2 * fixed bug with editor border element not adjusted after resizing level
3 * changed unused playfield from "default" to "empty" after loading level
6 * added zoom functionality for playfield drawing area to level editor
7 (use left, right and middle mouse buttons on new "zoom" toolbox button
8 or use keys '-', '+' and '0' to zoom out, in or reset to default size)
11 * fixed bug not updating game panel values in visible warp forward mode
14 * changed position of CE/GE use/save template gadgets to be visually
15 separated from other CE/GE gadgets (to prevent accidental use)
16 * fixed bug in editor when using undo after rotating level repeatedly
17 * added 'redo' functionality to editor (by pressing 'undo' with right
18 mouse button or by using key shortcut "Shift-R")
21 * added configurability of editor control buttons (toolbox buttons)
24 * finished configurability of tape date and time display positions
25 * fixed bug with game buttons in tape area not properly redrawn
26 * fixed small graphical bug with default tape time display position
27 * added optionally configurable game frame counter to tape display
30 * fixed configurability of editor element palette (for columns != 4)
33 * improved configurability of tape date and time display positions
34 * added configurability of element properties button in editor
35 * added build dependency for auto-conf files
38 * added looking for editor element descriptions in level set directory
39 (for example, in file "<my-level-folder>/docs/elements/custom_1.txt")
42 * moved "element properties" button in editor from toolbox to palette
43 * added "zoom level tile size" button in editor to toolbox (currently
44 no function behind it; will be used to zoom level editor playfield)
45 * added key shortcuts '1' to '3' to view properties of drawing elements
46 * fixed gadget display bug in editor (door 1 area) after test playing
47 * fixed bugs when changing drawing area gadgets (like group elements)
50 * re-enabled editor palette element options in setup configuration file
53 * fixed loading custom PCX image files with default artwork file names
54 (like "RocksDoor.pcx") which are not redefined in artwork config file
55 (this is a special fix for Zelda 2 and probably some other existing
56 level sets which use new graphics which are not defined in the file
57 "graphicsinfo.conf", but use a file name of one of default graphics
58 (like "RocksScreen.pcx"); this did not work anymore for PCX files
59 since the default graphics files have been changed to PNG files, so
60 different file names are checked now (like "RocksScreen.png"), so if
61 the PNG files cannot be found, the old PCX files are also checked)
64 * added some more graphics customization options for the level editor:
65 - editor.button.prev_level (position)
66 - editor.button.next_level (position)
67 - editor.input.level_number (position)
68 - editor.palette.tile_size (tile size for palette elements)
69 - editor.palette.element_left.tile_size (draw element tile size)
70 - editor.palette.element_middle.tile_size (draw element tile size)
71 - editor.palette.element_right.tile_size (draw element tile size)
72 - editor.input.gfx.level_number (current level number input field)
75 * fixed menu display bugs caused by drawing outside menu area (again)
78 * fixed broken door animations when switching between custom graphics
81 * fixed layout for "level set info" to support custom playfield size
82 * fixed changing from title to info screen with custom playfield size
85 * fixed bug with not updating default bitmap pointer for scaled images
86 * fixed redraw/fade bugs when redefining the playfield size or position
89 * fixed some smaller issues with loading custom artwork
92 * added warnings when using undefined element and graphic names in
93 custom artwork definitions (like ".crumbled_like" or ".clone_from")
94 * added setting default filenames for all cloned graphics in static
95 graphics configuration on startup (to be able to fall back later)
98 * fixed using buttons on main screen with size other than 32x32 pixels
99 * fixed some initialization bugs for scrollbars and main screen buttons
100 * fixed bug when drawing non-element graphics (without separate in-game
101 graphic/bitmap defined) while non-standard game tile size is defined
104 * removed some remaining unused X11 stuff
105 * fixed bug with potentially suppressed exit error message on startup
108 * fixed bug not loading tape when selecting level from level selection
109 screen (thanks to filbo for finding this bug and supplying a patch)
112 * fixed menu display bugs (drawing outside menu area with draw offset)
113 * fixed menu key navigation bugs (when using smaller menu list size)
116 * added support for animated door parts during opening/closing movement
119 * added automatic detection of normal/steel character elements in level
120 editor when drawing text (depending on currently selected element)
123 * eliminated historical ISO-8859-1 characters from source code files
124 (but still using them internally for special character encodings)
125 * changed output of special character for level sketch brushes to UTF-8
128 * added handling of unselectable selectbox options and option headlines
131 * fixed bug when changing between graphic sets with different tile size
132 * cleanup of handling the various graphic sizes for different purposes
133 (like 32x32, 16x16 etc.); this change was needed for the bugfix above
136 * added virtual keyboard on Android port when entering player name
139 * fixed "quick menu doors" and sounds for door and envelope requests
142 * fixed display bugs with certain custom menu definitions regarding the
143 hall of fame (high scores) and setup screens that require scrolling
144 (these display bugs showed up with custom menu graphics of R'n'D jue)
147 * fixed bug with animation frames per line with non-standard tile size
148 (relevant for example for 64x64 sized frames continued on next row)
151 * removed checking of file identifier tokens for configuration files
154 * fixed bug where player actions were only mapped in team mode
155 (this broke four tapes in automatic game engine unit test where
156 old levels contained a non-yellow player, like rnd_abby_king, 011)
159 * removed large parts of the preprocessor hell of old and unused code
162 * updated source file headers (mainly author contact information)
165 * added key shortcuts for window scaling and toggling fullscreen mode:
166 - Ctrl-'+', Ctrl-'-' and Ctrl-'0' for up/downscaling and normal size
167 - "F11" key for toggling fullscreen mode (in addition to Alt-Enter)
170 * fixed some drawing bugs when scaling graphics due to "game.tile_size"
171 * added some performance improvements when handling SDL surface scaling
174 * added custom graphics property "game.tile_size" to define in-game tile
175 size (this defines the tile size actually displayed on the playfield);
176 tile graphics will either be scaled to the defined game tile size or
177 have to be specified with the same image size (using ".tile_size")
180 * added custom graphics property ".tile_size" to define tile image size
181 for game element graphics (like "custom_1.tile_size"); non-standard
182 sized images will then be scaled accordingly to standard tile size
185 * fixed music still being played in Android version when in background
188 * added Android "menu" button to be treated as "yes" requester button
189 (while the Android "back" button was already treated as "no" button)
192 * added command line options "--version" / "-V" to show program version
193 (also shows SDL library versions when prefixed with "--debug" option)
196 * error file set to unbuffered to prevent truncation in case of crashes
199 * fixed bug causing wrong screen updates while playing (whole screen
200 update from backbuffer instead of playfield buffer if REDRAW_ALL set)
201 * fixed nasty (typo) bug in native EM engine causing broken player
202 graphics when using different (redefined) playfield size
205 * fixed bug causing EM/EMC graphics sets containing original 16x16 tiles
206 to be displayed incorrectly (with broken scaling) when switching
207 between small and normal game graphics (thanks a lot to filbo for
208 analyzing and describing how to exactly reproduce this bug)
211 * removed MS-DOS support
212 * removed native X11 support (X11 now only supported via SDL/SDL2)
215 * cleanup of functions RedrawPlayfield() and BlitScreenToBitmap()
218 * fixed level redraw after quick-loading tape with small tile graphics
221 * added compatibility code for existing request door animation settings
224 * added ultra-generic, ultra-flexible request door animation handling
227 * fixed major bugs in handling single-player and multi-player tapes
228 (for details, see http://www.artsoft.org/forum/viewtopic.php?t=2086)
231 * fixed various problems with playfield and requester/tape/editor doors
232 defined to be at non-standard screen positions in artwork config file
235 * added envelope style requester dialog (alternative to door requester)
238 * fixed problems with window scaling and updating related setup value
239 * added setup option to select anti-aliasing quality of scaled windows
242 * improved speed of displaying progress when loading levels and artwork
243 * changed fullscreen and window scaling changes in setup menu to have
244 immediate effect (instead of being effective after leaving setup menu)
247 * fixed toons stopping on continuous touch events on Mac OS X
250 * fixed bug when displaying game envelope with even sized playfield
251 * added graphic configuration options for request (dialog) buttons
254 * fixed some redraw bugs with window scaling under Mac OS X
257 * fixed problems with window scaling and updating related setup value
260 * fixed problems related to fullscreen switching and window scaling
263 * fixed inconsistent custom artwork constants numbering in src/main.h,
264 src/screen.c and src/conf_gfx.c (this really should be cleaned up)
265 (this bug caused custom artwork definition to set wrong variable)
268 * fixed using fullscreen mode on Android instead of pseudo-window mode
269 * fixed keeping desktop fullscreen mode when changing viewport size
272 * fixed remaining text input problems for non-ASCII keys with modifier
273 * added window scaling options to graphics setup menu
276 * fixed key code problems with certain keys for SDL2
277 (keypad keys not being in numerical order; number of function keys)
278 * fixed text input problems for text characters using modifier keys
281 * fixed fullscreen option for SDL2 (using only desktop fullscreen now)
284 * fixed graphical bugs when using renderer/texture based graphics
287 * fixed playing certain sounds (menu navigation sound and counting
288 score sound after solving a level) when "normal sounds" are disabled
291 * continued porting Rocks'n'Diamonds to Android (levels now playable)
294 * added SDL2 renderer/texture based graphics frame handling to allow for
295 "desktop" style fullscreen mode and scaling of game screen/window
298 * removed limitation of artwork files to selected file types (this means
299 that every file type supported by SDL_image and SDL_mixer can be used)
300 * changed default graphics from PCX to PNG (needed for Android version
301 to prevent painfully slow image loading, although not compressing PCX
302 files in the assets directory of the APK package might also work fine)
303 * fixed bug with SDL_BlitSurface creating garbage when source and target
304 surface are the same (this bug also existed in versions of SDL 1.2.x)
307 * started porting Rocks'n'Diamonds to Android (already shows main menu)
310 * ported Rocks'n'Diamonds to SDL2 (first simple version that works)
313 * version number set to 3.3.1.3
316 * version 3.3.1.2 released
319 * improved error handling: display error message on screen (not only in
320 the error file or on the console), and display path of the error file
323 * fixed problem with R'n'D restarting with same level set that may have
324 caused a problem (and therefore failing again and again); after an
325 error, the last level set is now deactivated in file "levelsetup.conf"
326 to restart with default level set (which should work without error)
329 * fixed determining main game data directory on Mac OS X "Mavericks"
332 * version number set to 3.3.1.2
335 * version 3.3.1.1 released
338 * added scripts directory to distribution package to enable building
339 element definitions after editing artwork config source code files
342 * added volume controls for sounds, loops and music to sound setup
345 * version number set to 3.3.1.1
348 * version 3.3.1.0 released
351 * version number set to 3.3.1.0
354 * fixed display of level time switching from ascending to descending
355 when making use of the "time orb bug" (see element setting in editor)
356 (see level 053 of set "rnd_equinox_tetrachloride_ii" for an example)
357 * fixed graphics performance problems (especially on Mac OS X) by using
358 whole-playfield redraw on SDL target, while still using the previous
359 single-tile redraw method on X11 target (using redraw tiles threshold)
362 * fixed code (esp. random/tape handling) when compiled on 64-bit systems
363 (by replacing all "long" types by "int" types)
366 * fixed nasty bug (affecting crumbled graphics) after adding new special
367 graphics suffix ".TAPE" (and messing some things up in src/main.c)
370 * fixed wrong argument order in DrawTextBuffer() in gadgets.c
371 (this caused fonts in envelope config in level editor being invisible)
374 * fixed some problems with half tile size and even tile sized playfields
377 * added level selection screen (when clicking on main menu level number)
378 * added level tracing (played, solved) for use in level selection screen
379 (to display already played or solved levels in different font color)
382 * added alternative game mode for playing with half size playfield tiles
383 * fixed another memory violation bug in the native Supaplex game engine
384 (this potential memory bug was also in the original Megaplex code, but
385 apparently only occured under rare conditions triggered by using the
386 additional added preceding playfield memory area to make a few strange
387 levels using dirty off-playfield tricks (bugs) like "12s033.sp" also
388 solvable (this all worked fine in the classic DOS version, of course))
391 * added graphics performance optimization to native Supaplex game engine
392 * fixed bug with accidentally removing preceding buffer in SP engine
393 * moved some editor graphics from "RocksDoor.pcx" to "RocksMore.pcx"
394 (to prevent compatibility mapping of these newer graphics to older
395 (custom) versions of "RocksDoor.pcx" which did not contain them yet)
398 * added separately configurable game panel background to graphics config
399 * fixed displaying Supaplex time (now based on 35 fps instead of 50 fps)
402 * added tape panel graphics and screen positions to graphics config
405 * added compatibility stuff for redefined "global.door" (which affects
406 all parts of that image that have their own graphics definition now)
409 * added sound button graphics to graphics config
412 * added tape button graphics and screen positions to graphics config
415 * improved single step mode in R'n'D, EM and SP engines
418 * version number set to 3.3.0.2
421 * version 3.3.0.1 released
424 * added configurable key shortcuts for snap+direction player actions
425 (probably most useful for recording tool-assisted speedrun (TAS)
426 tapes using the single-step mode of the tape recorder)
429 * version number set to 3.3.0.1
432 * version 3.3.0.0 released
435 * fixed missing memory allocation in SP engine when saving engine data
436 for non-SP game engine snapshots (which also stores SP engine part)
439 * fixed problem with scrolling in native EM engine in multi-user mode
440 (this bug was just introduced with the experimental viewport stuff)
441 * fixed animation of splashing acid in EM engine with classic artwork
442 * fixed animation of cracking nut in EM engine with classic artwork
443 * fixed (implemented) single step mode in native EM and SP engines
444 * fixed "latest_engine" flag in classic levels (moved to single sets)
445 * updated SDL library DLLs for Windows to the latest release versions
446 (this fixed some mysterious crashes of the game on Windows systems)
447 * replaced EM and SP set in classic level set with native level files
448 * finally added a newly written "CREDITS" file to the game package
449 * removed sampled music loops from classic music set
452 * changed native Emerald Mine engine to support different viewport sizes
455 * changed native Supaplex engine to support different viewport sizes
458 * added initial, experimental support for different viewport properties
459 (with "viewports" being menu/playfield area and doors; currently the
460 size of the menu/playfield area and door positions can be redefined)
463 * added initial, experimental support for different window sizes
466 * added support for native Sokoban solution files in pure 'udlrUDLR'
467 format with extension ".sln" instead of ".tape" for solution tapes
470 * added image config suffix ".class" to be able to define classes of
471 crumbled elements which are then separated against each others when
472 drawing crumbled borders (class names can freely be defined)
473 (Example: "sand.CRUMBLED.class: sand" and "emc_grass.CRUMBLED.class:
474 emc_grass" results in sand and emc_grass being crumbled separately,
475 even if directly adjacent on the playfield.)
