2 * added Android "menu" button to be treated as "yes" requester button
3 (while the Android "back" button was already treated as "no" button)
6 * added command line options "--version" / "-V" to show program version
7 (also shows SDL library versions when prefixed with "--debug" option)
10 * error file set to unbuffered to prevent truncation in case of crashes
13 * fixed bug causing wrong screen updates while playing (whole screen
14 update from backbuffer instead of playfield buffer if REDRAW_ALL set)
15 * fixed nasty (typo) bug in native EM engine causing broken player
16 graphics when using different (redefined) playfield size
19 * fixed bug causing EM/EMC graphics sets containing original 16x16 tiles
20 to be displayed incorrectly (with broken scaling) when switching
21 between small and normal game graphics (thanks a lot to filbo for
22 analyzing and describing how to exactly reproduce this bug)
25 * removed MS-DOS support
26 * removed native X11 support (X11 now only supported via SDL/SDL2)
29 * cleanup of functions RedrawPlayfield() and BlitScreenToBitmap()
32 * fixed level redraw after quick-loading tape with small tile graphics
35 * added compatibility code for existing request door animation settings
38 * added ultra-generic, ultra-flexible request door animation handling
41 * fixed major bugs in handling single-player and multi-player tapes
42 (for details, see http://www.artsoft.org/forum/viewtopic.php?t=2086)
45 * fixed various problems with playfield and requester/tape/editor doors
46 defined to be at non-standard screen positions in artwork config file
49 * added envelope style requester dialog (alternative to door requester)
52 * fixed problems with window scaling and updating related setup value
53 * added setup option to select anti-aliasing quality of scaled windows
56 * improved speed of displaying progress when loading levels and artwork
57 * changed fullscreen and window scaling changes in setup menu to have
58 immediate effect (instead of being effective after leaving setup menu)
61 * fixed toons stopping on continuous touch events on Mac OS X
64 * fixed bug when displaying game envelope with even sized playfield
65 * added graphic configuration options for request (dialog) buttons
68 * fixed some redraw bugs with window scaling under Mac OS X
71 * fixed problems with window scaling and updating related setup value
74 * fixed problems related to fullscreen switching and window scaling
77 * fixed inconsistent custom artwork constants numbering in src/main.h,
78 src/screen.c and src/conf_gfx.c (this really should be cleaned up)
79 (this bug caused custom artwork definition to set wrong variable)
82 * fixed using fullscreen mode on Android instead of pseudo-window mode
83 * fixed keeping desktop fullscreen mode when changing viewport size
86 * fixed remaining text input problems for non-ASCII keys with modifier
87 * added window scaling options to graphics setup menu
90 * fixed key code problems with certain keys for SDL2
91 (keypad keys not being in numerical order; number of function keys)
92 * fixed text input problems for text characters using modifier keys
95 * fixed fullscreen option for SDL2 (using only desktop fullscreen now)
98 * fixed graphical bugs when using renderer/texture based graphics
101 * fixed playing certain sounds (menu navigation sound and counting
102 score sound after solving a level) when "normal sounds" are disabled
105 * continued porting Rocks'n'Diamonds to Android (levels now playable)
108 * added SDL2 renderer/texture based graphics frame handling to allow for
109 "desktop" style fullscreen mode and scaling of game screen/window
112 * removed limitation of artwork files to selected file types (this means
113 that every file type supported by SDL_image and SDL_mixer can be used)
114 * changed default graphics from PCX to PNG (needed for Android version
115 to prevent painfully slow image loading, although not compressing PCX
116 files in the assets directory of the APK package might also work fine)
117 * fixed bug with SDL_BlitSurface creating garbage when source and target
118 surface are the same (this bug also existed in versions of SDL 1.2.x)
121 * started porting Rocks'n'Diamonds to Android (already shows main menu)
124 * ported Rocks'n'Diamonds to SDL2 (first simple version that works)
127 * version number set to 3.3.1.3
130 * version 3.3.1.2 released
133 * improved error handling: display error message on screen (not only in
134 the error file or on the console), and display path of the error file
137 * fixed problem with R'n'D restarting with same level set that may have
138 caused a problem (and therefore failing again and again); after an
139 error, the last level set is now deactivated in file "levelsetup.conf"
140 to restart with default level set (which should work without error)
143 * fixed determining main game data directory on Mac OS X "Mavericks"
146 * version number set to 3.3.1.2
149 * version 3.3.1.1 released
152 * added scripts directory to distribution package to enable building
153 element definitions after editing artwork config source code files
156 * added volume controls for sounds, loops and music to sound setup
159 * version number set to 3.3.1.1
162 * version 3.3.1.0 released
165 * version number set to 3.3.1.0
168 * fixed display of level time switching from ascending to descending
169 when making use of the "time orb bug" (see element setting in editor)
170 (see level 053 of set "rnd_equinox_tetrachloride_ii" for an example)
171 * fixed graphics performance problems (especially on Mac OS X) by using
172 whole-playfield redraw on SDL target, while still using the previous
173 single-tile redraw method on X11 target (using redraw tiles threshold)
176 * fixed code (esp. random/tape handling) when compiled on 64-bit systems
177 (by replacing all "long" types by "int" types)
180 * fixed nasty bug (affecting crumbled graphics) after adding new special
181 graphics suffix ".TAPE" (and messing some things up in src/main.c)
184 * fixed wrong argument order in DrawTextBuffer() in gadgets.c
185 (this caused fonts in envelope config in level editor being invisible)
188 * fixed some problems with half tile size and even tile sized playfields
191 * added level selection screen (when clicking on main menu level number)
192 * added level tracing (played, solved) for use in level selection screen
193 (to display already played or solved levels in different font color)
196 * added alternative game mode for playing with half size playfield tiles
197 * fixed another memory violation bug in the native Supaplex game engine
198 (this potential memory bug was also in the original Megaplex code, but
199 apparently only occured under rare conditions triggered by using the
200 additional added preceding playfield memory area to make a few strange
