickering when drawing toon animations
2436 2003-08-23 src/libgame/sdl.c
2437 * fixed problem with setting mouse cursor in SDL version in fullscreen
2439 2003-08-23 src/game.c
2440 * fixed bug (missing array boundary check) which could crash the game
2443 * version number set to 3.0.3
2446 * version 3.0.2 released
2448 2003-08-21 src/game.c
2449 * fixed bug with creating inaccessible elements at player position
2451 2003-08-20 src/init.c
2452 * fixed bug with not finding current level artwork directory
2454 2003-08-20 src/files.c
2455 * fixed bug with choosing wrong engine version when playing tapes
2456 * fixed bug with messing up custom element properties in 3.0.0 levels
2459 * version number set to 3.0.2
2462 * version 3.0.1 released
2464 2003-08-17 (no source files affected)
2465 * changed all "classic" PCX image files with 16 colors or less to
2466 256 color (8 bit) storage format, because the Allegro game library
2467 cannot handle PCX files with less than 256 colors (contributed
2468 graphics are not affected and might look wrong in the DOS version)
2470 2003-08-16 src/init.c
2471 * fixed bug which (for example) crashed the level editor when defining
2472 "dynamite.EDITOR: [NONE]", because graphics may not be undefined
2473 (only set to default) -- invalid graphics now set to default graphic
2475 2003-08-16 src/init.c
2476 * fixed graphical bug of player digging/collecting/snapping element
2477 when no corresponding graphic/animation is defined for this action,
2478 resulting in player being drawn as EL_EMPTY (which should only be
2479 done to elements being collected, but not to the player)
2481 2003-08-16 src/game.c
2482 * fixed small graphical bug of player not totally moving into exit
2484 2003-08-16 src/libgame/setup.c
2485 * fixed bug with wrong MS-DOS 8.3 filename conversion
2487 2003-08-16 src/tools.c
2488 * fixed bug with invisible mouse cursor when pressing ESC while playing
2490 2003-08-16 (various source files)
2491 * added another 128 custom elements (disabled in editor by default)
2493 2003-08-16 src/editor.c
2494 * fixed NULL string bug causing Solaris to crash in sprintf()
2496 2003-08-16 src/screen.c
2497 * fixed drawing over scrollbar on level selection with custom fonts
2499 2003-08-15 src/game.c
2500 * cleanup of simple sounds / loop sounds / music settings
2502 2003-08-08 (various source files)
2503 * added custom element property for dropping collected elements
2505 2003-08-08 src/conf_gfx.c
2506 * fixed bug with missing graphic for active red disk bomb
2508 2003-08-07 src/files.c, src/editor.c src/game.c, src/main.h
2509 * extended variable "level.gravity" to "level.initial_gravity" and
2510 "game.current_gravity" to prevent level setting from being changed
2511 by playing the level (keeping the runtime value after playing)
2513 * fixed graphics bug when digging element that has 'crumbled' graphic
2514 definition, but not 'diggable' graphic definition
2517 * version number set to 3.0.1
2520 * version 3.0.0 released
2523 * various bug fixes; among others:
2524 - fixed bug with pushing spring over empty space
2525 - fixed bug with leaving tube while placing dynamite
2526 - fixed bug with explosion of smashed penguins
2527 - allow Murphy player graphic in levels with non-Supaplex elements
2531 * I have forgotten to document changes for some time
2534 * pre-release version 2.2.0rc1 released
2536 2002-08-25 src/libgame/setup.c, src/libgame/sound.c
2537 * Level series artwork now configurable via level series config file.
2538 "levelinfo.conf" may now contain directives "graphics_set",
2539 "sounds_set" and "music_set" to select artwork sets which are
2540 globally defined or which are included into other level series.