476 * added image config suffix ".style" to use two new features for
478 - "accurate_borders": try to draw correctly crumbled corners (which
479 means that a row of crumbled elements does not have two crumbled
480 corners for each element in the row, but only at the "real" corners
481 at the start and the end of the row of elements)
482 - "inner_corners": also draw inner corners in concave constructions
483 of several crumbled elements -- this is currently a big kludge: the
484 number of frames for crumbled graphic must be "2", with the first
485 frame as usual (crumbled graphic), while the second frame contains
486 the graphic with inner (crumbled) corners for the crumbled graphic
487 (These two features are mainly intended for bevelled walls, not for
488 diggable elements like sand; "inner_corners" only works reliably for
489 static walls, not for in-game dynamically changing walls using CEs.)
492 * finished code cleanup of native Supaplex game engine
495 * started code cleanup of native Supaplex game engine
498 * integrated playing sound effects into native Supaplex game engine
501 * added configurable key shortcuts for the tape recorder buttons
504 * added (hidden) function to save native Supaplex levels with tape as
505 native *.sp file containing level with demo (saved with a file name
506 similar to native R'n'D levels, but with ".sp" extension instead of
507 ".level"); to use this functionality, enter ":save-native-level" or
508 ":snl" from the main menu with the native Supaplex level loaded and
509 the appropriate tape loaded to the tape recorder
510 * fixed potential crash bug caused by illegal array access in engine
511 snapshot loading and saving code
512 * changed setting permissions of score files to be world-writable if
513 the program is not installed and running setgid to allow the program
514 to modify existing score files when run as a different user (which
515 allows cheating, of course, as the score files are not protected
516 against modification in this case)
517 * added (commented out) suggestions for RO_GAME_DIR and RW_GAME_DIR to
518 the top level Makefile for Debian / Ubuntu installations
519 * added saving read-only levels from editor into personal level set
520 (thanks to Bela Lubkin for the above four patches)
523 * added updating of game values on the panel to Supaplex game engine
526 * finished integrating R'n'D graphics engine into Supaplex game engine
527 (although some animations do not support full customizability yet)
530 * done integrating R'n'D graphics engine into file "Infotron.c"
531 * done integrating R'n'D graphics engine into file "OrangeDisk.c"
534 * integrated engine snapshot functionality into Supaplex game engine
537 * fixed bug in native Supaplex engine that broke several demo solutions
538 * fixed bug with re-initializing already existing elements in function
539 RelocatePlayer() in src/game.c (causing problems with Sokoban fields
540 counted a second time, making the currently playing level unsolvable)
541 * done integrating R'n'D graphics engine into file "SnikSnaks.c"
542 * done integrating R'n'D graphics engine into file "Electrons.c"
543 * done integrating R'n'D graphics engine into file "Zonk.c"
546 * done integrating R'n'D graphics engine into file "Murphy.c"
547 * done integrating R'n'D graphics engine into file "BugsTerminals.c"
550 * started integrating R'n'D graphics engine into Supaplex game engine
553 * added small kludge that allows transparent pushing animation over
554 non-black background (by using "game.use_masked_pushing: true")
555 * added editor flag to Sokoban field/object elements to automatically
556 finish solved Sokoban style levels (even if they contain non-Sokoban
557 elements, which prevents auto-enabling this feature for such levels)
560 * added new element "from_level_template" which is replaced by element
561 from level template at same playfield position when loaded (currently
562 not accessible from level editor, but only used for special Sokoban
563 level conversion when using "special_flags: load_xsb_to_ces")
564 * added special behaviour for "special_flags: load_xsb_to_ces": global
565 settings of individual level files are overwritten by template level
566 (except playfield size, level name, level author and template flag)
569 * added handling of gravity ports when converting Supaplex style R'n'D
570 levels to native Supaplex levels for playing with Supaplex engine
573 * fixed bug in Supaplex engine regarding initial screen scroll position
576 * fixed EMC style pushing animations in the R'n'D graphics engine (when
577 using ".2nd_movement_tile" for animations having start and end tile)
578 * for this to work (look) properly for two-tile pushing animations with
579 non-black (i.e. opaque) background, the pushing graphics drawing order
580 was changed to first draw the pushed element, then the player (maybe
581 this should be controlled by an ".anim_mode" flag yet to be added)
582 * two-tile animations for moving or pushing should have 7 frames for
583 normal speed, 15 frames for half speed etc. to display correct frames
584 * two-tile animations are also displayed correctly with different speed
585 settings for the player (for pushing animations) or moving elements
588 * added searching for template level (file "template.level") not only
589 inside the level set directory, but also in above level directories;
590 this makes is possible to use the same single template level file
591 (placed in a level group directory) for many level sub-directories
594 * fixed bug with steel exit being destructible during opening phase
595 * added token "special_flags" to "levelinfo.conf" (currently with the
596 only recognized value "load_xsb_to_ces", doing the same as the flag
597 "-Dload_xsb_to_ces" on the command line, but as a permanent flag for
598 converting all elements in native (XSB) Sokoban level files to CEs)
601 * fixed some problems with Supaplex engine when compiling for Windows
604 * added special mode to convert elements of Sokoban XSB levels to CEs
605 by adding "-Dload_xsb_to_ces" to the command line starting the game
606 (also adding a dependency to a template level file "template.level")
609 * added reading native Sokoban levels and level packages (XSB files)
612 * fixed bugs in (auto)scrolling behaviour when passing ports or when
613 wrapping around the playfield through "holes" in the playfield border
616 * changed internal playfield bitmap handling from playfield sized bitmap
617 to screen sized bitmap (visible scrolling area), therefore speeding up
618 graphics operations (by eliminating bitmap updates in invisible areas)
619 and removing playfield size limitations due to increasing bitmap size
620 for larger playfield sizes (while the new implementation always uses
621 a fixed playfield bitmap size for arbitrary internal playfield sizes)
624 * fixed bug with single step mode (there were some cases where the game
625 did not automatically return to pause mode, e.g. when trying to push
626 things that cannot be pushed or when trying to run against a wall)
629 * added support for loading Supaplex levels in MPX level file format
632 * fixed SP engine to set "game over" not before lead out counter done
635 * fixed (potential) compile error when using GCC option "-std=gnu99"
636 (thanks to Tom "spot" Callaway)
639 * fixed array allocation in native Supaplex engine to correctly handle
640 preceding scratch buffers (needed because of missing border checking)
641 * fixed playfield initialization to correctly add raw header bytes as
642 subsequent scratch buffer (needed because of missing border checking)
645 * most important parts of native Supaplex engine integration working:
646 - native Supaplex levels can be played in native Supaplex engine
647 - native Supaplex level/demo files ("*.sp" files) can be re-played
648 - all 111 classic original Supaplex levels automatically solvable
649 - native Supaplex engine can be selected and used from level editor
650 - logic of re-playing Supaplex demos migrated to R'n'D tape logic
653 * fixed another translation problem from VisualBasic to C (where "int"
654 should be "short") causing unsolvable demos with bugs and terminals
655 ("bugs" being related to the Supaplex "buggy base" element here ;-) )
658 * fixed bug when reading Supaplex single level files (preventing loader
659 from seeking to level position like in Supaplex level package files)
662 * first classic Supaplex level running and solved by solution/demo tape
665 * started with integration of native Supaplex engine, using source code
666 of Megaplex from Frank Schindler, based on original Supaplex engine
669 * version number set to 3.2.6.2
672 * version 3.2.6.1 released
675 * fixed bug with element_info[e].gfx_element not being initialized in
676 early game stage, causing native graphics in EMC level sets to be
677 mapped completely to EL_EMPTY (causing a blank screen when playing)
678 (this only happened when starting the program with an EMC set with
679 native graphics, but not when switching to such a set at runtime)
682 * deactivated blit-to-same-surface workaround again (see 2009-03-24)
683 and using self-compiled, patched SDL.dll that solves this problem
684 (interim solution until release of SDL 1.2.14 that should fix this)
687 * extended backwards compatibility mode to allow already fixed bug with
688 change actions (see "2008-02-05") for existing levels (especially the
689 Zelda and Zelda II levels and other cool stuff by Alan Bond like FMV)
692 * reactivated workaround to prevent program crashes due to blitting to
693 the same SDL surface that apparently only occurs on Windows systems
694 (this is no final solution; this problem needs further investigation)
697 * version number set to 3.2.6.1
700 * version 3.2.6.0 released
703 * fixed behaviour of player option "no centering when relocating" which
704 was incorrect when disabled and relocation target inside visible area
705 and "no scrolling when relocating" enabled at the same time
708 * fixed problems with re-mapping players on playfield to input devices:
709 previously, players found on the level playfield were changed to the
710 players connected to input devices (for example, player 3 in the level
711 was changed to player 1 (using artwork of player 3, to be able to use
712 a player with a different color)); this had the disadvantage that CE
713 conditions using player elements did not work (because the players in
714 the level definition are different to those effectively used in-game);
715 the new system uses the same player elements as defined in the level
716 playfield and re-maps the input devices of connected players to the
717 corresponding player elements when playing the level (in the above
718 example, player 3 now really exists in the game and is moved using the
719 events from input device 1); level tapes still store the events from
720 input devices 1 to 4, which are then re-mapped to players accordingly
721 when re-playing the tape (just as it is done when playing the level)
724 * fixed bug with player relocation while the player switches an element
727 * fixed bug with EM/DC style exit and EM/DC style steel exit which was
728 not walkable (and did not let the player enter) when in process of
729 opening, but not fully open yet (which can cause the player not being
730 able to enter the exit in EM/DC style levels in time)
733 * fixed some bugs regarding the new level/CE random seed reset options
736 * moved "level settings" and "editor settings" to two tabbed screens in
737 level editor to gain space for additional level property settings
738 * added level setting to start a level with always the same random seed
739 * added CE action "set random seed" to re-initialize random seed in game
740 (this is the only CE action that gets executed before the CE changes,
741 which is needed to use the newly set random seed during the CE change)
744 * fixed redraw problem of special editor door when playing from editor
747 * fixed initialization of gfx_element for level sketch image creation
750 * added switch for EM style dynamite "[ ] explodes with chain reaction"
751 (with default set to "on" for existing levels, but "off" for all new
752 levels), as EM style dynamite does not chain-explode in original EM
755 * added optional initial inventory for players (pre-collected elements)
756 * added change page actions "set player inventory" and "set CE artwork"
757 * added recognition of "player" parameter on change pages when player
758 actions are defined, but no trigger player in corresponding condition
759 (this resulted in actions that only affected the first player before)
760 * fixed bug with change actions being executed for newly created custom
761 elements resulting from custom element changes, when the intention was
762 only to check for change actions for the previous custom element
765 * changed design and size of element drawing area in level editor
766 * added "element used as action parameter" to element change actions
769 * added possibility to reanimate player immediately after his death
770 (for example, by "change to <player> when explosion of <player>")
773 * fixed bug with "gray" white door not being uncovered by magnifier
774 * added score for collecting (any) key to the white key config page
777 * added condition "deadly when <getting hit by>" for custom elements
778 that behaves a bit like the existing "deadly when <colliding with>",
779 but with the following differences:
780 - it only kills players or friends when it was moving before it hits
781 - it does not kill players or friends that try to run into it
784 * fixed the following change conditions where a player element is used
785 as the "element that is triggering the custom element change":
788 - explosion of <element>
790 (the last two conditions already worked partially, but only for the
791 first player, and not for the "Murphy" player when using "move of")
794 * fixed crash bug caused by accessing invalid element (with value -1)
795 in UpdateGameControlValues()
796 * fixed graphical bug when using two-tile movement animations with EMC
797 game engine without explicitly using native EMC graphics engine
800 * fixed bug in new "can dig" feature (see below) so that an unsuccessful
801 try to push something (due to push delay) does not cause a dig action
804 * fixed bug with reference elements used as trigger elements on custom
805 element change pages not being recognized
806 * fixed bug with reference elements not being removed from the playfield
807 * added engine functionality that allows custom elements that "can dig"
808 other elements not only to do so when moving by themselves, but also
809 when being pushed by the player (therefore adding the functionality to
810 push one element over another element, replacing it with the new one)
813 * added command line function to write level sketch images to directory
816 * merged override and auto-override options into new override options
817 with a new data type than can take the values "no", "yes" and "auto"
820 * fixed growing steel wall to also leave behind steel wall instead of
821 normal, destructible wall
822 * fixed handling of rocks falling through stacks of quicksand with
823 different speed (before, the rocks just got stuck in the quicksand)
826 * fixed nasty bug with auto-override and normal override not working on
827 program startup (especially when current level set has custom artwork)
830 * version 3.2.5 released as special edition "R'n'D jue"
833 * fixed X11 crash bug when blitting masked title screens over background
836 * changed build system to support special editions (like "R'n'D jue")
837 * added (hardcoded) loading graphics for "R'n'D jue" special edition
838 * fixed X11 crash bug when scaling images with width/height less than 32
841 * added "background.PLAYING" (only visible as two-pixel border in game)
842 * added default level set for first start of special R'n'D version
843 * changed door animations for editor always behaving like "quick doors"
846 * added new custom artwork setup option "auto-override non-CE sets" for
847 automatic artwork override that is only used for level sets without
848 custom element artwork (as it does not make much sense to override
849 any artwork that redefines custom element artwork for sets using CEs)
850 * fixed default artwork for "special" R'n'D versions always using the
851 "classic" artwork as the base if base artwork is not explicitly