201 levels using dirty off-playfield tricks (bugs) like "12s033.sp" also
202 solvable (this all worked fine in the classic DOS version, of course))
205 * added graphics performance optimization to native Supaplex game engine
206 * fixed bug with accidentally removing preceding buffer in SP engine
207 * moved some editor graphics from "RocksDoor.pcx" to "RocksMore.pcx"
208 (to prevent compatibility mapping of these newer graphics to older
209 (custom) versions of "RocksDoor.pcx" which did not contain them yet)
212 * added separately configurable game panel background to graphics config
213 * fixed displaying Supaplex time (now based on 35 fps instead of 50 fps)
216 * added tape panel graphics and screen positions to graphics config
219 * added compatibility stuff for redefined "global.door" (which affects
220 all parts of that image that have their own graphics definition now)
223 * added sound button graphics to graphics config
226 * added tape button graphics and screen positions to graphics config
229 * improved single step mode in R'n'D, EM and SP engines
232 * version number set to 3.3.0.2
235 * version 3.3.0.1 released
238 * added configurable key shortcuts for snap+direction player actions
239 (probably most useful for recording tool-assisted speedrun (TAS)
240 tapes using the single-step mode of the tape recorder)
243 * version number set to 3.3.0.1
246 * version 3.3.0.0 released
249 * fixed missing memory allocation in SP engine when saving engine data
250 for non-SP game engine snapshots (which also stores SP engine part)
253 * fixed problem with scrolling in native EM engine in multi-user mode
254 (this bug was just introduced with the experimental viewport stuff)
255 * fixed animation of splashing acid in EM engine with classic artwork
256 * fixed animation of cracking nut in EM engine with classic artwork
257 * fixed (implemented) single step mode in native EM and SP engines
258 * fixed "latest_engine" flag in classic levels (moved to single sets)
259 * updated SDL library DLLs for Windows to the latest release versions
260 (this fixed some mysterious crashes of the game on Windows systems)
261 * replaced EM and SP set in classic level set with native level files
262 * finally added a newly written "CREDITS" file to the game package
263 * removed sampled music loops from classic music set
266 * changed native Emerald Mine engine to support different viewport sizes
269 * changed native Supaplex engine to support different viewport sizes
272 * added initial, experimental support for different viewport properties
273 (with "viewports" being menu/playfield area and doors; currently the
274 size of the menu/playfield area and door positions can be redefined)
277 * added initial, experimental support for different window sizes
280 * added support for native Sokoban solution files in pure 'udlrUDLR'
281 format with extension ".sln" instead of ".tape" for solution tapes
284 * added image config suffix ".class" to be able to define classes of
285 crumbled elements which are then separated against each others when
286 drawing crumbled borders (class names can freely be defined)
287 (Example: "sand.CRUMBLED.class: sand" and "emc_grass.CRUMBLED.class:
288 emc_grass" results in sand and emc_grass being crumbled separately,
289 even if directly adjacent on the playfield.)
290 * added image config suffix ".style" to use two new features for
292 - "accurate_borders": try to draw correctly crumbled corners (which
293 means that a row of crumbled elements does not have two crumbled
294 corners for each element in the row, but only at the "real" corners
295 at the start and the end of the row of elements)
296 - "inner_corners": also draw inner corners in concave constructions
297 of several crumbled elements -- this is currently a big kludge: the
298 number of frames for crumbled graphic must be "2", with the first
299 frame as usual (crumbled graphic), while the second frame contains
300 the graphic with inner (crumbled) corners for the crumbled graphic
301 (These two features are mainly intended for bevelled walls, not for
302 diggable elements like sand; "inner_corners" only works reliably for
303 static walls, not for in-game dynamically changing walls using CEs.)
306 * finished code cleanup of native Supaplex game engine
309 * started code cleanup of native Supaplex game engine
312 * integrated playing sound effects into native Supaplex game engine
315 * added configurable key shortcuts for the tape recorder buttons
318 * added (hidden) function to save native Supaplex levels with tape as
319 native *.sp file containing level with demo (saved with a file name
320 similar to native R'n'D levels, but with ".sp" extension instead of
321 ".level"); to use this functionality, enter ":save-native-level" or
322 ":snl" from the main menu with the native Supaplex level loaded and
323 the appropriate tape loaded to the tape recorder
324 * fixed potential crash bug caused by illegal array access in engine
325 snapshot loading and saving code
326 * changed setting permissions of score files to be world-writable if
327 the program is not installed and running setgid to allow the program
328 to modify existing score files when run as a different user (which
329 allows cheating, of course, as the score files are not protected
330 against modification in this case)
331 * added (commented out) suggestions for RO_GAME_DIR and RW_GAME_DIR to
332 the top level Makefile for Debian / Ubuntu installations
333 * added saving read-only levels from editor into personal level set
334 (thanks to Bela Lubkin for the above four patches)
337 * added updating of game values on the panel to Supaplex game engine
340 * finished integrating R'n'D graphics engine into Supaplex game engine
341 (although some animations do not support full customizability yet)
344 * done integrating R'n'D graphics engine into file "Infotron.c"
345 * done integrating R'n'D graphics engine into file "OrangeDisk.c"
348 * integrated engine snapshot functionality into Supaplex game engine
351 * fixed bug in native Supaplex engine that broke several demo solutions
352 * fixed bug with re-initializing already existing elements in function
353 RelocatePlayer() in src/game.c (causing problems with Sokoban fields
354 counted a second time, making the currently playing level unsolvable)
355 * done integrating R'n'D graphics engine into file "SnikSnaks.c"
356 * done integrating R'n'D graphics engine into file "Electrons.c"
357 * done integrating R'n'D graphics engine into file "Zonk.c"
360 * done integrating R'n'D graphics engine into file "Murphy.c"
361 * done integrating R'n'D graphics engine into file "BugsTerminals.c"
364 * started integrating R'n'D graphics engine into Supaplex game engine
367 * added small kludge that allows transparent pushing animation over