2543 * version number set to 2.1.2
2546 * version 2.1.1 released
2548 2002-08-10 src/libgame/system.h
2549 * Default "snap" and "bomb" keys for Mac OS X set to left control key
2550 and keypad enter key -- Macs seem not to distinguish between left
2551 and right modifier keys (both generate scan code for left key). :-(
2553 2002-08-10 src/libgame/sound.c
2554 * Fixed small NetBSD compilation bug.
2555 Thanks to Adam Ciarcinski for the bug report.
2557 2002-08-10 src/libgame/sound.c
2558 * Added support for audio device "/dev/sound/dsp" (devfs).
2559 Thanks to Christoph Bauer for the corresponding report.
2561 2002-08-10 src/libgame/sound.c
2562 * Bug fixed that caused regular crashes under SDL/Windows version.
2563 Mixer_InsertSound(): Always stop music before playing new music,
2564 else "mixer_active_channels" can get fucked up.
2565 Thanks to Keith Peterston for the bug report.
2568 * version number set to 2.1.1
2571 * version 2.1.0 released
2573 2002-05-31 src/libgame/image.c
2574 * Read_PCX_to_Pixmap(): Fixed bad memory leak by freeing "ximageinfo"
2575 and "image" after converting loaded PCX image file to X11 Pixmap.
2576 This really showed up when reloading custom artwork several times.
2578 2002-05-20 src/libgame/sound.c
2579 * added support for 16 bit WAV sound files
2582 * version number set to 2.1.0
2584 2002-04-03 to 2002-05-19 (various source files)
2585 * graphics, sounds and music now fully configurable
2586 * bug fixed that prevented walking through tubes when gravity on
2587 * added support for TrueColor PCX graphics files
2588 * enhanced sound system (especially regarding stereo and loop sounds)
2590 2002-04-02 src/events.c, src/editor.c
2591 * Make Escape key less aggressive when playing or when editing level.
2592 This can be configured as an option in the setup menu. (Default is
2593 "less aggressive" which means "ask user if something can be lost"
2594 when pressing the Escape key.)
2596 2002-04-02 src/screen.c
2597 * Added "graphics setup" screen.
2599 2002-04-01 src/screen.c
2600 * Changed "choose level" setup screen stuff to be more generic (to
2601 make it easier to add more "choose from generic tree" setup screens).
2603 2002-04-01 src/config.c, src/timestamp.h
2604 * Added source files "src/config.[ch]" and "src/timestamp.h" (which
2605 automatically gets created by "src/Makefile" and contains an actual
2606 compile-time timestamp to identify development versions of the game).
2608 2002-04-01 src/libgame/misc.c
2609 * Added (currently incomplete) function "getKeyFromKeyName()" simply
2610 for orthogonality. When really needed, this function must be
2611 extended accordingly (analog to "getKeyFromX11KeyName()").
2613 2002-04-01 src/libgame/setup.c
2614 * Changed setup "TYPE_KEY" (internal, X11 style key symbol name) to
2615 "TYPE_KEY_X11" and added "TYPE_KEY" (human readable key symbol name).
2616 (This was needed for custom key setup handling in "src/screens.c".)
2618 2002-03-31 src/tape.c, src/events.c
2619 * Added quick game/tape save/load functions to tape stuff which can be
2620 invoked by a keyboard shortcut. Default: "F1" saves game/tape, "F2"
2621 loads previously recorded tape and directly goes into recording mode
2622 from the end of the tape (therefore appending to the tape).
2624 2002-03-31 src/tape.c
2625 * Added "index mark" function to tape recorder. When playing or
2626 recording, "eject" button changes to "index" button. Setting index
2627 mark is not yet implemented, but pressing index button when playing
2628 allows very quick advancing to end of tape (when normal playing),
2629 very fast forward mode (when playing with normal fast forward) or
2630 very fast reaching of "pause before end of tape" (when playing with
2631 "pause before end" playing mode).
2633 2002-03-30 src/cartoons.c
2634 * Moved some stuff from cartoons.c to the new "src/libgame/toons.c".