852 defined in "levelinfo.conf", regardless of different default artwork
853 used by the special R'n'D version -- this is needed because any such
854 custom artwork is designed using the "classic" artwork definitions as
855 the base (including menu definitions and screen positions etc., which
856 would otherwise be taken from the different special default artwork)
859 * fixed drawing of animated "quicksand.filling" and "quicksand.emptying"
860 for both EMC and R'n'D graphics engine (heavy workarounds needed due
861 to massively broken handling of quicksand in R'n'D game engine)
862 * fixed off-limits access to array in DrawLevelFieldCrumbledSandExt()
863 * fixed crash bug (hopefully) when scrolling with cursor keys in editor
866 * fixed small bug in toon drawing (introduced when fixing the crash bug)
869 * added graphics definition "game.panel.highscore" to display the
870 current levels current high score in the game panel
873 * version number set to 3.2.5
876 * version 3.2.4 released
879 * fixed crash bug in toon drawing functions for large step offset values
882 * fixed some problems with displaying game panel when quick-loading tape
885 * fixed (experimental only) redrawing of every tile per frame (even if
886 unneeded) for the extended (R'n'D based) EMC graphics engine
887 * added optimization to only calculate element count for panel display
888 if really needed (that is, if element count values defined on panel)
889 * fixed problem with special editor door redraw when entering main menu
892 * fixed bug with displaying background for title messages on info screen
893 * some code cleanup for the extended (R'n'D based) EMC graphics engine
896 * fixed bug with CE action "move player" always resulting in player 4
897 if there was a CE action with no trigger player (because the player
898 element was calculated by using log_2() from trigger player bits with
899 the value PLAYER_BITS_ANY) -- this is now fixed by also storing the
900 triggering player bit mask and handling all players in "move player"
901 * fixed bug when defined artwork cannot be found for artwork that has
902 default artwork cloned from other artwork (without default filename)
903 * added several fixes to the extended (R'n'D based) EMC graphics engine
906 * fixed broken editor copy and paste for custom elements between levels
909 * title messages are now also searched in graphics artwork directory;
910 those found in graphics directory have precendence over those found
911 in level directory -- this handles title messages stored in graphics
912 directories as part of the artwork set, just like title images; this
913 makes sense, as corresponding special font definitions for messages
914 are usually defined in the same graphics artwork directory, and also
915 because title images and title messages that are combined in a level
916 set introduction should usually not be separated when the level set
917 is used with a different artwork set (e.g. using "override graphics")
918 * fixed problem with door borders on main screen by first drawing doors
919 and then the corresponding border masks, but not vice versa
920 * fixed problem with artwork config entries using the value "[DEFAULT]";
921 this does not what one might expect, but sets the value to an invalid
922 value -- solution: simply ignore such entries, which results in this
923 value keeping its previous (real) default value (in general, entries
924 that should use their default value should just not be defined here)
925 * fixed problem with wrong fading area size from main menu to setup menu
928 * fixed problem with broken crumbled graphics after level set changes
929 when using R'n'D custom artwork with level sets using the EMC engine
932 * fixed invisible "joysticks deactivated ..." text on setup input screen
935 * added use of hashes created from static lists (element tokens, image
936 config, font tokens) to speed up lookup of configuration parameters
937 * fixed bug where element and graphic config token lookup was mixed up
940 * added "busy" animation when initializing program and loading artwork
941 * added initialization profiling for program startup (debugging only)
944 * fixed(?) very strange bug apparently triggered by memset() when code
945 was cross-compiled with MinGW cross-compiler for Windows XP platform
946 (this only happened when using SDL.dll also self-compiled with MinGW)
949 * added graphics engine directive "border.draw_masked_when_fading" that
950 enables/disables drawing of border mask over screen that is just faded
953 * fixed small problem with separate fading definition for game screen
956 * added additional configuration directives for setup screen draw offset
957 menu.draw_xoffset.SETUP[XXX] and menu.draw_yoffset.SETUP[XXX] with XXX
958 in GAME, EDITOR, GRAPHICS, SOUND, ARTWORK, INPUT, SHORTCUTS_1,
959 SHORTCUTS_2, CHOOSE_ARTWORK, CHOOSE_OTHER (where "CHOOSE_ARTWORK" is
960 used to define draw offset on custom artwork selection screens and
961 "CHOOSE_OTHER" is used on all other list style selection screens, like
962 choosing game speed or screen mode for fullscreen mode)
963 * added additional configuration directives to define main menu buttons:
964 - menu.button_name and menu.button_name.active
965 - menu.button_levels and menu.button_levels.active
966 - menu.button_scores and menu.button_scores.active
967 - menu.button_editor and menu.button_editor.active
968 - menu.button_info and menu.button_info.active
969 - menu.button_game and menu.button_game.active
970 - menu.button_setup and menu.button_setup.active
971 - menu.button_quit and menu.button_quit.active
972 * added eight pure decoration graphic definitions for the game panel
975 * added support for accessing native Diamond Caves II level packages
976 * fixed displaying of game panel values for Emerald Mine game engine
977 * fixed displaying end-of-level time and score values on new game panel
980 * added game panel control to display arbitrary elements on game panel
981 * added game panel control to display custom element score (globally
982 unique for identical custom elements) either as value or as element
983 * added ".draw_masked" and ".draw_order" to game panel control drawing
986 * fixed some general bugs with handling of ".active" elements and fonts
989 * cleanup of game panel elements (some elements were not really needed)
990 * added displaying of gravity state (on/off) as new game panel control
991 * added animation for game panel elements (similar to game elements)
994 * added new pseudo game mode "PANEL" to define panel fonts and graphics
995 - panel fonts now use ".PANEL" suffix instead of ".PLAYING" suffix
996 - panel graphics now use ".PANEL" suffix instead of ".DOOR" suffix
997 (else graphics would have to use ".PLAYING", which would be confusing)
998 * fixed bug when fading out to game screen with border mask defined
1001 * added attribute ".tile_size" for element style game panel controls
1004 * added <space> key as additional valid key to use for confirm requester
1007 * improved menu fading, adding separate fading definitions for entering
1008 and leaving a "content" screen (in general), and optional definitions
1009 for the special "content" screens SCORES, EDITOR, INFO and PLAYING
1012 * added (currently invisible) setup option to define scroll delay value
1013 * fixed small bug in priority handling when auto-detecting level start
1014 position in levels without player element (but player from CE etc.)
1015 * added option "game.forced_scroll_delay_value" to override user choice
1016 of scroll delay value for certain level sets with "graphicsinfo.conf"
1017 * replaced setup option "scroll delay: on/off" by new setup option that
1018 directly allows selecting the desired scroll delay value from 0 to 8
1021 * added displaying of most game panel control elements (not animated)
1024 * added new configuration directives to display additional game engine
1025 values on the game control panel, like the following examples:
1026 - game.panel.time_hh/time_mm/time_ss - level time in HH/MM/SS format
1027 - game.panel.penguins - number of penguins to rescue
1028 - game.panel.level_name - level name of current level
1031 * added support for preview tile sizes "1" and "2" (1x1 and 2x2 pixels)
1034 * added new player option "no centering when relocating" for "invisible"
1035 teleportations to level areas that look exactly the same, giving the
1036 illusion that the player did not relocate at all (this was the default
1037 since 3.2.3, but caused visual problems with room creation in "Zelda")
1038 * added new menu fading effect "melt", shamelessly stolen from "DOOM"
1041 * improved menu fading, adding separate fading definitions for entering
1042 and leaving a menu and for fading between menu and "content" screens
1043 * fixed small bug with recognizing also ".font_xyz" style definitions
1046 * improved menu fading, adding separate fading definitions for fading
1047 between menu screens and fading between menu and "destination" screens
1050 * titlemessage_initial_x and titlemessage_x set to "[DEFAULT]" in static
1051 configuration (set from "[titlemessage_initial]" and "[titlemessage]")
1052 * fading settings of "[titlemessage_initial]" and "[titlemessage]" set
1053 to "[DEFAULT]" in static configuration (set from "[title_initial]" and
1055 * improved title fading, allowing fading animation types "none", "fade"
1056 and "crossfade" (including cross-fading of last title to main menu)
1059 * added configurability of graphics, sounds and music for title screens,
1060 which are separated into initial title screens (only shown once at
1061 program startup) and title screens shown for a given level set; these
1062 title screens can be composed of up to five title images and up to
1063 five title text messages (each drawn using an optional background
1064 image), also using background music and/or sounds; aspects like
1065 background images, sounds and music of title screens can either be
1066 defined generally (valid for all title screens) or specifically (and
1067 therefore differently for each title screen) using these directives:
1069 to define a background image, sound or music file for all screens:
1070 - background.TITLE_INITIAL (for all title screens for game startup)
1071 - background.TITLE (for all title screens for level sets)
1073 to define a background image, sound or music file for a single screen:
1074 - background.titlescreen_initial_x (with x in 1,2,3,4,5)
1075 - background.titlescreen_x (with x in 1,2,3,4,5)
1076 - background.titlemessage_initial_x (with x in 1,2,3,4,5)
1077 - background.titlemessage_x (with x in 1,2,3,4,5)
1079 to define the title screen images:
1080 - titlescreen_initial_x (with x in 1,2,3,4,5)
1081 - titlescreen_x (with x in 1,2,3,4,5)
1083 to define the title text messages, place text files into the level set
1084 directory that have the following file names:
1085 - titlemessage_initial_x.txt (with x in 1,2,3,4,5)
1086 - titlemessage_x.txt (with x in 1,2,3,4,5)
1088 to define the properties of the text messages, either use directives
1089 that affect all text messages:
1090 - [titlemessage_initial].<suffix>
1091 - [titlemessage].<suffix>
1092 or use directives that affect single text messages:
1093 - titlemessage_initial_x.<suffix> (with x in 1,2,3,4,5)
1094 - titlemessage_x.<suffix> (with x in 1,2,3,4,5)
1096 valid values for <suffix> are the same as for readme.<suffix> below;
1097 use ".sort_priority" (default: 0) to define an arbitrary order for
1098 title images and title messages (which can therefore be mixed)
1101 * added full configurability of "readme.txt" screen appearance:
1102 - readme.x: <left position used with alignment>
1103 - readme.y: <top position>
1104 - readme.width: <maximim text width in pixels>
1105 - readme.height: <maximum text height in pixels>
1106 - readme.chars: <maximum number of chars per line>
1107 - readme.lines: <maximum number of lines displayed>
1108 - readme.align: left,center,right (default: center)
1109 - readme.top: top,middle,bottom (default: top)
1110 - readme.font: font name
1111 - readme.autowrap: true,false (default: true)
1112 - readme.centered: true,false (default: false)
1113 - readme.parse_comments: true,false (default: true)
1114 - readme.sort_priority: (not used here, but only for title screens)
1115 when "readme.chars" and/or "readme.lines" is set to "-1" (this is the
1116 default), they are automatically determined from "readme.width" and
1117 "readme.height" accordingly; when they are not "-1", they have
1118 precedence over "readme.width" and "readme.height"
1119 * added internal ad-hoc config settings for displaying text files like
1120 title messages or "readme.txt" style level set info files:
1121 - .font: font name (default: readme.font)
1122 - .autowrap: true,false (default: readme.autowrap)
1123 - .centered: true,false (default: readme.centered)
1124 - .parse_comments: true,false (default: readme.parse_comments)
1125 (the leading '.' and the separating ':' are mandatory here); to use
1126 these ad-hoc settings, they have to be written inside a comment, like
1127 "# .autowrap: false" or "# .centered: true"; these settings then
1128 override the above global settings (they can even be used more than
1129 once, like "# .centered: true", then some text that should be drawn
1130 centered, then "# .centered: false" to go back to non-centered text;
1131 important note: after using "# .parse_comments: false", or when using
1132 "readme.parse_comments: false", detecting and parsing comments inside
1133 the file is disabled and comments are just printed like normal text;
1134 also be aware that all automatic text size calculations are done with
1135 the font defined in "readme.font", while using different fonts using
1136 "# .font: <font>" inside the text file may cause unexpected results
1139 * changed some numerical limits in the level editor from 255 to 999
1142 * added option "system.sdl_videodriver" to select SDL video driver
1143 * added output of SDL video and audio driver to "version info" page
1146 * added group element drawing to IntelliDraw drawing functions
1147 * fixed animation resetting problem again (last try broke Snake Bite)
1148 * fixed diagonal scrolling in screen scrolling (last try broke Pac Man)
1151 * added new (special) "include: <filename>" directive that works in all
1152 configuration files (like "graphicsinfo.conf") and that has the same
1153 effect as if that directive would be replaced with the content of the
1154 specified file (this can be useful to split large configuration files
1155 into several smaller ones and include them from one main file, or to
1156 store configuration settings that always stay the same into a separate
1157 file, while including it and only add those parts that really change)
1160 * fixed minor bug (screen redraw of player tiles) in EMC graphics engine
1163 * fixed bug in "InitMovingField()" where treating an integer array as
1164 boolean caused wrong resetting of animations while elements are moving
1165 * fixed problem with resetting animations when starting element change
1168 * added sort priority for order of title screens and title messages
1171 * changed end of game again: do not wait for the user to press a key
1172 anymore, but directly ask/confirm tape saving and go to hall of fame
1173 * re-enabled quitting of lost game by pressing space or return again
1174 * added blanking of mouse pointer when displaying title screens
1175 * added remaining menu draw offset definitions for info sub-screens
1178 * added setup option to select game speed (from very slow to very fast)
1179 * improved handling of title text messages (initial and for level set)
1182 * added new options "auto-wrap" and "centered" for DC2 style envelopes
1185 * fixed displaying and typing of player name when it is centered
1186 * added special characters to be allowed for player name (not only A-Z)
1189 * fixed blit in ScrollLevel() to same bitmap to not overlap anymore
1190 (newer versions of the SDL library seem to not like this anymore)
1193 * added code for configuration directives for control of game panel
1196 * fixed small cosmetical bug with underlining property tabs in editor
1199 * fixed small drawing bug in X11FadeRectangle
1200 * added new elements for newly supported Diamond Caves II levels:
1201 - EM/DC style exits that disappear after passing
1202 - white key and gate (one white key needed for each white gate)
1203 - fake gate (there is no key to open/pass this kind of gate!)