368 non-black background (by using "game.use_masked_pushing: true")
369 * added editor flag to Sokoban field/object elements to automatically
370 finish solved Sokoban style levels (even if they contain non-Sokoban
371 elements, which prevents auto-enabling this feature for such levels)
374 * added new element "from_level_template" which is replaced by element
375 from level template at same playfield position when loaded (currently
376 not accessible from level editor, but only used for special Sokoban
377 level conversion when using "special_flags: load_xsb_to_ces")
378 * added special behaviour for "special_flags: load_xsb_to_ces": global
379 settings of individual level files are overwritten by template level
380 (except playfield size, level name, level author and template flag)
383 * added handling of gravity ports when converting Supaplex style R'n'D
384 levels to native Supaplex levels for playing with Supaplex engine
387 * fixed bug in Supaplex engine regarding initial screen scroll position
390 * fixed EMC style pushing animations in the R'n'D graphics engine (when
391 using ".2nd_movement_tile" for animations having start and end tile)
392 * for this to work (look) properly for two-tile pushing animations with
393 non-black (i.e. opaque) background, the pushing graphics drawing order
394 was changed to first draw the pushed element, then the player (maybe
395 this should be controlled by an ".anim_mode" flag yet to be added)
396 * two-tile animations for moving or pushing should have 7 frames for
397 normal speed, 15 frames for half speed etc. to display correct frames
398 * two-tile animations are also displayed correctly with different speed
399 settings for the player (for pushing animations) or moving elements
402 * added searching for template level (file "template.level") not only
403 inside the level set directory, but also in above level directories;
404 this makes is possible to use the same single template level file
405 (placed in a level group directory) for many level sub-directories
408 * fixed bug with steel exit being destructible during opening phase
409 * added token "special_flags" to "levelinfo.conf" (currently with the
410 only recognized value "load_xsb_to_ces", doing the same as the flag
411 "-Dload_xsb_to_ces" on the command line, but as a permanent flag for
412 converting all elements in native (XSB) Sokoban level files to CEs)
415 * fixed some problems with Supaplex engine when compiling for Windows
418 * added special mode to convert elements of Sokoban XSB levels to CEs
419 by adding "-Dload_xsb_to_ces" to the command line starting the game
420 (also adding a dependency to a template level file "template.level")
423 * added reading native Sokoban levels and level packages (XSB files)
426 * fixed bugs in (auto)scrolling behaviour when passing ports or when
427 wrapping around the playfield through "holes" in the playfield border
430 * changed internal playfield bitmap handling from playfield sized bitmap
431 to screen sized bitmap (visible scrolling area), therefore speeding up
432 graphics operations (by eliminating bitmap updates in invisible areas)
433 and removing playfield size limitations due to increasing bitmap size
434 for larger playfield sizes (while the new implementation always uses
435 a fixed playfield bitmap size for arbitrary internal playfield sizes)
438 * fixed bug with single step mode (there were some cases where the game
439 did not automatically return to pause mode, e.g. when trying to push
440 things that cannot be pushed or when trying to run against a wall)
443 * added support for loading Supaplex levels in MPX level file format
446 * fixed SP engine to set "game over" not before lead out counter done
449 * fixed (potential) compile error when using GCC option "-std=gnu99"
450 (thanks to Tom "spot" Callaway)
453 * fixed array allocation in native Supaplex engine to correctly handle
454 preceding scratch buffers (needed because of missing border checking)
455 * fixed playfield initialization to correctly add raw header bytes as
456 subsequent scratch buffer (needed because of missing border checking)
459 * most important parts of native Supaplex engine integration working:
460 - native Supaplex levels can be played in native Supaplex engine
461 - native Supaplex level/demo files ("*.sp" files) can be re-played
462 - all 111 classic original Supaplex levels automatically solvable
463 - native Supaplex engine can be selected and used from level editor
464 - logic of re-playing Supaplex demos migrated to R'n'D tape logic
467 * fixed another translation problem from VisualBasic to C (where "int"
468 should be "short") causing unsolvable demos with bugs and terminals
469 ("bugs" being related to the Supaplex "buggy base" element here ;-) )
472 * fixed bug when reading Supaplex single level files (preventing loader
473 from seeking to level position like in Supaplex level package files)
476 * first classic Supaplex level running and solved by solution/demo tape
479 * started with integration of native Supaplex engine, using source code
480 of Megaplex from Frank Schindler, based on original Supaplex engine
483 * version number set to 3.2.6.2
486 * version 3.2.6.1 released
489 * fixed bug with element_info[e].gfx_element not being initialized in
490 early game stage, causing native graphics in EMC level sets to be
491 mapped completely to EL_EMPTY (causing a blank screen when playing)
492 (this only happened when starting the program with an EMC set with
493 native graphics, but not when switching to such a set at runtime)
496 * deactivated blit-to-same-surface workaround again (see 2009-03-24)
497 and using self-compiled, patched SDL.dll that solves this problem
498 (interim solution until release of SDL 1.2.14 that should fix this)
501 * extended backwards compatibility mode to allow already fixed bug with
502 change actions (see "2008-02-05") for existing levels (especially the
503 Zelda and Zelda II levels and other cool stuff by Alan Bond like FMV)
506 * reactivated workaround to prevent program crashes due to blitting to
507 the same SDL surface that apparently only occurs on Windows systems
508 (this is no final solution; this problem needs further investigation)
511 * version number set to 3.2.6.1
514 * version 3.2.6.0 released
517 * fixed behaviour of player option "no centering when relocating" which
518 was incorrect when disabled and relocation target inside visible area
519 and "no scrolling when relocating" enabled at the same time
522 * fixed problems with re-mapping players on playfield to input devices:
523 previously, players found on the level playfield were changed to the
524 players connected to input devices (for example, player 3 in the level
525 was changed to player 1 (using artwork of player 3, to be able to use