2636 2002-03-30 src/libgame/toons.c
2637 * New libgame source file "toons.c" for the program independant part
2640 2002-03-29 src/screen.c
2641 * Changed setup screen stuff to be more generic (to make it easier
2642 to add more setup screens).
2644 2002-03-29 src/libgame/setup.c
2645 * Changed "LoadLevelInfoFromLevelDir()" so that not only directories
2646 with level sub-directories are recognized, but also directories
2647 that directly contain level files.
2649 2002-03-29 src/libgame/sound.c
2650 * Changed "boolean stereo = TRUE;" to "static boolean stereo = TRUE;".
2651 (This was a bug that showed up only when in mono audio mode.)
2653 2002-03-24 src/libgame/x11.c, src/libgame/sdl.c, src/libgame/image.c
2654 * Changed image loading code to not exit on error, but set error by
2655 using "SetError()" accordingly. Image loading errors must now be
2656 catched by above layers (src/init.c for example).
2658 2002-03-24 src/libgame/misc.c
2659 * New functions "SetError()" and "GetError()" to provide more
2660 flexible error handling.
2662 2002-03-23 src/main.c, src/main.h
2663 * Various changes due to the introduction of the new libgame files
2664 "setup.c" and "joystick.c".
2666 2002-03-23 src/files.c
2667 * Generic parts of "src/files.c" (mainly setup and level directory
2668 stuff) moved to new libgame file "src/libgame/setup.c".
2670 2002-03-23 src/joystick.c
2671 * File "src/joystick.c" moved to libgame source tree, with
2672 correspondig changes.
2674 2002-03-23 src/libgame/system.c, src/libgame/system.h
2675 * Various changes due to the introduction of the new files "setup.c"
2678 2002-03-23 src/libgame/setup.c
2679 * New libgame source file "setup.c" that contains now most setup and
2680 level directory stuff previously handled in "src/files.c".
2682 2002-03-23 src/libgame/joystick.c
2683 * New libgame source file "joystick.c" that contains now all joystick
2684 stuff previously handled in "src/joystick.c" of "Rocks'n'Diamonds".
2686 2002-03-22 src/screens.c
2687 * "HandleChooseLevel()": Another bug in level series navigation fixed.
2688 (Wrong level series information displayed when entering main group.)
2690 2002-03-22 src/editor.c
2691 * Slight change to support new gadget event "GD_EVENT_INFO_LEAVING".
2693 2002-03-22 src/editor.c
2694 * Changed behaviour of "Escape" key in level editor to be more
2695 intuitive: When in "Element Properties" or "Level Info" mode,
2696 return to "Drawing Mode" instead of leaving the level editor.
2698 2002-03-22 src/libgame/misc.c, src/libgame/sound.c
2699 * Added command line option "-s" / "--sounds" and "-m" / "--music"
2700 to specify alternative sound and music directories. (The former
2701 shortcut "-s" for "--serveronly" has changed accordingly.)
2703 2002-03-22 src/libgame/gadgets.c
2704 * Added new gadget events for displaying gadget info texts:
2705 "GD_EVENT_INFO_ENTERING" and "GD_EVENT_INFO_LEAVING". Before,
2706 the info text callback function was only called when entering
2707 a gadget (implicit "GD_EVENT_INFO_ENTERING"). But the info text
2708 was never erased. This can now be done by checking the event type
2709 in the info callback function.
2711 2002-03-21 src/game.c, src/editor.c, src/files.c
2712 * 2.0.1 introduced the corrected "Emerald Mine" style behaviour of
2713 gems (emeralds, diamonds, ...) slipping down from normal wall,
2714 steel wall and growing wall (as in E.M.C. style levels). Although
2715 the behaviour of contributed and private levels wasn't changed (due
2716 to the use of "level.game_version"; see previous entry), editing
2717 those levels will (of course) change the behaviour accordingly.
2719 This change seems a bit too hard after thinking about it, because
2720 the EM style behaviour is not the "expected" behaviour (gems would
2721 normally only slip down from "rounded" walls). Therefore this was
2722 now changed to an element property for gem style elements, with the
2723 default setting "off" (which means: no special EM style behaviour).