1204 - extended magic wall which also handles pearls and crystals
1208 * changed maximum value for endless loop detection to a higher value
1209 (some levels really used very deep recursion without being endless)
1212 * added new elements for newly supported Diamond Caves II levels:
1213 - growing steel walls
1214 - snappable land mine
1217 * added new elements for newly supported Diamond Caves II levels:
1218 - steel text elements
1221 * added level file loader for native Diamond Caves II levels
1224 * version number set to 3.2.4
1227 * version 3.2.3 released
1230 * fixed malloc/free bug when updating EMC artwork entries in level list
1231 * added workaround (warning and request to quit the current game) when
1232 changing elements cause endless recursion loop (which would otherwise
1233 freeze the game, causing a crash-like program exit on some systems)
1236 * fixed nasty string overflow bug when entering too long envelope text
1239 * added feedback sounds for menu navigation "menu.item.activating" and
1240 "menu.item.selecting" (for highlighting and executing menu entries)
1243 * improved "no scrolling when relocating" to also consider scroll delay
1244 (meaning that the player is not automatically centered in this case;
1245 this makes it possible to "invisibly" relocate the player to a region
1246 of the level playfield which looks the same as the old level region)
1247 * fixed bug with not recognizing "main.input.name.align" when active
1250 * fixed bug with displaying masked borders over title screens when
1251 screen fading is disabled
1254 * fixed infinite loop / crash bug when killing the player while having
1255 a CE with the setting "kill player X when explosion of <player X>"
1256 * added special editor graphic for "char_space" to distinguish it from
1257 "empty_space" when editing a level (in-game graphics still the same)
1260 * fixed nasty bug with initialization only done for the first player
1263 * small change to handle loading empty element/content list micro chunks
1266 * uploaded pre-release (test) version 3.2.3-0 binary and source code
1269 * some optimizations on startup speed by reducing initial text output
1272 * added caching of custom artwork information for faster startup times
1275 * fixed graphical bug when using fewer menu entries on level selection
1276 screen than usual (with "menu.list_size.LEVELS" directive)
1277 * fixed crash bug (Windows/SDL only) caused by BlitBitmap blitting from
1278 the backbuffer to the backbuffer by error (with identical rectangle)
1281 * fixed bug when displaying titlescreen with size less than element tile
1282 * fixed bug that caused elements with "change when digging <e>" event
1283 to change for _every_ digged element, not only those specified in <e>
1284 * fixed bug that caused impact style collision when dropping element one
1285 tile over the player that can both fall down and smash players
1286 * fixed bug that caused impact style collision when element changed to
1287 falling/smashing element over the player immediately after movement
1290 * fixed bug that allowed making engine snapshots from the level editor
1293 * fixed bugs with player name and current level positions on main screen
1296 * added configuration directives for control of title screens:
1297 - "title.fade_delay" for fading time
1298 - "title.post_delay" for pause between screens (when not crossfading)
1299 - "title.auto_delay" to automatically continue after some time
1300 these settings can each be overridden by specifying them with titles:
1301 - "titlescreen_initial_{1-5}.{fade_delay,post_delay,auto_delay}"
1302 - "titlescreen_{1-5}.{fade_delay,post_delay,auto_delay}"
1303 fading mode can also be specified:
1304 - "titlescreen_initial_{1-5}.anim_mode: {fade,crossfade}
1305 - "titlescreen_{1-5}.anim_mode: {fade,crossfade}
1306 default is using normal fading for menues and initial title screens,
1307 while using cross-fading for level set title screens
1308 * fixed bug with background not drawn in Hall of Fame after game was won
1311 * added configuration directives for the remaining main menu items
1314 * added additional configuration directives for info screen draw offset:
1315 menu.draw_{x,y}offset.INFO[{ELEMENTS,MUSIC,CREDITS,PROGRAM,LEVELSET}]
1316 * added additional configuration directives for preview info text
1317 * limited mouse wheel sensitive screen area to scrollable screen area
1320 * added highlighted menu text entries to menu navigation when selected
1323 * fixed bug that prevented player from correctly being created in the
1324 top left corner by a custom element change in a level without player
1325 * fixed bug that prevented player from being killed when indestructible,
1326 non-walkable element is placed on player position by extended change
1327 * added configurable menu button, text and input positions to main menu
1330 * added page fading effects for remaining info sub-screens
1331 * fixed small bug that caused some delays when answering door request
1334 * added directives "border.draw_masked.*" for menu/playfield area and
1335 door areas to display overlapping/masked borders from "global.border"
1338 * fixed bug with CE with move speed "not moving" not being animated
1339 * when changing player artwork by CE action, reset animation frame
1342 * fixed bug with not unmapping main menu screen gadgets on other screens
1343 * fixed bug with un-pausing a paused game by releasing still pressed key
1344 * fixed bug with not redrawing screen when toggling to/from fullscreen
1345 mode while fast reloading tape (without redrawing playfield contents)
1346 * fixed bug with quick-saving tape snapshot despite answering with "no"
1349 * version number set to 3.2.3
1352 * version 3.2.2 released
1355 * fixed bug with redrawing screen in fullscreen mode after quick tape
1356 reloading when using the EMC game engine
1357 * changed token names from "last_ce_[1-8]" to "prev_ce_[1-8]"
1360 * fixed bug in GameWon() when level contains no exit (like in Sokoban)
1363 * added engine snapshot functionality for instant tape reloading (this
1364 only works for the last tape saved using "quick save", and does not
1365 work across program restarts, because it completely works in memory)
1368 * version number set to 3.2.2
1371 * version 3.2.1 released
1374 * fixed nasty bugs with handling error message file on Mac OS X systems
1377 * general code cleanup (removing many annoying "#if 0" blocks etc.)
1380 * fixed bug that caused broken tapes when manually appending to tapes
1381 using the "pause before death" functionality, followed by recording
1382 * added setup option to disable fading of screens for faster testing
1385 * code cleanup of new fading functions
1388 * changed behaviour after solved game -- do not immediately stop engine
1389 * added some more smooth screen fadings (game start, hall of fame etc.)
1392 * fixed bug with displaying pushed CE with value/score/delay anim_mode
1395 * added configurable level preview position, tile size and dimensions
1396 * added configurable game panel value positions (gems, time, score etc.)