526 a player with a different color)); this had the disadvantage that CE
527 conditions using player elements did not work (because the players in
528 the level definition are different to those effectively used in-game);
529 the new system uses the same player elements as defined in the level
530 playfield and re-maps the input devices of connected players to the
531 corresponding player elements when playing the level (in the above
532 example, player 3 now really exists in the game and is moved using the
533 events from input device 1); level tapes still store the events from
534 input devices 1 to 4, which are then re-mapped to players accordingly
535 when re-playing the tape (just as it is done when playing the level)
538 * fixed bug with player relocation while the player switches an element
541 * fixed bug with EM/DC style exit and EM/DC style steel exit which was
542 not walkable (and did not let the player enter) when in process of
543 opening, but not fully open yet (which can cause the player not being
544 able to enter the exit in EM/DC style levels in time)
547 * fixed some bugs regarding the new level/CE random seed reset options
550 * moved "level settings" and "editor settings" to two tabbed screens in
551 level editor to gain space for additional level property settings
552 * added level setting to start a level with always the same random seed
553 * added CE action "set random seed" to re-initialize random seed in game
554 (this is the only CE action that gets executed before the CE changes,
555 which is needed to use the newly set random seed during the CE change)
558 * fixed redraw problem of special editor door when playing from editor
561 * fixed initialization of gfx_element for level sketch image creation
564 * added switch for EM style dynamite "[ ] explodes with chain reaction"
565 (with default set to "on" for existing levels, but "off" for all new
566 levels), as EM style dynamite does not chain-explode in original EM
569 * added optional initial inventory for players (pre-collected elements)
570 * added change page actions "set player inventory" and "set CE artwork"
571 * added recognition of "player" parameter on change pages when player
572 actions are defined, but no trigger player in corresponding condition
573 (this resulted in actions that only affected the first player before)
574 * fixed bug with change actions being executed for newly created custom
575 elements resulting from custom element changes, when the intention was
576 only to check for change actions for the previous custom element
579 * changed design and size of element drawing area in level editor
580 * added "element used as action parameter" to element change actions
583 * added possibility to reanimate player immediately after his death
584 (for example, by "change to <player> when explosion of <player>")
587 * fixed bug with "gray" white door not being uncovered by magnifier
588 * added score for collecting (any) key to the white key config page
591 * added condition "deadly when <getting hit by>" for custom elements
592 that behaves a bit like the existing "deadly when <colliding with>",
593 but with the following differences:
594 - it only kills players or friends when it was moving before it hits
595 - it does not kill players or friends that try to run into it
598 * fixed the following change conditions where a player element is used
599 as the "element that is triggering the custom element change":
602 - explosion of <element>
604 (the last two conditions already worked partially, but only for the
605 first player, and not for the "Murphy" player when using "move of")
608 * fixed crash bug caused by accessing invalid element (with value -1)
609 in UpdateGameControlValues()
610 * fixed graphical bug when using two-tile movement animations with EMC
611 game engine without explicitly using native EMC graphics engine
614 * fixed bug in new "can dig" feature (see below) so that an unsuccessful
615 try to push something (due to push delay) does not cause a dig action
618 * fixed bug with reference elements used as trigger elements on custom
619 element change pages not being recognized
620 * fixed bug with reference elements not being removed from the playfield
621 * added engine functionality that allows custom elements that "can dig"
622 other elements not only to do so when moving by themselves, but also
623 when being pushed by the player (therefore adding the functionality to
624 push one element over another element, replacing it with the new one)
627 * added command line function to write level sketch images to directory
630 * merged override and auto-override options into new override options
631 with a new data type than can take the values "no", "yes" and "auto"
634 * fixed growing steel wall to also leave behind steel wall instead of
635 normal, destructible wall
636 * fixed handling of rocks falling through stacks of quicksand with
637 different speed (before, the rocks just got stuck in the quicksand)
640 * fixed nasty bug with auto-override and normal override not working on
641 program startup (especially when current level set has custom artwork)
644 * version 3.2.5 released as special edition "R'n'D jue"
647 * fixed X11 crash bug when blitting masked title screens over background
650 * changed build system to support special editions (like "R'n'D jue")
651 * added (hardcoded) loading graphics for "R'n'D jue" special edition
652 * fixed X11 crash bug when scaling images with width/height less than 32
655 * added "background.PLAYING" (only visible as two-pixel border in game)
656 * added default level set for first start of special R'n'D version
657 * changed door animations for editor always behaving like "quick doors"
660 * added new custom artwork setup option "auto-override non-CE sets" for
661 automatic artwork override that is only used for level sets without
662 custom element artwork (as it does not make much sense to override
663 any artwork that redefines custom element artwork for sets using CEs)
664 * fixed default artwork for "special" R'n'D versions always using the
665 "classic" artwork as the base if base artwork is not explicitly
666 defined in "levelinfo.conf", regardless of different default artwork
667 used by the special R'n'D version -- this is needed because any such
668 custom artwork is designed using the "classic" artwork definitions as
669 the base (including menu definitions and screen positions etc., which
670 would otherwise be taken from the different special default artwork)
673 * fixed drawing of animated "quicksand.filling" and "quicksand.emptying"
674 for both EMC and R'n'D graphics engine (heavy workarounds needed due
675 to massively broken handling of quicksand in R'n'D game engine)
676 * fixed off-limits access to array in DrawLevelFieldCrumbledSandExt()