2724 To fix older converted levels, this flag is set to "on" for pre-2.0
2725 levels that are neither contributed nor private levels.
2727 2002-03-20 src/files.h
2728 * Corrected settings for "level.game_version" depending of level type.
2729 (Contributed and private levels always get played with game engine
2730 version they were created with, while converted levels always get
2731 played with the most recent version of the game engine, to let new
2732 corrections of the emulation behaviour take effect.)
2734 2002-03-20 src/main.h
2735 * Added "#include <time.h>". This seems to be needed by "tape.c" for
2736 compiling the SDL version on some systems.
2737 Thanks to the several people who pointed this out.
2739 2002-03-20 src/libgame/gadgets.c
2740 * "va_arg(ap, boolean)" changed to "(boolean)va_arg(ap, int)";
2741 this caused problems especially on PowerPC architecture (although
2742 it is wrong on i386 and other architectures, too)
2744 2002-03-20 src/libgame/pcx.c, src/libgame/image.c
2745 * Added support for loading and displaying true-color PCX files.
2747 2002-03-20 src/libgame/misc.c, src/libgame/x11.c
2748 * Added command line option "-g" / "--graphics" to specify an
2749 alternative graphics directory.
2752 * Version number set to 2.0.2.
2755 * Version 2.0.1 released.
2757 2002-03-19 src/libgame/system.c, src/libgame/sdl.c [src/tools.c]
2758 * Moved function "GetPixel()" from src/tools.c ("Mirror Magic" code)
2759 to libgame source files; needed for SDL fullscreen bug workaround
2762 2002-03-18 src/screens.c
2763 * "HandleChooseLevel()": Small bug in level series navigation fixed.
2765 2002-03-18 src/files.c [src/libgame/misc.c]
2766 * Moved some common functions from src/files.c to src/libgame/misc.c.
2768 2002-03-18 src/files.c [src/libgame/misc.c]
2769 * Changed permissions for new directories and saved files (especially
2770 score files) according to suggestions of Debian users and mantainers.
2771 Thanks to Drew Parsons <dparsons@emerall.com> for the patch.
2773 2002-03-18 src/libgame/misc.c [src/files.c]
2774 * Moved some common functions from src/files.c to src/libgame/misc.c.
2776 2002-03-18 src/libgame/misc.c [src/files.c]
2777 * Changed permissions for new directories and saved files (especially
2778 score files) according to suggestions of Debian users and mantainers.
2779 Thanks to Drew Parsons <dparsons@emerall.com> for the patch.
2781 2002-03-17 src/files.c
2782 * Changed "{Load|Save}{Level|Tape}()" to IFF style file format:
2783 Replaced "cookie" header string ("ROCKSNDIAMONDS_...\n") with
2784 real IFF style header "RND1....XXXX" (where "XXXX" is "CAVE"
2785 for levels and "TAPE" for tapes). Old "cookie" style format is
2786 still supported for reading. New level and tape files are written
2789 * New IFF chunk "VERS" contains version numbers for file and game
2790 (where "game version" is the version of the program that wrote the
2791 file, and "file version" is a version number to distinguish files
2792 with different format, for example after adding new features).
2794 2002-03-17 src/libgame/sound.c
2795 * Bug in "StopMusic()" fixed: SDL_mixer functions may be called
2796 even when sound not available.
2797 Thanks to Drew Parsons <dparsons@emerall.com> for the patch.
2799 2002-03-15 src/screen.c
2800 * "DrawHallOfFame()": "FadeSounds()" when entering the hall of fame.
2801 (Before, you heard a mixture of the in-game music and the
2802 hall-of-fame music.)
2804 2002-03-15 src/libgame/sound.c, src/libgame/platform.h
2805 * Added /dev/dsp (streaming audio) support for NetBSD (instead of the
2806 /dev/audio (ulaw) based Unix audio interface).