1399 * fixed small bug with time displayed incorrectly when collecting CEs
1402 * fixed bug with bumpy scrolling with EM engine in double player mode
1405 * added compatibility code to fix "Snake Bite" style levels that were
1406 broken due to a bugfix regarding EL_SOKOBAN_FIELD_PLAYER in 3.2.0
1409 * fixed bug with scrollbars inside editor when using the Windows mouse
1410 enhancement tool "True X-Mouse" (which injects key events to the event
1411 queue to insert selected stuff into the Windows clipboard, which gets
1412 confused with the "Insert" key for jumping to the last editor cascade
1413 block in the element list)
1414 * added Rocks'n'Diamonds icon for use as window icon to SDL version
1415 * added key shortcut "Alt + Enter" to toggle fullscreen mode at any time
1418 * added selection of preferred fullscreen mode to setup / graphics menu
1419 (useful if default mode 800 x 600 does not match screen aspect ratio)
1422 * improved down-scaling of images for better editor and preview graphics
1423 * changed user data directory for Mac OS X from Unix style to new place
1426 * improved level number selection in main menu and player selection in
1427 setup menu (input devices section) by using standard button gadgets
1428 * added support for mouse scroll wheel (caused buggy behaviour before)
1429 * added support for scrolling horizontal scrollbars with mouse wheel by
1430 holding "Shift" key pressed while scrolling the wheel
1431 * added support for single step mouse wheel scrolling by holding "Alt"
1432 key pressed while scrolling the wheel (can be combined with "Shift")
1433 * changed output file "stderr.txt" on Windows platform now always to be
1434 created in the R'n'D sub-directory of the personal documents directory
1435 * added Windows message box to direct to "stderr.txt" after error aborts
1438 * improved general scrollbar handling (when jump-scrolling scrollbars)
1441 * changed scrollbars to always show last line as first after scrolling
1442 (that means jumping n - 1 screen lines instead of n screen lines)
1445 * fixed level versions of EMC level loader (from V4 to V1, V2 and V3)
1446 * fixed level time for EMC levels for V2 engine (V2 and V5 levels)
1447 * fixed special handling of vertically stacked acid becoming fake acid
1450 * fixed bug (very special case) with CE_SCORE_GETS_ZERO, which can
1451 affect multiple instances of the same CE, although this kind of
1452 change condition usually only affects one single custom element
1455 * version number set to 3.2.1
1458 * version 3.2.0 released
1461 * reorganized level editor element list a bit to match engines better
1464 * fixed newly introduced bug with wrongly initializing clipboard element
1467 * fixed bug with displaying visible/invisible level border in editor
1470 * reorganized some elements in the level editor element list
1473 * fixed bug with displaying any player as "yellow" when moving into acid
1474 * fixed bug with displaying running player when player stopped at border
1477 * fixed bug with player exploding when moving into acid
1478 * fixed bug with level settings being reset in editor and when playing
1479 (some compatibility settings being set not only after level loading)
1480 * fixed crash bug when number of custom graphic frames was set to zero
1481 * fixed bug with teleporting player on walkable tile not working anymore
1482 * added partial compatibility support for pre-release-only "CONF" chunk
1483 (to make Alan Bond's "color cycle" demo work again :-) )
1486 * fixed some bugs when displaying title screens from info screen menu
1487 * fixed bug which caused EMC doors #5 to #8 to be passable without keys
1490 * changed file major version to 3 to reflect level file format changes
1491 * uploaded pre-release (test) version 3.2.0-8 binary and source code
1494 * added new chunk "NAME" to level file format for level name settings
1495 * added new chunk "NOTE" to level file format for envelope settings
1496 * changed name of chunk "CONF" to "ELEM" (for normal element settings)
1497 * updated magic(5) file to recognize changed and new level file chunks
1498 * removed change events "change when CE value/score changes" as unneeded
1501 * changed gravity (which only affects the player) from level property
1502 to player property (only makes a difference in multi-player levels)
1503 * added change events "change when CE value/score changes"
1504 * added change events "change when CE value/score changes of <element>"
1507 * added new chunk "INFO" to level file format for global level settings
1508 * added all element settings from "HEAD" chunk to "CONF" chunk
1509 * added all global level settings from "HEAD" chunk to "INFO" chunk
1512 * changed level file format by adding two new chunks "CUSX" (for custom
1513 elements, replacing the previous "CUS4" chunk) and "GRPX" (for group
1514 elements, replacing the previous "GRP1" chunk); these new IFF style
1515 chunks use the new and flexible "micro chunks inside chunks" technique
1516 already used with the new "CONF" chunk (for normal element properties)
1517 which makes it possible to easily extend the existing level format
1518 (instead of using fixed-length chunks like before, which are either
1519 too big due to reserved bytes for future use, or too small when those
1520 reserved bytes have all been used and even more data should be stored,
1521 requiring the replacement by new and larger chunks just like it went
1522 with "CUS1" to "CUS4"); this whole problem now does not exist anymore
1525 * added credits pages to the "credits" section that were really missing
1526 * added some missing element descriptions to the level editor
1527 * added down position of switchgate switch to the level editor
1528 and allowed the use of both switch positions at the same time
1529 * changed use of "Insert" and "Delete" keys to navigate element list in
1530 level editor to start of previous or next cascading block of elements
1533 * added the possibility to view the title screen to the info screen menu
1534 * fixed some minor bugs with viewing title screens
1537 * fixed bug with title (cross)fading in/out when using fullscreen mode
1540 * fixed bug that forced re-defining of menu settings in local graphics
1541 config file which are already defined in existing base config file
1542 * fixed small bug that caused door sounds playing when music is enabled
1545 * added the possibility to define up to five title screens for each
1546 level set that are displayed after loading using (cross)fading in/out
1547 (this was added to display the various start images of the EMC sets)
1550 * added "CE score gets zero [of]" to custom element trigger conditions
1551 * added setup option to display element token name in level editor
1554 * added compatibility code for Juergen Bonhagen's menu artwork settings
1557 * fixed bug with displaying wrong animation frame 0 after CE changes
1558 * fixed bug with creating invisible elements when light switch is on
1561 * added selection between ECS and AGA graphics for EMC levels to setup
1564 * adjusted font handling for various narrow EMC style fonts
1567 * changed EM engine behaviour back to re-allow initial rolling springs
1570 * fixed handling of over-large selectboxes (less error-prone now)
1571 * fixed bug when creating GE with walkable element under the player
1574 * added use of "Insert" and "Delete" keys to navigate element list in
1575 level editor to start of custom elements or start of group elements
1576 * added virtual elements to access CE value and CE score of elements:
1577 - "CE value of triggering element"
1578 - "CE score of triggering element"
1579 - "CE value of current element"
1580 - "CE score of current element"
1583 * fixed "grass" to "sand" in older EM levels (up to file version V4)
1586 * changed behaviour of network games with internal errors (because of
1587 different client frame counters) from immediately terminating R'n'D
1588 to displaying an error message requester and stopping only the game
1589 (also to prevent impression of crashes under non command-line runs)
1590 * fixed playing network games with the EMC engine (did not work before)
1591 * fixed bug with not scrolling the screen in multi-player mode with the
1592 focus on player 1 when all players are moving in different directions
1593 * fixed bug with keeping pointer to gadget even after its deallocation
1594 * fixed bug with allowing "focus on all players" in network games
1595 * fixed bug with player focus when playing tapes from network games
1598 * uploaded pre-release (test) version 3.2.0-7 binary and source code
1601 * code cleanup for game action control for R'n'D and EMC game engine
1604 * fixed bug in multi-player movement with focus on both players
1605 * added option to control only the focussed player with all input
1608 * added player focus switching to level tape recording and re-playing
1611 * fixed some bugs in player focus switching in EMC and RND game engine
1614 * added special Supaplex animations for Murphy digging and snapping
1615 * added special Supaplex animations for Murphy being bored and sleeping
1618 * added four new yam yams with explicit start direction for EMC engine
1619 * fixed bug in src/libgame/text.c with printing text outside the window
1622 * fixed small bug in EMC level loader (copyright sign in EM II levels)
1625 * added delayed ignition of EM style dynamite when used in R'n'D engine
1626 * added limited movement range to EMC engine when focus on all players
1629 * fixed bug with missing (zero) score values for native Supaplex levels
1632 * added "continuous snapping" (snapping many elements while holding the
1633 snap key pressed, without releasing the snap key after each element)
1634 as a new player setting for more compatibility with the classic games
1637 * finished scrolling for "focus on all players" in EMC graphics engine
1640 * level sets with "levels: 0" are ignored for levels, but not artwork
1641 * fixed bug when scanning empty level group directories (endless loop)
1644 * fixed bug with explosion graphic for player using "Murphy" graphic
1645 * fixed bug with explosion graphic if player leaves explosion in time
1646 * changed some descriptive text in setup menu to use medium-width font
1647 * added key shortcut settings for switching player focus to setup menu
1650 * fixed bug with random value initialization when recording tapes
1651 * fixed bug with playing single player tapes when team mode activated
1654 * fixed little bug when trying to switch to player that does not exist
1657 * added player switching (visual and quick) to R'n'D and EM game engine
1658 * added setup option to select visual or quick in-game player switching
1661 * added use of "Home" and "End" keys to handle element list in editor
1664 * fixed bug with adding score when playing tape with EMC game engine
1665 * added steel wall border for levels using EMC engine without border
1666 * finally fixed delayed scrolling in EMC engine also for small levels
1669 * fixed potential crash bug in WarnBuggyBase() (missing boundary check)
1672 * fixed bug with CE change order in TestIfElementTouchesCustomElement()
1673 * fixed bug when displaying info element without action, but direction
1676 * fixed minor graphical problems with springs smashing and slurping
1677 (when using R'n'D style graphics instead of EMC style graphics)
1680 * added scroll delay (as configured in setup) to EMC graphics engine
1683 * improved screen redraw for EMC graphics engine (faster and smoother)
1684 * when not scrolling, do not redraw the whole playfield if not needed
1687 * added multi-player mode for EMC game engine (with up to four players)
1690 * added android (can clone elements) from EMC engine to R'n'D engine
1693 * added spring bumper (reflects spring) from EMC engine to R'n'D engine
1696 * added selectbox for initial player speed to player settings in editor
1699 * version 3.1.2 created that is basically version 3.1.1, but with a
1700 major bug fixed that prevented editing your own private levels
1701 * version 3.1.2 released
1704 * added magic ball (creates elements) from EMC engine to R'n'D engine
1707 * uploaded fixed pre-release version 3.2.0-6 binary and source code
1710 * fixed bug when using "CE can leave behind <trigger element>"
1711 * added new change condition "(after/when) creation of <element>"
1712 * added new change condition "(after/when) digging <element>"
1713 * fixed bug accessing invalid gadget that caused crashes under Windows
1714 * deactivated new possibility for multiple CE changes per frame
1717 * uploaded pre-release (test) version 3.2.0-6 binary and source code
1720 * added animation types "ce_value" and "ce_score" to graphicsinfo.conf
1721 * fixed bug with not keeping CE value for moving CEs with only action
1722 * changed CE action selectboxes in editor to be only reset when needed
1725 * added option "use artwork from element" for custom player artwork
1726 * added option "use explosion from element" for player explosions
1729 * added cascaded element lists in the level editor
1730 * added persistence for cascaded element lists by "editorcascade.conf"
1731 * added dynamic element list with all elements used in current level
1732 * added possibility for multiple CE changes per frame (experimental)
1735 * uploaded pre-release (test) version 3.2.0-5 binary and source code
1738 * changed "score for each 10 seconds/steps left" to "1 second/step"
1739 * added own score for collecting "extra time" instead of sharing it
1740 * added change events "switched by player" and "player switches <e>"
1741 * added change events "snapped by player" and "player snaps <e>"
1742 * added "set player artwork: <element choice>" to CE action options
1743 * added change event "move of <element>"
1746 * added "set player shield: off / normal / deadly" to CE action options
1747 * added new player option "use level start element" in level editor
1748 to set the correct focus at level start to elements from which the
1749 player is created later (this did not work before for cascaded CE
1750 changes resulting in creation of the player; it is now also possible
1751 to create the player from a yam yam which is smashed at level start)
1754 * added "set player speed: frozen (not moving)" to CE action options
1755 * added "move player: l/r/u/d/trigger/-trigger" to CE action options
1758 * added new player option "block snap field" (enabled by default) to
1759 make it possible to show a snapping animation like in Emerald Mine
1762 * added dynamic selectboxes to custom element action settings in editor
1763 * added "CE value" counter for custom elements (instead of "CE count")
1764 * added option to use the last "CE value" after custom element change
1765 * added option to use the "CE value" of other elements in CE actions
1766 * fixed odd behaviour when pressing time orb in levels w/o time limit
1767 * added checkbox "use time orb bug" for older levels that use this bug
1770 * added missing configuration settings for the following elements:
1771 - EL_TIMEGATE_SWITCH (time of open time gate)
1772 - EL_LIGHT_SWITCH_ACTIVE (time of light switched on)
1773 - EL_SHIELD_NORMAL (time of shield duration)
1774 - EL_SHIELD_DEADLY (time of shield duration)
1775 - EL_EXTRA_TIME (time added to level time)
1776 - EL_TIME_ORB_FULL (time added to level time)
1779 * added "wind direction" as a movement pattern for custom elements
1780 * added initial wind direction for balloon / custom elements to editor
1781 * added functionality for EL_BALLOON_SWITCH_NONE to R'n'D game engine
1784 * added parameters for "game of life" and "biomaze" elements to editor
1787 * added level file chunk "CONF" for generic level and element settings
1790 * uploaded pre-release (test) version 3.2.0-4 binary and source code
1793 * skip empty level sets (with "levels: 0"; may be artwork base sets)
1794 * added sound action ".page[1]" to ".page[32]" for each CE change page
1797 * added image config suffix ".clone_from" to copy whole image settings
1798 * fixed bug with invalid ("undefined") CE settings in old level files
1801 * fixed graphical bug with smashing elements falling faster than player
1804 * fixed major bug which prevented private levels from being edited
1805 * fixed bug with precedence of general and special font definitions
1808 * fixed graphical bug with player animation when player moves slowly
1811 * uploaded pre-release (test) version 3.2.0-3 binary and source code
1814 * fixed bug which prevented "global.num_toons: 0" from working
1817 * major code cleanup (removed all these annoying "#if 0" blocks)
1820 * added custom element actions for CE change page in level editor
1823 * fixed music initialization bug in init.c (thanks to David Binderman)
1824 * fixed mouse wheel "button" bug in editor (thanks to Tomi Belan)
1825 (this bug must probably be fixed at other places, too)
1828 * fixed buggy '#include "SDL.h"' statements in src/libgame/sdl.h
1829 (should be '#include <SDL.h>' instead)
1832 * fixed bug which prevented "walkable from no direction" from working
1833 (due to compatibility code overwriting this setting after loading)
1836 * fixed bug on Mac OS X (use of reserved name "Random") in EM engine
1839 * version number temporarily set to 3.1.1 (intermediate bugfix release)
1840 * version 3.1.1 released
1843 * changed some va_arg() arguments from 'long' to 'int', fixing problems
1844 on 64-bit architecture systems with LP64 data model
1847 * fixed bug with bombs not exploding when hitting the last level line
1848 (introduced after the release of 3.1.0)
1851 * added support for dumping small-sized level sketches from editor
1854 * added recognition of "trigger element" for "change digged element to"
1855 (this is not really what the "trigger element" was made for, but its
1856 use may seem obvious for leaving back digged elements unchanged)
1859 * fixed multiple warnings about failed joystick device initialization
1862 * fixed bug with dynamite dropped on top of just dropped custom element