677 * fixed crash bug (hopefully) when scrolling with cursor keys in editor
680 * fixed small bug in toon drawing (introduced when fixing the crash bug)
683 * added graphics definition "game.panel.highscore" to display the
684 current levels current high score in the game panel
687 * version number set to 3.2.5
690 * version 3.2.4 released
693 * fixed crash bug in toon drawing functions for large step offset values
696 * fixed some problems with displaying game panel when quick-loading tape
699 * fixed (experimental only) redrawing of every tile per frame (even if
700 unneeded) for the extended (R'n'D based) EMC graphics engine
701 * added optimization to only calculate element count for panel display
702 if really needed (that is, if element count values defined on panel)
703 * fixed problem with special editor door redraw when entering main menu
706 * fixed bug with displaying background for title messages on info screen
707 * some code cleanup for the extended (R'n'D based) EMC graphics engine
710 * fixed bug with CE action "move player" always resulting in player 4
711 if there was a CE action with no trigger player (because the player
712 element was calculated by using log_2() from trigger player bits with
713 the value PLAYER_BITS_ANY) -- this is now fixed by also storing the
714 triggering player bit mask and handling all players in "move player"
715 * fixed bug when defined artwork cannot be found for artwork that has
716 default artwork cloned from other artwork (without default filename)
717 * added several fixes to the extended (R'n'D based) EMC graphics engine
720 * fixed broken editor copy and paste for custom elements between levels
723 * title messages are now also searched in graphics artwork directory;
724 those found in graphics directory have precendence over those found
725 in level directory -- this handles title messages stored in graphics
726 directories as part of the artwork set, just like title images; this
727 makes sense, as corresponding special font definitions for messages
728 are usually defined in the same graphics artwork directory, and also
729 because title images and title messages that are combined in a level
730 set introduction should usually not be separated when the level set
731 is used with a different artwork set (e.g. using "override graphics")
732 * fixed problem with door borders on main screen by first drawing doors
733 and then the corresponding border masks, but not vice versa
734 * fixed problem with artwork config entries using the value "[DEFAULT]";
735 this does not what one might expect, but sets the value to an invalid
736 value -- solution: simply ignore such entries, which results in this
737 value keeping its previous (real) default value (in general, entries
738 that should use their default value should just not be defined here)
739 * fixed problem with wrong fading area size from main menu to setup menu
742 * fixed problem with broken crumbled graphics after level set changes
743 when using R'n'D custom artwork with level sets using the EMC engine
746 * fixed invisible "joysticks deactivated ..." text on setup input screen
749 * added use of hashes created from static lists (element tokens, image
750 config, font tokens) to speed up lookup of configuration parameters
751 * fixed bug where element and graphic config token lookup was mixed up
754 * added "busy" animation when initializing program and loading artwork
755 * added initialization profiling for program startup (debugging only)
758 * fixed(?) very strange bug apparently triggered by memset() when code
759 was cross-compiled with MinGW cross-compiler for Windows XP platform
760 (this only happened when using SDL.dll also self-compiled with MinGW)
763 * added graphics engine directive "border.draw_masked_when_fading" that
764 enables/disables drawing of border mask over screen that is just faded
767 * fixed small problem with separate fading definition for game screen
770 * added additional configuration directives for setup screen draw offset
771 menu.draw_xoffset.SETUP[XXX] and menu.draw_yoffset.SETUP[XXX] with XXX
772 in GAME, EDITOR, GRAPHICS, SOUND, ARTWORK, INPUT, SHORTCUTS_1,
773 SHORTCUTS_2, CHOOSE_ARTWORK, CHOOSE_OTHER (where "CHOOSE_ARTWORK" is
774 used to define draw offset on custom artwork selection screens and
775 "CHOOSE_OTHER" is used on all other list style selection screens, like
776 choosing game speed or screen mode for fullscreen mode)
777 * added additional configuration directives to define main menu buttons:
778 - menu.button_name and menu.button_name.active
779 - menu.button_levels and menu.button_levels.active
780 - menu.button_scores and menu.button_scores.active
781 - menu.button_editor and menu.button_editor.active
782 - menu.button_info and menu.button_info.active
783 - menu.button_game and menu.button_game.active
784 - menu.button_setup and menu.button_setup.active
785 - menu.button_quit and menu.button_quit.active
786 * added eight pure decoration graphic definitions for the game panel
789 * added support for accessing native Diamond Caves II level packages
790 * fixed displaying of game panel values for Emerald Mine game engine
791 * fixed displaying end-of-level time and score values on new game panel
794 * added game panel control to display arbitrary elements on game panel
795 * added game panel control to display custom element score (globally
796 unique for identical custom elements) either as value or as element
797 * added ".draw_masked" and ".draw_order" to game panel control drawing
800 * fixed some general bugs with handling of ".active" elements and fonts
803 * cleanup of game panel elements (some elements were not really needed)
804 * added displaying of gravity state (on/off) as new game panel control
805 * added animation for game panel elements (similar to game elements)
808 * added new pseudo game mode "PANEL" to define panel fonts and graphics
809 - panel fonts now use ".PANEL" suffix instead of ".PLAYING" suffix
810 - panel graphics now use ".PANEL" suffix instead of ".DOOR" suffix
811 (else graphics would have to use ".PLAYING", which would be confusing)
812 * fixed bug when fading out to game screen with border mask defined
815 * added attribute ".tile_size" for element style game panel controls
818 * added <space> key as additional valid key to use for confirm requester
821 * improved menu fading, adding separate fading definitions for entering
822 and leaving a "content" screen (in general), and optional definitions
823 for the special "content" screens SCORES, EDITOR, INFO and PLAYING
826 * added (currently invisible) setup option to define scroll delay value
827 * fixed small bug in priority handling when auto-detecting level start
828 position in levels without player element (but player from CE etc.)