2807 Thanks to Krister Walfridsson <cato@df.lth.se> for the patches.
2809 2002-03-15 src/libgame/sdl.c
2810 * Workaround for fullscreen bug in WIN32 version of SDL (at least
2811 in the currently actual version 1.2.3) by using "standard" screen
2812 resolutions like 800x600 and mapping all input (mouse events) and
2813 output (screen drawing) accordingly.
2815 2002-03-14 src/events.c
2816 * Function "DumpTape()" (files.c) now available by pressing 't' from
2817 main menu (when in DEBUG mode).
2819 2002-03-14 src/game.c
2820 * "GameWon()": When game was won playing a tape, now there is no delay
2821 raising the score and no corresponding sound is played.
2823 2002-03-14 src/files.c
2824 * Changed "LoadTape()" for real chunk support and also adjusted
2825 "SaveTape()" accordingly.
2827 2002-03-14 src/game.c, src/tape.c, src/files.c
2828 * Important changes to tape format: The old tape format stored all
2829 actions with a real effect with a corresponding delay between the
2830 stored actions. This had some major disadvantages (for example,
2831 push delays had to be ignored, pressing a button for some seconds
2832 mutated to several single button presses because of the non-action
2833 delays between two action frames etc.). The new tape format just
2834 stupidly records all device actions and replays them later. I really
2835 don't know why I haven't solved it that way before?! Old-style tapes
2836 (with tape file version less than 2.0) get converted to the new
2837 format on-the-fly when loading and can therefore still be played;
2838 only some minor parts of the old-style tape handling code was needed.
2839 (A perfect conversion is not possible, because there is information
2840 missing about the device actions between two action frames.)
2842 2002-03-14 src/files.c
2843 * New function "DumpTape()" to dump the contents of the current tape
2844 in a human readable format.
2846 2002-03-14 src/game.c
2847 * Small tape bug fixed: When automatically advancing to next level
2848 after a game was won, the tape from the previous level still was
2849 loaded as a tape for the new level.
2851 2002-03-14 src/tape.c
2852 * Small graphical bug fixed: When pressing ""Record" or "Play" on
2853 tape, cartoons did not get completely removed because
2854 StopAnimation() was not called.
2856 2002-03-13 src/files.c
2857 * Changed "LoadLevel()" and "SaveLevel()" to add new chunk "CNT2".
2858 Fixed bug of "CONT" and "BODY" (chunk size was set to 8-bit element
2859 size even when using 16-bit elements). Added new chunk "CNT2" for
2860 16-bit amoeba content (previously written in 8-bit field in "HEAD"
2861 chunk even when content was 16-bit element). "CNT2" should now be
2862 able to store content for arbitrary elements (up to eight blocks of
2863 3 x 3 element arrays). All "CNT2" elements will always be stored as
2864 16-bit elements. "CONT" (with 8/16-bit elements) now obsolete.
2866 2002-03-13 src/files.c
2867 * Changed "LoadLevel()" for real chunk support.
2869 2002-03-12 src/game.c
2870 * Fixed problem (introduced after 2.0.0 release) with penguins
2871 not getting killed by enemies
2873 2002-02-28 src/libgame/sound.c
2874 * Fixed small problem with new SDL_Mixer 1.2.1:
2875 Mix_VolumeMusic() must be called _after_ Mix_PlayMusic(),
2876 or it has no effect.
2878 2002-02-24 src/game.c, src/main.h
2879 * Added "player->is_moving"; now "player->last_move_dir" does
2880 not contain any information if the player is just moving at
2882 Before, "player->last_move_dir" was misused for this purpose
2883 for the robot stuff (robots don't kill players when they are
2884 moving). But setting "player->last_move_dir" to MV_NO_MOVING
2885 broke tapes when walking through pipes!
2886 ("IS_MOVING()" uses "MovPos[][]", but this fails when it is 0
2887 in a continuous movement. This fact is ignored for friends and