1863 (collect dynamite, collect CE, drop CE => dynamite was also dropped);
1864 dynamite can still be dropped, but drop key must be released before
1867 * fixed bug with wrong start directory when started from file browser
1868 (due to this bug, R'n'D could not be started from KDE's Konqueror)
1871 * fixed bug causing "change when impact" on player not working
1872 * fixed wrong priority of "hitting something" over "hitting <element>"
1873 * fixed wrong priority of "hit by something" over "hit by <element>"
1876 * fixed graphical bug which caused the player (being Murphy) to show
1877 collecting animations although the element was collected by penguin
1880 * fixed two bugs causing wrong door background graphics in system.c
1881 (in functions "SetBackgroundBitmap()" and "DrawingOnBackground()")
1884 * fixed graphic bug with exploding bomb and R'n'D graphics in EM engine
1885 * added "no direction" to "walkable/passable from" selectbox options
1888 * enhanced tape autoplay to accept "autoplay <set> [<nr> ...]" format
1889 * in tape autoplay, not only report broken, but also missing tapes
1892 * uploaded pre-release (test) version 3.2.0-2 binary and source code
1895 * fixed small bug with "linear" animation not working for active lamp
1898 * fixed bug with moving up despite gravity due to "block last field"
1899 * fixed small bug with wrong draw offset when typing name in main menu
1900 * when reading user names from "passwd", ignore data after first comma
1901 * when creating new "levelinfo.conf", only write some selected entries
1904 * fixed displaying "imported from/by" on preview with empty string
1905 * fixed ignoring draw offset for fonts used for level preview texts
1908 * fixed a delay problem with SDL and too many mouse motion events
1909 * added setup option "skip levels" and level skipping functionality
1912 * added move speed "not moving" for non-moving CEs, but with direction
1915 * fixed mapping of obsolete element token names in "editorsetup.conf"
1916 * fixed bug with sound "acid.splashing" treated as a loop sound
1917 * fixed some little sound bugs in native EM engine
1920 * fixed small bug when dragging scrollbars to end positions
1923 * added editor element descriptions written by Aaron Davidson
1926 * improved fallback handling when configured artwork is not available
1927 (now using default artwork instead of exiting when files not found)
1930 * fixed bug on level selection screen when dragging scrollbar
1933 * fixed bug which caused broken tapes when appending to EM engine tapes
1936 * uploaded pre-release (test) version 3.2.0-1 binary and source code
1939 * added code to replace changed artwork config tokens with other tokens
1940 (needed for backwards compatibility, so that older tokens still work)
1943 * added native R'n'D graphics for some new EMC elements in EM engine
1946 * fixed some bugs in the EM engine integration code
1947 * changed EM engine code to allow diagonal movement
1948 * changed EM engine code to allow use of separate snap and drop keys
1951 * fixed some redraw bugs when using EM engine
1954 * fixed bug with not converting RND levels which are set to use native
1955 engine to native level structure when loading
1958 * uploaded pre-release (test) version 3.2.0-0 binary and source code
1961 * version number set to 3.2.0
1964 * level data now reset to defaults after attempt to load invalid file
1967 * added use of "editorsetup.conf" for different level sets
1970 * added auto-detection for various types of Emerald Mine level files
1973 * fixed bug with scrollbars getting too small when list is very large
1976 * fixed bug with 3+3 (cross) sized explosion not making explosion sound
1979 * added most level editor configuration gadgets for new EMC elements
1982 * added more element and graphic definitions for new EMC elements
1985 * modified native EM engine to use integrated R'n'D sound system
1988 * added SDL support to graphics functions in native EM engine
1989 (by always using generic libgame interface functions)
1992 * fixed bug in frame synchronization in native EM engine
1995 * added code to convert levels between R'n'D and native EM engine
1998 * new Emerald Mine engine can now play levels selected in main menu
2001 * fixed big memory leak in function "CreateBitmapWithSmallBitmaps()"
2002 (which creates scaled down graphics for level editor and preview);
2003 there's still a memory leak somewhere in the artwork handling code
2004 * added "scale image up" functionality to X11 version of zoom function
2007 * first attempts to integrate new, native Emerald Mine Club engine
2010 * fixed bug in gadget code which caused reset of CEs in level editor
2011 (example: pressing 'b' [grab brush] on CE config page erased values)
2012 (solution: check if gadgets in ClickOnGadget() are really mapped)
2013 * improved level change detection in editor (settings now also checked)
2014 * fixed bug with "can move into acid" and "don't collide with" state
2017 * fixed maze runner style CEs to use the configured move delay value
2020 * added Aaron Davidson's tutorial level set to the "Tutorials" section
2023 * fixed engine change that broke 3.0.8 levels like "Walpurgis Gardens"
2024 * fixed the above fix because it broke level set "machine" (*sigh*)
2025 * fixed random element placement in level editor to work as expected
2026 * fixed undefined graphic of runtime element "EL_AMOEBA_TO_DIAMOND"
2029 * re-recorded tape for BD2K3, level 010 (broken due to bugfix)
2032 * fixed bug (missing array boundary check) which caused broken tapes
2033 * fixed bug (when loading level template) which caused broken levels
2034 * fixed bug with new block last field code when using non-yellow player
2037 * fixed bug when pressing "stop, pause, stop, play" on tape recorder
2038 * internal change of how the player blocks the last field when moving
2039 * fixed blocking delay of last field for EM and SP style block delay
2040 * fixed bug where the player had to wait for the usual move delay after
2041 unsuccessfully trying to move, when he directly could move after that
2042 * the last two changes should make original Supaplex level 93 solvable
2043 * improved use of random number generator to make it less predictable
2044 * fixed behaviour of slippery SP elements to let slip left, then right
2047 * fixed bug with wrong door state after trying to quickload empty tape
2048 * fixed waste of static memory usage of the binary, making it smaller
2049 * fixed very little graphical bug in Supaplex explosion
2052 * version number set to 3.1.1
2055 * version 3.1.0 released
2058 * fixed bug with crash when writing user levelinfo.conf the first time
2061 * added option "convert LEVELDIR [NR]" to command line batch commands
2062 * re-converted Supaplex levels to apply latest engine fixes
2063 * changed "use graphic/sound of element" to "use graphic of element"
2064 due to compatibility problems with some levels ("bug machine" etc.)
2067 * fixed bug with CE change replacing player with same or other player
2070 * fixed bug with opaque font in envelope with background graphic when
2071 background graphic is not transparent itself
2074 * added "gravity on" and "gravity off" ports for Supaplex compatibility
2075 * corrected original Supaplex level loading code to use these new ports
2076 * also corrected Supaplex loader to auto-count infotrons if set to zero
2079 * fixed bug with missing initialization of "modified" flag for GEs
2082 * fixed bug that caused endless recursion loop when relocating player
2083 * fixed tape recorder bug in "step mode" when using "pause before end"
2084 * fixed tape recorder bug when changing from "warp forward" mode
2087 * fixed bug with "when touching" for pushed elements at last position
2090 * fixed bug that caused two activated toolbox buttons in level editor
2091 * fixed bug with exploding dynabomb under player due to other explosion
2094 * fixed bug with creating walkable custom element under player (again)
2095 * fixed bug with not copying explosion type when copying CEs in editor
2096 * fixed graphical bug when drawing player in setup menu (input devices)
2097 * fixed graphical bug when the player is pushing an accessible element
2098 * fixed bug with classic switchable elements triggering CE changes
2099 * fixed bug with entering/leaving walkable element in RelocatePlayer()
2100 * fixed crash bug when CE leaves behind the trigger player element
2103 * fixed bug with broken tubes after placing/exploding dynamite in them
2104 * fixed bug with exploding dynamite under player due to other explosion
2105 * fixed bug with not resetting push delay under certain circumstances
2108 * added option "handicap" for "levelinfo.conf" (thanks to Niko Böhm)
2109 * added network multiplayer code for Windows (thanks to Niko Böhm)
2112 * added option "reachable despite gravity" for gravity movement
2113 * changed gravity movement of most classic walkable and passable
2114 elements back to "not reachable" (for compatibility reasons)
2117 * fixed (removed) "indestructible" / "can explode" dependency in editor
2118 * fixed (removed) "accessible inside" / "protected" dependency
2119 * fixed (removed) "step mode" / "shield time" dependency
2122 * fixed dynabombs exploding now into anything diggable
2123 * fixed Supaplex style gravity movement into buggy base now impossible
2124 * added pressing key "space" as valid action to select menu options
2127 * added "replace when walkable" to relocate player to walkable element
2128 * added "enter"/"leave" event for elements affected by relocation
2129 * fixed "direct"/"indirect" change order also for "when change" event
2130 * fixed graphical bug when pushing things from elements walkable inside
2133 * fixed graphic bug when player is snapping while moving in old levels
2134 * fixed bug when a moving custom element leaves a player element behind
2135 * fixed bug with mole not disappearing when moving into acid pool
2136 * fixed bug with incomplete path setting when using "--basepath" option
2137 * moving CE can now leave walkable elements behind under the player
2138 * when relocating, player can be set on walkable element now
2139 * fixed another gravity movement bug
2142 * uploaded pre-release (test) version 3.1.0-2 binary and source code
2145 * added "collectible" and "removable" to extended replacement types
2146 (where "removable" replaces "diggable" and "collectible" elements)
2147 * added "collectible & throwable" (to throw element to the next field)
2148 * fixed bug with CEs digging elements that are just about to explode
2149 * changed mouse cursor now always being visible when game is paused
2152 * added possibility to push/press accessible elements from a side that
2154 * fixed bug with not setting actual date when appending to tape
2157 * fixed bug with incorrectly initialized custom element editor graphics
2160 * corrected set "Contributions_1995-2000/rnd_kjell_kristiansson":
2161 - number of levels corrected from 18 to 17 in "levelinfo.conf"
2164 * fixed bug with destroyed robot wheel still attracting robots forever
2165 * fixed bug with time gate switch deactivating after robot wheel time
2166 (while the time gate itself is not affected by this misbehaviour)
2167 * changed behaviour of BD style amoeba to always get blocked by player
2168 (before it was different when there were non-BD elements in level)
2169 * fixed bug with player destroying indestructable elements with shield
2172 * added option to make growing elements grow into anything diggable
2173 (for the various amoeba types, biomaze and "game of life")
2176 * fixed bug with movable elements not moving after left behind by CEs
2177 * changed gravity movement to anything diggable, not only sand/base
2178 * optionally allowing passing to walkable element, not only empty space
2179 * added option "can pass to walkable element" for players
2180 * finally fixed gravity movement (hopefully)
2183 * fixed bug with movable elements not moving anymore after falling down
2186 * fixed another bug with custom elements digging and leaving elements
2187 * fixed bug with "along left/right side" and automatic start direction
2188 * trigger elements now also displayed when "more custom" deactivated
2189 * fixed bug with clipboard element initialized when loading new level
2190 * added option "drop delay" to set delay before dropping next element
2193 * uploaded pre-release (test) version 3.1.0-1 binary and source code
2196 * added copy and paste functions for custom change pages
2197 * enhanced graphical display and functionality of tape recorder
2198 * fixed bug with custom elements digging and leaving elements
2201 * added move speed faster than "very fast" for custom elements
2202 * fixed bug with 3+3 style explosions and missing border content
2203 * fixed little bug when copying custom elements in the editor
2204 * enhanced custom element changes by more side trigger actions
2207 * added option "no scrolling when relocating" for instant teleporting
2208 * uploaded pre-release (test) version 3.1.0-0 binary and source code
2211 * added trigger element and trigger player to use as target elements
2212 * added copy and paste functions for custom and group elements
2215 * fixed graphical bug when displaying explosion animations
2216 * fixed bug when appending to tapes, resulting in broken tapes
2217 * re-recorded a few tapes broken by fixing gravity checking bug
2220 * "can move into acid" property now for all elements independently
2221 * "can fall into acid" property for player stored in same bitfield now
2222 * added option for deadliness of Supaplex 'sniksnak' and 'electron'
2223 * version number set to 3.1.0 (finally!)
2226 * changed tape recording to only record input, not programmed actions
2229 * fixed totally broken (every 8th frame skipped) step-by-step recording
2230 * fixed bug with requester not displayed when quick-loading interrupted
2231 * added option "can fall into acid (with gravity)" for players
2232 * fixed bug with player not falling when snapping down with gravity
2235 * fixed bug which messed up key config when using keypad number keys
2238 * fixed bug which allowed moving upwards even when gravity was active
2239 * fixed bug with missing error handling when dumping levels or tapes
2242 * added different colored editor graphics for Supaplex gravity tubes
2245 * fixed bug that allowed solvable tapes for unsolvable levels
2248 * use unlimited number of droppable elements when "count" set to zero
2249 * added option to use step limit instead of time limit for level
2252 * added player and change page as trigger for custom element change
2255 * fixed bug with exploding amoeba (explosion 3x3 instead of 1x1)
2258 * fixed bug with dark yamyam changing to acid when moving over acid
2259 * fixed handling of levels with more than 999 seconds level time
2260 (example: level 76 of "Denmine")
2263 * "spring push bug" reintroduced as configurable element property
2264 * fixed bug with missing properties for "mole"
2265 * fixed bug that showed up when fixing the above "mole" properties bug
2266 * added option "can move into acid" for all movable elements
2267 * fixed graphical bug for elements moving into acid
2268 * changed event handling to handle all pending events before going on
2271 * fixed bug which caused all CE change pages to be ignored which had
2272 the same change event, but used a different element side
2273 (reported by Simon Forsberg)
2275 * fixed bug which caused elements that can move and fall and that are
2276 transported by a conveyor belt to continue moving into that direction
2277 after leaving the conveyor belt, regardless of their own movement
2278 type; only elements which can not move are transported now
2279 (reported by Simon Forsberg)
2281 * fixed bug which could cause an array overflow in RelocatePlayer()
2282 (reported by Niko Böhm)
2284 * changed Emerald Mine style "passable / over" elements to "protected"
2285 (fixing unsolvable level 10 of "Bondmine 9" with bug beside gate)
2287 * added new option to select from which side a "walkable/passable"
2288 element can be entered
2291 * added explosion and ignition delay for elements that can explode
2294 * fixed bug which caused player not being protected against enemies
2295 when a CE was "walkable / inside" and was not "indestructible"
2296 * added "walkable/passable" fields to be "protected/unprotected"
2297 against enemies, even if not accessible "inside" but "over/under"
2300 * corrected move pattern to 32 bit and initial move direction to 8 bit
2303 * added second custom element base configuration page
2306 * added some special EMC mappings to Emerald Mine level loader
2307 (also covering previously unknown element in level 0 of "Bondmine 8")
2310 * added option to block last field when player is moving (for Supaplex)
2311 * adjusted push delay of Supaplex elements
2312 * removed delays for envelopes etc. when replaying with maximum speed
2313 * fixed bug when dropping element on a field that just changed to empty
2316 * fixed bug: infotrons can now smash yellow disks
2317 * fixed bug: when gravity active, port above player can now be entered
2318 * removed "one white dot" mouse pointer which irritated some people
2321 * added "choice type" for group element selection
2324 * fixed bug with initial invulnerability of non-yellow player
2327 * added level loader for loading native Supaplex packed levels
2328 (including multi-part levels like the "splvls99" levels)
2331 * fixed bug which allowed creating emeralds by escaping explosions
2334 * custom elements can change (limited) or leave (unlimited) elements
2335 * finally added multiple matches using group elements
2336 * added shortcut to dump brush (type ":DB" in editor) for use in forum
2339 * added new start movement type "previous" for continued CE movement
2340 * added new start movement type "random" for random CE movement start
2343 * added new element "sokoban_field_player" needed for Sokoban levels
2344 (thanks to Ed Booker for pointing this out!)