829 * added option "game.forced_scroll_delay_value" to override user choice
830 of scroll delay value for certain level sets with "graphicsinfo.conf"
831 * replaced setup option "scroll delay: on/off" by new setup option that
832 directly allows selecting the desired scroll delay value from 0 to 8
835 * added displaying of most game panel control elements (not animated)
838 * added new configuration directives to display additional game engine
839 values on the game control panel, like the following examples:
840 - game.panel.time_hh/time_mm/time_ss - level time in HH/MM/SS format
841 - game.panel.penguins - number of penguins to rescue
842 - game.panel.level_name - level name of current level
845 * added support for preview tile sizes "1" and "2" (1x1 and 2x2 pixels)
848 * added new player option "no centering when relocating" for "invisible"
849 teleportations to level areas that look exactly the same, giving the
850 illusion that the player did not relocate at all (this was the default
851 since 3.2.3, but caused visual problems with room creation in "Zelda")
852 * added new menu fading effect "melt", shamelessly stolen from "DOOM"
855 * improved menu fading, adding separate fading definitions for entering
856 and leaving a menu and for fading between menu and "content" screens
857 * fixed small bug with recognizing also ".font_xyz" style definitions
860 * improved menu fading, adding separate fading definitions for fading
861 between menu screens and fading between menu and "destination" screens
864 * titlemessage_initial_x and titlemessage_x set to "[DEFAULT]" in static
865 configuration (set from "[titlemessage_initial]" and "[titlemessage]")
866 * fading settings of "[titlemessage_initial]" and "[titlemessage]" set
867 to "[DEFAULT]" in static configuration (set from "[title_initial]" and
869 * improved title fading, allowing fading animation types "none", "fade"
870 and "crossfade" (including cross-fading of last title to main menu)
873 * added configurability of graphics, sounds and music for title screens,
874 which are separated into initial title screens (only shown once at
875 program startup) and title screens shown for a given level set; these
876 title screens can be composed of up to five title images and up to
877 five title text messages (each drawn using an optional background
878 image), also using background music and/or sounds; aspects like
879 background images, sounds and music of title screens can either be
880 defined generally (valid for all title screens) or specifically (and
881 therefore differently for each title screen) using these directives:
883 to define a background image, sound or music file for all screens:
884 - background.TITLE_INITIAL (for all title screens for game startup)
885 - background.TITLE (for all title screens for level sets)
887 to define a background image, sound or music file for a single screen:
888 - background.titlescreen_initial_x (with x in 1,2,3,4,5)
889 - background.titlescreen_x (with x in 1,2,3,4,5)
890 - background.titlemessage_initial_x (with x in 1,2,3,4,5)
891 - background.titlemessage_x (with x in 1,2,3,4,5)
893 to define the title screen images:
894 - titlescreen_initial_x (with x in 1,2,3,4,5)
895 - titlescreen_x (with x in 1,2,3,4,5)
897 to define the title text messages, place text files into the level set
898 directory that have the following file names:
899 - titlemessage_initial_x.txt (with x in 1,2,3,4,5)
900 - titlemessage_x.txt (with x in 1,2,3,4,5)
902 to define the properties of the text messages, either use directives
903 that affect all text messages:
904 - [titlemessage_initial].<suffix>
905 - [titlemessage].<suffix>
906 or use directives that affect single text messages:
907 - titlemessage_initial_x.<suffix> (with x in 1,2,3,4,5)
908 - titlemessage_x.<suffix> (with x in 1,2,3,4,5)
910 valid values for <suffix> are the same as for readme.<suffix> below;
911 use ".sort_priority" (default: 0) to define an arbitrary order for
912 title images and title messages (which can therefore be mixed)
915 * added full configurability of "readme.txt" screen appearance:
916 - readme.x: <left position used with alignment>
917 - readme.y: <top position>
918 - readme.width: <maximim text width in pixels>
919 - readme.height: <maximum text height in pixels>
920 - readme.chars: <maximum number of chars per line>
921 - readme.lines: <maximum number of lines displayed>
922 - readme.align: left,center,right (default: center)
923 - readme.top: top,middle,bottom (default: top)
924 - readme.font: font name
925 - readme.autowrap: true,false (default: true)
926 - readme.centered: true,false (default: false)
927 - readme.parse_comments: true,false (default: true)
928 - readme.sort_priority: (not used here, but only for title screens)
929 when "readme.chars" and/or "readme.lines" is set to "-1" (this is the
930 default), they are automatically determined from "readme.width" and
931 "readme.height" accordingly; when they are not "-1", they have
932 precedence over "readme.width" and "readme.height"
933 * added internal ad-hoc config settings for displaying text files like
934 title messages or "readme.txt" style level set info files:
935 - .font: font name (default: readme.font)
936 - .autowrap: true,false (default: readme.autowrap)
937 - .centered: true,false (default: readme.centered)
938 - .parse_comments: true,false (default: readme.parse_comments)
939 (the leading '.' and the separating ':' are mandatory here); to use
940 these ad-hoc settings, they have to be written inside a comment, like
941 "# .autowrap: false" or "# .centered: true"; these settings then
942 override the above global settings (they can even be used more than
943 once, like "# .centered: true", then some text that should be drawn
944 centered, then "# .centered: false" to go back to non-centered text;
945 important note: after using "# .parse_comments: false", or when using
946 "readme.parse_comments: false", detecting and parsing comments inside
947 the file is disabled and comments are just printed like normal text;
948 also be aware that all automatic text size calculations are done with
949 the font defined in "readme.font", while using different fonts using
950 "# .font: <font>" inside the text file may cause unexpected results
953 * changed some numerical limits in the level editor from 255 to 999
956 * added option "system.sdl_videodriver" to select SDL video driver
957 * added output of SDL video and audio driver to "version info" page
960 * added group element drawing to IntelliDraw drawing functions
961 * fixed animation resetting problem again (last try broke Snake Bite)
962 * fixed diagonal scrolling in screen scrolling (last try broke Pac Man)
965 * added new (special) "include: <filename>" directive that works in all
966 configuration files (like "graphicsinfo.conf") and that has the same
967 effect as if that directive would be replaced with the content of the
968 specified file (this can be useful to split large configuration files
969 into several smaller ones and include them from one main file, or to
970 store configuration settings that always stay the same into a separate
971 file, while including it and only add those parts that really change)
974 * fixed minor bug (screen redraw of player tiles) in EMC graphics engine
977 * fixed bug in "InitMovingField()" where treating an integer array as
978 boolean caused wrong resetting of animations while elements are moving
979 * fixed problem with resetting animations when starting element change
982 * added sort priority for order of title screens and title messages
985 * changed end of game again: do not wait for the user to press a key
986 anymore, but directly ask/confirm tape saving and go to hall of fame
987 * re-enabled quitting of lost game by pressing space or return again
988 * added blanking of mouse pointer when displaying title screens
989 * added remaining menu draw offset definitions for info sub-screens
992 * added setup option to select game speed (from very slow to very fast)
993 * improved handling of title text messages (initial and for level set)
996 * added new options "auto-wrap" and "centered" for DC2 style envelopes
999 * fixed displaying and typing of player name when it is centered
1000 * added special characters to be allowed for player name (not only A-Z)
1003 * fixed blit in ScrollLevel() to same bitmap to not overlap anymore
1004 (newer versions of the SDL library seem to not like this anymore)
1007 * added code for configuration directives for control of game panel
1010 * fixed small cosmetical bug with underlining property tabs in editor
1013 * fixed small drawing bug in X11FadeRectangle
1014 * added new elements for newly supported Diamond Caves II levels:
1015 - EM/DC style exits that disappear after passing
1016 - white key and gate (one white key needed for each white gate)
1017 - fake gate (there is no key to open/pass this kind of gate!)