2347 * added elements that can be digged or left behind by custom elements
2350 * added group elements for multiple matches and random element creation
2353 * fixed some graphical errors displayed in old levels
2356 * fixed wrong double speed movement after passing closing gates
2359 * added level loader for loading native Emerald Mine levels
2362 * changes for "shooting" style CE movement
2365 * Happy New Year! ;-)
2368 * changed default snap/drop keys from left/right Shift to Control keys
2371 * fixed bug with dead player getting reanimated from custom element
2374 * fixed bug with wrong penguin graphics (when entering exit)
2377 * fixed bug with wrong "Murphy" graphics (when digging etc.)
2380 * version number set to 3.0.9
2383 * version 3.0.8 released
2386 * added function checked_free()
2389 * fixed bug with double nut cracking sound
2390 (by eliminating "default element action sound" assignment in init.c)
2393 * fixed crash when no music info files are available
2396 * fixed boring and sleeping sounds
2399 * added "maze runner" and "maze hunter" movement types
2400 * added extended collision conditions for custom elements
2403 * added warnings for undefined token values in artwork config files
2406 * added menu entry for level set information to the info screen
2409 * fixed bug with wrong default impact sound for colored emeralds
2412 * added several sub-screens for the info screen
2413 * menu text now also clickable (not only blue/red sphere left of it)
2416 * added configurable "bored" and "sleeping" animations for the player
2417 * added "awakening" sound for player when waking up after sleeping
2420 * added "copy" and "exchange" functions for custom elements to editor
2423 * added configurable element animations for info screen
2426 * added configurable music credits for info screen
2429 * finally fixed tape recording when player is created from CE change
2432 * added "editorsetup.conf" for editor element list configuration
2435 * added "musicinfo.conf" for menu and level music configuration
2438 * fixed a very nasty bug in dragon turning code in TurnRoundExt()
2439 (that only showed up on Linux, but not on Windows systems)
2442 * fixed turning movement of butterflies and fireflies (no frame reset)
2443 * enhanced sniksnak turning movement (two steps instead of only one)
2446 * version number set to 3.0.8
2449 * version 3.0.7 released
2452 * fixed reset of player animation frame when, for example,
2453 walking, digging or collecting share the same animation
2454 * fixed CE with "deadly when touching" exploding when touching amoeba
2457 * fixed tape recording when player is created from CE element change
2460 * introduced "turning..." action graphic for elements with move delay
2461 (non-CE: bug, spaceship, sniksnak, mole, pacman, yamyam)
2462 * added turning animations for bug, spaceship and sniksnak
2465 * prevent "extended" changed elements from delay change in same frame
2468 * fixed bug when pushing element that can move away to the side
2469 (like pushing falling elements, but now with moving elements)
2472 * finally fixed serious bug in code for delayed element pushing (again)
2475 * unavailable setup options now marked as "n/a" instead of "off"
2476 * new boolean directive "latest_engine" for "levelinfo.conf": when set
2477 to "true", levels are always played with the latest game engine,
2478 which is desired for levels that are imported from other games; all
2479 other levels are played with the engine version stored in level file
2480 (which is normally the engine version the level was created with)
2483 * fixed serious bug in code for delayed element pushing
2484 * fixed little bug in animation frame selection for pushed elements
2485 * speed-up of reading config file for verbose output
2488 * added configuration option for opening and closing Supaplex exit
2489 * added configuration option for moving up/down animation for Murphy
2490 * fixed incorrectly displayed animation for attacking dragon
2491 * fixed bug with not setting initial gravity for each new game
2492 * fixed bug with teleportation of player by custom element change
2493 * fixed bug with player not getting smashed by rock sometimes
2496 * version number set to 3.0.7
2499 * version 3.0.6 released
2502 * added support for MP3 music for SDL version through SMPEG library
2505 * fixed bug when initializing font graphic structure
2506 * fixed bug with animation mode "pingpong" when using only 1 frame
2507 * fixed bug with extended change target introduced in 3.0.5
2508 * fixed bug where passing over moving element doubles player speed
2509 * fixed bug with elements continuing to move into push direction
2510 * fixed bug with duplicated player when dropping bomb with shield on
2511 * added "switching" event for custom elements ("pressing" only once)
2512 * fixed switching bug (resetting flag when not switching but not idle)
2515 * fixed element tokens for certain file elements with ".active" etc.
2518 * version number set to 3.0.6
2521 * version 3.0.5 released
2524 * now four envelope elements available
2525 * font, background, animation and sound for envelope now configurable
2526 * main menu doors opening/closing animation type now configurable
2529 * active/inactive sides configurable for custom element changes
2530 * new movement type "move when pushed" available for custom elements
2533 * fixed bug in multiple config pages loader code that caused crashes
2536 * enhanced (remaining low-resolution) Supaplex graphics
2539 * version number set to 3.0.5
2542 * version 3.0.4 released
2544 2003-09-12 src/tools.c
2545 * fixed bug in custom definition of crumbled element graphics
2547 2003-09-11 src/files.c
2548 * fixed bug in multiple config pages code that caused crashes
2551 * version number set to 3.0.4
2554 * version 3.0.3 released
2557 * added music to Supaplex classic level set
2559 2003-09-07 src/libgame/misc.c
2560 * added support for loading various music formats through SDL_mixer
2562 2003-09-06 (various source files)
2563 * fixed several nasty bugs that may have caused crashes on some systems
2564 * added envelope content which gets displayed when collecting envelope
2565 * added multiple change event pages for custom elements
2567 2003-08-24 src/game.c
2568 * fixed problem with player animation when snapping and moving
2570 2003-08-23 src/screens.c, src/cartoons.c, src/libgame/toons.c
2571 * fixed problem with flickering when drawing toon animations
2573 2003-08-23 src/libgame/sdl.c
2574 * fixed problem with setting mouse cursor in SDL version in fullscreen
2576 2003-08-23 src/game.c
2577 * fixed bug (missing array boundary check) which could crash the game
2580 * version number set to 3.0.3
2583 * version 3.0.2 released
2585 2003-08-21 src/game.c
2586 * fixed bug with creating inaccessible elements at player position
2588 2003-08-20 src/init.c
2589 * fixed bug with not finding current level artwork directory
2591 2003-08-20 src/files.c
2592 * fixed bug with choosing wrong engine version when playing tapes
2593 * fixed bug with messing up custom element properties in 3.0.0 levels
2596 * version number set to 3.0.2
2599 * version 3.0.1 released
2601 2003-08-17 (no source files affected)
2602 * changed all "classic" PCX image files with 16 colors or less to
2603 256 color (8 bit) storage format, because the Allegro game library
2604 cannot handle PCX files with less than 256 colors (contributed
2605 graphics are not affected and might look wrong in the DOS version)
2607 2003-08-16 src/init.c
2608 * fixed bug which (for example) crashed the level editor when defining
2609 "dynamite.EDITOR: [NONE]", because graphics may not be undefined
2610 (only set to default) -- invalid graphics now set to default graphic
2612 2003-08-16 src/init.c
2613 * fixed graphical bug of player digging/collecting/snapping element
2614 when no corresponding graphic/animation is defined for this action,
2615 resulting in player being drawn as EL_EMPTY (which should only be
2616 done to elements being collected, but not to the player)
2618 2003-08-16 src/game.c
2619 * fixed small graphical bug of player not totally moving into exit
2621 2003-08-16 src/libgame/setup.c
2622 * fixed bug with wrong MS-DOS 8.3 filename conversion
2624 2003-08-16 src/tools.c
2625 * fixed bug with invisible mouse cursor when pressing ESC while playing
2627 2003-08-16 (various source files)
2628 * added another 128 custom elements (disabled in editor by default)
2630 2003-08-16 src/editor.c
2631 * fixed NULL string bug causing Solaris to crash in sprintf()
2633 2003-08-16 src/screen.c
2634 * fixed drawing over scrollbar on level selection with custom fonts
2636 2003-08-15 src/game.c
2637 * cleanup of simple sounds / loop sounds / music settings
2639 2003-08-08 (various source files)
2640 * added custom element property for dropping collected elements
2642 2003-08-08 src/conf_gfx.c
2643 * fixed bug with missing graphic for active red disk bomb
2645 2003-08-07 src/files.c, src/editor.c src/game.c, src/main.h
2646 * extended variable "level.gravity" to "level.initial_gravity" and
2647 "game.current_gravity" to prevent level setting from being changed
2648 by playing the level (keeping the runtime value after playing)
2650 * fixed graphics bug when digging element that has 'crumbled' graphic
2651 definition, but not 'diggable' graphic definition
2654 * version number set to 3.0.1
2657 * version 3.0.0 released
2660 * various bug fixes; among others:
2661 - fixed bug with pushing spring over empty space
2662 - fixed bug with leaving tube while placing dynamite
2663 - fixed bug with explosion of smashed penguins
2664 - allow Murphy player graphic in levels with non-Supaplex elements
2668 * I have forgotten to document changes for some time
2671 * pre-release version 2.2.0rc1 released
2673 2002-08-25 src/libgame/setup.c, src/libgame/sound.c
2674 * Level series artwork now configurable via level series config file.
2675 "levelinfo.conf" may now contain directives "graphics_set",
2676 "sounds_set" and "music_set" to select artwork sets which are
2677 globally defined or which are included into other level series.
2680 * version number set to 2.1.2
2683 * version 2.1.1 released
2685 2002-08-10 src/libgame/system.h
2686 * Default "snap" and "bomb" keys for Mac OS X set to left control key
2687 and keypad enter key -- Macs seem not to distinguish between left
2688 and right modifier keys (both generate scan code for left key). :-(
2690 2002-08-10 src/libgame/sound.c
2691 * Fixed small NetBSD compilation bug.
2692 Thanks to Adam Ciarcinski for the bug report.
2694 2002-08-10 src/libgame/sound.c
2695 * Added support for audio device "/dev/sound/dsp" (devfs).
2696 Thanks to Christoph Bauer for the corresponding report.
2698 2002-08-10 src/libgame/sound.c
2699 * Bug fixed that caused regular crashes under SDL/Windows version.
2700 Mixer_InsertSound(): Always stop music before playing new music,
2701 else "mixer_active_channels" can get fucked up.
2702 Thanks to Keith Peterston for the bug report.
2705 * version number set to 2.1.1
2708 * version 2.1.0 released
2710 2002-05-31 src/libgame/image.c
2711 * Read_PCX_to_Pixmap(): Fixed bad memory leak by freeing "ximageinfo"
2712 and "image" after converting loaded PCX image file to X11 Pixmap.
2713 This really showed up when reloading custom artwork several times.
2715 2002-05-20 src/libgame/sound.c
2716 * added support for 16 bit WAV sound files
2719 * version number set to 2.1.0
2721 2002-04-03 to 2002-05-19 (various source files)
2722 * graphics, sounds and music now fully configurable
2723 * bug fixed that prevented walking through tubes when gravity on
2724 * added support for TrueColor PCX graphics files
2725 * enhanced sound system (especially regarding stereo and loop sounds)
2727 2002-04-02 src/events.c, src/editor.c
2728 * Make Escape key less aggressive when playing or when editing level.
2729 This can be configured as an option in the setup menu. (Default is
2730 "less aggressive" which means "ask user if something can be lost"
2731 when pressing the Escape key.)
2733 2002-04-02 src/screen.c
2734 * Added "graphics setup" screen.
2736 2002-04-01 src/screen.c
2737 * Changed "choose level" setup screen stuff to be more generic (to
2738 make it easier to add more "choose from generic tree" setup screens).
2740 2002-04-01 src/config.c, src/timestamp.h
2741 * Added source files "src/config.[ch]" and "src/timestamp.h" (which
2742 automatically gets created by "src/Makefile" and contains an actual
2743 compile-time timestamp to identify development versions of the game).