1018 - extended magic wall which also handles pearls and crystals
1022 * changed maximum value for endless loop detection to a higher value
1023 (some levels really used very deep recursion without being endless)
1026 * added new elements for newly supported Diamond Caves II levels:
1027 - growing steel walls
1028 - snappable land mine
1031 * added new elements for newly supported Diamond Caves II levels:
1032 - steel text elements
1035 * added level file loader for native Diamond Caves II levels
1038 * version number set to 3.2.4
1041 * version 3.2.3 released
1044 * fixed malloc/free bug when updating EMC artwork entries in level list
1045 * added workaround (warning and request to quit the current game) when
1046 changing elements cause endless recursion loop (which would otherwise
1047 freeze the game, causing a crash-like program exit on some systems)
1050 * fixed nasty string overflow bug when entering too long envelope text
1053 * added feedback sounds for menu navigation "menu.item.activating" and
1054 "menu.item.selecting" (for highlighting and executing menu entries)
1057 * improved "no scrolling when relocating" to also consider scroll delay
1058 (meaning that the player is not automatically centered in this case;
1059 this makes it possible to "invisibly" relocate the player to a region
1060 of the level playfield which looks the same as the old level region)
1061 * fixed bug with not recognizing "main.input.name.align" when active
1064 * fixed bug with displaying masked borders over title screens when
1065 screen fading is disabled
1068 * fixed infinite loop / crash bug when killing the player while having
1069 a CE with the setting "kill player X when explosion of <player X>"
1070 * added special editor graphic for "char_space" to distinguish it from
1071 "empty_space" when editing a level (in-game graphics still the same)
1074 * fixed nasty bug with initialization only done for the first player
1077 * small change to handle loading empty element/content list micro chunks
1080 * uploaded pre-release (test) version 3.2.3-0 binary and source code
1083 * some optimizations on startup speed by reducing initial text output
1086 * added caching of custom artwork information for faster startup times
1089 * fixed graphical bug when using fewer menu entries on level selection
1090 screen than usual (with "menu.list_size.LEVELS" directive)
1091 * fixed crash bug (Windows/SDL only) caused by BlitBitmap blitting from
1092 the backbuffer to the backbuffer by error (with identical rectangle)
1095 * fixed bug when displaying titlescreen with size less than element tile
1096 * fixed bug that caused elements with "change when digging <e>" event
1097 to change for _every_ digged element, not only those specified in <e>
1098 * fixed bug that caused impact style collision when dropping element one
1099 tile over the player that can both fall down and smash players
1100 * fixed bug that caused impact style collision when element changed to
1101 falling/smashing element over the player immediately after movement
1104 * fixed bug that allowed making engine snapshots from the level editor
1107 * fixed bugs with player name and current level positions on main screen
1110 * added configuration directives for control of title screens:
1111 - "title.fade_delay" for fading time
1112 - "title.post_delay" for pause between screens (when not crossfading)
1113 - "title.auto_delay" to automatically continue after some time
1114 these settings can each be overridden by specifying them with titles:
1115 - "titlescreen_initial_{1-5}.{fade_delay,post_delay,auto_delay}"
1116 - "titlescreen_{1-5}.{fade_delay,post_delay,auto_delay}"
1117 fading mode can also be specified:
1118 - "titlescreen_initial_{1-5}.anim_mode: {fade,crossfade}
1119 - "titlescreen_{1-5}.anim_mode: {fade,crossfade}
1120 default is using normal fading for menues and initial title screens,
1121 while using cross-fading for level set title screens
1122 * fixed bug with background not drawn in Hall of Fame after game was won
1125 * added configuration directives for the remaining main menu items
1128 * added additional configuration directives for info screen draw offset:
1129 menu.draw_{x,y}offset.INFO[{ELEMENTS,MUSIC,CREDITS,PROGRAM,LEVELSET}]
1130 * added additional configuration directives for preview info text
1131 * limited mouse wheel sensitive screen area to scrollable screen area
1134 * added highlighted menu text entries to menu navigation when selected
1137 * fixed bug that prevented player from correctly being created in the
1138 top left corner by a custom element change in a level without player
1139 * fixed bug that prevented player from being killed when indestructible,
1140 non-walkable element is placed on player position by extended change
1141 * added configurable menu button, text and input positions to main menu
1144 * added page fading effects for remaining info sub-screens
1145 * fixed small bug that caused some delays when answering door request
1148 * added directives "border.draw_masked.*" for menu/playfield area and
1149 door areas to display overlapping/masked borders from "global.border"
1152 * fixed bug with CE with move speed "not moving" not being animated
1153 * when changing player artwork by CE action, reset animation frame
1156 * fixed bug with not unmapping main menu screen gadgets on other screens
1157 * fixed bug with un-pausing a paused game by releasing still pressed key
1158 * fixed bug with not redrawing screen when toggling to/from fullscreen
1159 mode while fast reloading tape (without redrawing playfield contents)
1160 * fixed bug with quick-saving tape snapshot despite answering with "no"
1163 * version number set to 3.2.3
1166 * version 3.2.2 released
1169 * fixed bug with redrawing screen in fullscreen mode after quick tape
1170 reloading when using the EMC game engine
1171 * changed token names from "last_ce_[1-8]" to "prev_ce_[1-8]"
1174 * fixed bug in GameWon() when level contains no exit (like in Sokoban)
1177 * added engine snapshot functionality for instant tape reloading (this
1178 only works for the last tape saved using "quick save", and does not
1179 work across program restarts, because it completely works in memory)
1182 * version number set to 3.2.2
1185 * version 3.2.1 released
1188 * fixed nasty bugs with handling error message file on Mac OS X systems
1191 * general code cleanup (removing many annoying "#if 0" blocks etc.)