2745 2002-04-01 src/libgame/misc.c
2746 * Added (currently incomplete) function "getKeyFromKeyName()" simply
2747 for orthogonality. When really needed, this function must be
2748 extended accordingly (analog to "getKeyFromX11KeyName()").
2750 2002-04-01 src/libgame/setup.c
2751 * Changed setup "TYPE_KEY" (internal, X11 style key symbol name) to
2752 "TYPE_KEY_X11" and added "TYPE_KEY" (human readable key symbol name).
2753 (This was needed for custom key setup handling in "src/screens.c".)
2755 2002-03-31 src/tape.c, src/events.c
2756 * Added quick game/tape save/load functions to tape stuff which can be
2757 invoked by a keyboard shortcut. Default: "F1" saves game/tape, "F2"
2758 loads previously recorded tape and directly goes into recording mode
2759 from the end of the tape (therefore appending to the tape).
2761 2002-03-31 src/tape.c
2762 * Added "index mark" function to tape recorder. When playing or
2763 recording, "eject" button changes to "index" button. Setting index
2764 mark is not yet implemented, but pressing index button when playing
2765 allows very quick advancing to end of tape (when normal playing),
2766 very fast forward mode (when playing with normal fast forward) or
2767 very fast reaching of "pause before end of tape" (when playing with
2768 "pause before end" playing mode).
2770 2002-03-30 src/cartoons.c
2771 * Moved some stuff from cartoons.c to the new "src/libgame/toons.c".
2773 2002-03-30 src/libgame/toons.c
2774 * New libgame source file "toons.c" for the program independant part
2777 2002-03-29 src/screen.c
2778 * Changed setup screen stuff to be more generic (to make it easier
2779 to add more setup screens).
2781 2002-03-29 src/libgame/setup.c
2782 * Changed "LoadLevelInfoFromLevelDir()" so that not only directories
2783 with level sub-directories are recognized, but also directories
2784 that directly contain level files.
2786 2002-03-29 src/libgame/sound.c
2787 * Changed "boolean stereo = TRUE;" to "static boolean stereo = TRUE;".
2788 (This was a bug that showed up only when in mono audio mode.)
2790 2002-03-24 src/libgame/x11.c, src/libgame/sdl.c, src/libgame/image.c
2791 * Changed image loading code to not exit on error, but set error by
2792 using "SetError()" accordingly. Image loading errors must now be
2793 catched by above layers (src/init.c for example).
2795 2002-03-24 src/libgame/misc.c
2796 * New functions "SetError()" and "GetError()" to provide more
2797 flexible error handling.
2799 2002-03-23 src/main.c, src/main.h
2800 * Various changes due to the introduction of the new libgame files
2801 "setup.c" and "joystick.c".
2803 2002-03-23 src/files.c
2804 * Generic parts of "src/files.c" (mainly setup and level directory
2805 stuff) moved to new libgame file "src/libgame/setup.c".
2807 2002-03-23 src/joystick.c
2808 * File "src/joystick.c" moved to libgame source tree, with
2809 correspondig changes.
2811 2002-03-23 src/libgame/system.c, src/libgame/system.h
2812 * Various changes due to the introduction of the new files "setup.c"
2815 2002-03-23 src/libgame/setup.c
2816 * New libgame source file "setup.c" that contains now most setup and
2817 level directory stuff previously handled in "src/files.c".
2819 2002-03-23 src/libgame/joystick.c
2820 * New libgame source file "joystick.c" that contains now all joystick
2821 stuff previously handled in "src/joystick.c" of "Rocks'n'Diamonds".
2823 2002-03-22 src/screens.c
2824 * "HandleChooseLevel()": Another bug in level series navigation fixed.
2825 (Wrong level series information displayed when entering main group.)
2827 2002-03-22 src/editor.c
2828 * Slight change to support new gadget event "GD_EVENT_INFO_LEAVING".
2830 2002-03-22 src/editor.c
2831 * Changed behaviour of "Escape" key in level editor to be more
2832 intuitive: When in "Element Properties" or "Level Info" mode,
2833 return to "Drawing Mode" instead of leaving the level editor.
2835 2002-03-22 src/libgame/misc.c, src/libgame/sound.c
2836 * Added command line option "-s" / "--sounds" and "-m" / "--music"
2837 to specify alternative sound and music directories. (The former
2838 shortcut "-s" for "--serveronly" has changed accordingly.)
2840 2002-03-22 src/libgame/gadgets.c
2841 * Added new gadget events for displaying gadget info texts:
2842 "GD_EVENT_INFO_ENTERING" and "GD_EVENT_INFO_LEAVING". Before,
2843 the info text callback function was only called when entering
2844 a gadget (implicit "GD_EVENT_INFO_ENTERING"). But the info text
2845 was never erased. This can now be done by checking the event type
2846 in the info callback function.
2848 2002-03-21 src/game.c, src/editor.c, src/files.c
2849 * 2.0.1 introduced the corrected "Emerald Mine" style behaviour of
2850 gems (emeralds, diamonds, ...) slipping down from normal wall,
2851 steel wall and growing wall (as in E.M.C. style levels). Although
2852 the behaviour of contributed and private levels wasn't changed (due
2853 to the use of "level.game_version"; see previous entry), editing
2854 those levels will (of course) change the behaviour accordingly.
2856 This change seems a bit too hard after thinking about it, because
2857 the EM style behaviour is not the "expected" behaviour (gems would
2858 normally only slip down from "rounded" walls). Therefore this was
2859 now changed to an element property for gem style elements, with the
2860 default setting "off" (which means: no special EM style behaviour).
2861 To fix older converted levels, this flag is set to "on" for pre-2.0
2862 levels that are neither contributed nor private levels.
2864 2002-03-20 src/files.h
2865 * Corrected settings for "level.game_version" depending of level type.
2866 (Contributed and private levels always get played with game engine
2867 version they were created with, while converted levels always get
2868 played with the most recent version of the game engine, to let new
2869 corrections of the emulation behaviour take effect.)
2871 2002-03-20 src/main.h
2872 * Added "#include <time.h>". This seems to be needed by "tape.c" for
2873 compiling the SDL version on some systems.
2874 Thanks to the several people who pointed this out.
2876 2002-03-20 src/libgame/gadgets.c
2877 * "va_arg(ap, boolean)" changed to "(boolean)va_arg(ap, int)";
2878 this caused problems especially on PowerPC architecture (although
2879 it is wrong on i386 and other architectures, too)
2881 2002-03-20 src/libgame/pcx.c, src/libgame/image.c
2882 * Added support for loading and displaying true-color PCX files.
2884 2002-03-20 src/libgame/misc.c, src/libgame/x11.c
2885 * Added command line option "-g" / "--graphics" to specify an
2886 alternative graphics directory.
2889 * Version number set to 2.0.2.
2892 * Version 2.0.1 released.
2894 2002-03-19 src/libgame/system.c, src/libgame/sdl.c [src/tools.c]
2895 * Moved function "GetPixel()" from src/tools.c ("Mirror Magic" code)
2896 to libgame source files; needed for SDL fullscreen bug workaround
2899 2002-03-18 src/screens.c
2900 * "HandleChooseLevel()": Small bug in level series navigation fixed.
2902 2002-03-18 src/files.c [src/libgame/misc.c]
2903 * Moved some common functions from src/files.c to src/libgame/misc.c.
2905 2002-03-18 src/files.c [src/libgame/misc.c]
2906 * Changed permissions for new directories and saved files (especially
2907 score files) according to suggestions of Debian users and mantainers.
2908 Thanks to Drew Parsons <dparsons@emerall.com> for the patch.
2910 2002-03-18 src/libgame/misc.c [src/files.c]
2911 * Moved some common functions from src/files.c to src/libgame/misc.c.
2913 2002-03-18 src/libgame/misc.c [src/files.c]
2914 * Changed permissions for new directories and saved files (especially
2915 score files) according to suggestions of Debian users and mantainers.
2916 Thanks to Drew Parsons <dparsons@emerall.com> for the patch.
2918 2002-03-17 src/files.c
2919 * Changed "{Load|Save}{Level|Tape}()" to IFF style file format:
2920 Replaced "cookie" header string ("ROCKSNDIAMONDS_...\n") with
2921 real IFF style header "RND1....XXXX" (where "XXXX" is "CAVE"
2922 for levels and "TAPE" for tapes). Old "cookie" style format is
2923 still supported for reading. New level and tape files are written
2926 * New IFF chunk "VERS" contains version numbers for file and game
2927 (where "game version" is the version of the program that wrote the
2928 file, and "file version" is a version number to distinguish files
2929 with different format, for example after adding new features).
2931 2002-03-17 src/libgame/sound.c
2932 * Bug in "StopMusic()" fixed: SDL_mixer functions may be called
2933 even when sound not available.
2934 Thanks to Drew Parsons <dparsons@emerall.com> for the patch.
2936 2002-03-15 src/screen.c
2937 * "DrawHallOfFame()": "FadeSounds()" when entering the hall of fame.
2938 (Before, you heard a mixture of the in-game music and the
2939 hall-of-fame music.)
2941 2002-03-15 src/libgame/sound.c, src/libgame/platform.h
2942 * Added /dev/dsp (streaming audio) support for NetBSD (instead of the
2943 /dev/audio (ulaw) based Unix audio interface).
2944 Thanks to Krister Walfridsson <cato@df.lth.se> for the patches.
2946 2002-03-15 src/libgame/sdl.c
2947 * Workaround for fullscreen bug in WIN32 version of SDL (at least
2948 in the currently actual version 1.2.3) by using "standard" screen
2949 resolutions like 800x600 and mapping all input (mouse events) and
2950 output (screen drawing) accordingly.
2952 2002-03-14 src/events.c
2953 * Function "DumpTape()" (files.c) now available by pressing 't' from
2954 main menu (when in DEBUG mode).
2956 2002-03-14 src/game.c
2957 * "GameWon()": When game was won playing a tape, now there is no delay
2958 raising the score and no corresponding sound is played.
2960 2002-03-14 src/files.c
2961 * Changed "LoadTape()" for real chunk support and also adjusted
2962 "SaveTape()" accordingly.
2964 2002-03-14 src/game.c, src/tape.c, src/files.c
2965 * Important changes to tape format: The old tape format stored all
2966 actions with a real effect with a corresponding delay between the
2967 stored actions. This had some major disadvantages (for example,
2968 push delays had to be ignored, pressing a button for some seconds
2969 mutated to several single button presses because of the non-action
2970 delays between two action frames etc.). The new tape format just
2971 stupidly records all device actions and replays them later. I really
2972 don't know why I haven't solved it that way before?! Old-style tapes
2973 (with tape file version less than 2.0) get converted to the new
2974 format on-the-fly when loading and can therefore still be played;
2975 only some minor parts of the old-style tape handling code was needed.
2976 (A perfect conversion is not possible, because there is information
2977 missing about the device actions between two action frames.)
2979 2002-03-14 src/files.c
2980 * New function "DumpTape()" to dump the contents of the current tape
2981 in a human readable format.
2983 2002-03-14 src/game.c
2984 * Small tape bug fixed: When automatically advancing to next level
2985 after a game was won, the tape from the previous level still was
2986 loaded as a tape for the new level.
2988 2002-03-14 src/tape.c
2989 * Small graphical bug fixed: When pressing ""Record" or "Play" on
2990 tape, cartoons did not get completely removed because
2991 StopAnimation() was not called.
2993 2002-03-13 src/files.c
2994 * Changed "LoadLevel()" and "SaveLevel()" to add new chunk "CNT2".
2995 Fixed bug of "CONT" and "BODY" (chunk size was set to 8-bit element
2996 size even when using 16-bit elements). Added new chunk "CNT2" for
2997 16-bit amoeba content (previously written in 8-bit field in "HEAD"
2998 chunk even when content was 16-bit element). "CNT2" should now be
2999 able to store content for arbitrary elements (up to eight blocks of
3000 3 x 3 element arrays). All "CNT2" elements will always be stored as
3001 16-bit elements. "CONT" (with 8/16-bit elements) now obsolete.
3003 2002-03-13 src/files.c
3004 * Changed "LoadLevel()" for real chunk support.
3006 2002-03-12 src/game.c
3007 * Fixed problem (introduced after 2.0.0 release) with penguins
3008 not getting killed by enemies
3010 2002-02-28 src/libgame/sound.c
3011 * Fixed small problem with new SDL_Mixer 1.2.1:
3012 Mix_VolumeMusic() must be called _after_ Mix_PlayMusic(),
3013 or it has no effect.
3015 2002-02-24 src/game.c, src/main.h
3016 * Added "player->is_moving"; now "player->last_move_dir" does
3017 not contain any information if the player is just moving at
3019 Before, "player->last_move_dir" was misused for this purpose
3020 for the robot stuff (robots don't kill players when they are
3021 moving). But setting "player->last_move_dir" to MV_NO_MOVING
3022 broke tapes when walking through pipes!
3023 ("IS_MOVING()" uses "MovPos[][]", but this fails when it is 0
3024 in a continuous movement. This fact is ignored for friends and