1194 * fixed bug that caused broken tapes when manually appending to tapes
1195 using the "pause before death" functionality, followed by recording
1196 * added setup option to disable fading of screens for faster testing
1199 * code cleanup of new fading functions
1202 * changed behaviour after solved game -- do not immediately stop engine
1203 * added some more smooth screen fadings (game start, hall of fame etc.)
1206 * fixed bug with displaying pushed CE with value/score/delay anim_mode
1209 * added configurable level preview position, tile size and dimensions
1210 * added configurable game panel value positions (gems, time, score etc.)
1213 * fixed small bug with time displayed incorrectly when collecting CEs
1216 * fixed bug with bumpy scrolling with EM engine in double player mode
1219 * added compatibility code to fix "Snake Bite" style levels that were
1220 broken due to a bugfix regarding EL_SOKOBAN_FIELD_PLAYER in 3.2.0
1223 * fixed bug with scrollbars inside editor when using the Windows mouse
1224 enhancement tool "True X-Mouse" (which injects key events to the event
1225 queue to insert selected stuff into the Windows clipboard, which gets
1226 confused with the "Insert" key for jumping to the last editor cascade
1227 block in the element list)
1228 * added Rocks'n'Diamonds icon for use as window icon to SDL version
1229 * added key shortcut "Alt + Enter" to toggle fullscreen mode at any time
1232 * added selection of preferred fullscreen mode to setup / graphics menu
1233 (useful if default mode 800 x 600 does not match screen aspect ratio)
1236 * improved down-scaling of images for better editor and preview graphics
1237 * changed user data directory for Mac OS X from Unix style to new place
1240 * improved level number selection in main menu and player selection in
1241 setup menu (input devices section) by using standard button gadgets
1242 * added support for mouse scroll wheel (caused buggy behaviour before)
1243 * added support for scrolling horizontal scrollbars with mouse wheel by
1244 holding "Shift" key pressed while scrolling the wheel
1245 * added support for single step mouse wheel scrolling by holding "Alt"
1246 key pressed while scrolling the wheel (can be combined with "Shift")
1247 * changed output file "stderr.txt" on Windows platform now always to be
1248 created in the R'n'D sub-directory of the personal documents directory
1249 * added Windows message box to direct to "stderr.txt" after error aborts
1252 * improved general scrollbar handling (when jump-scrolling scrollbars)
1255 * changed scrollbars to always show last line as first after scrolling
1256 (that means jumping n - 1 screen lines instead of n screen lines)
1259 * fixed level versions of EMC level loader (from V4 to V1, V2 and V3)
1260 * fixed level time for EMC levels for V2 engine (V2 and V5 levels)
1261 * fixed special handling of vertically stacked acid becoming fake acid
1264 * fixed bug (very special case) with CE_SCORE_GETS_ZERO, which can
1265 affect multiple instances of the same CE, although this kind of
1266 change condition usually only affects one single custom element
1269 * version number set to 3.2.1
1272 * version 3.2.0 released
1275 * reorganized level editor element list a bit to match engines better
1278 * fixed newly introduced bug with wrongly initializing clipboard element
1281 * fixed bug with displaying visible/invisible level border in editor
1284 * reorganized some elements in the level editor element list
1287 * fixed bug with displaying any player as "yellow" when moving into acid
1288 * fixed bug with displaying running player when player stopped at border
1291 * fixed bug with player exploding when moving into acid
1292 * fixed bug with level settings being reset in editor and when playing
1293 (some compatibility settings being set not only after level loading)
1294 * fixed crash bug when number of custom graphic frames was set to zero
1295 * fixed bug with teleporting player on walkable tile not working anymore
1296 * added partial compatibility support for pre-release-only "CONF" chunk
1297 (to make Alan Bond's "color cycle" demo work again :-) )
1300 * fixed some bugs when displaying title screens from info screen menu
1301 * fixed bug which caused EMC doors #5 to #8 to be passable without keys
1304 * changed file major version to 3 to reflect level file format changes
1305 * uploaded pre-release (test) version 3.2.0-8 binary and source code
1308 * added new chunk "NAME" to level file format for level name settings
1309 * added new chunk "NOTE" to level file format for envelope settings
1310 * changed name of chunk "CONF" to "ELEM" (for normal element settings)
1311 * updated magic(5) file to recognize changed and new level file chunks
1312 * removed change events "change when CE value/score changes" as unneeded
1315 * changed gravity (which only affects the player) from level property
1316 to player property (only makes a difference in multi-player levels)
1317 * added change events "change when CE value/score changes"
1318 * added change events "change when CE value/score changes of <element>"
1321 * added new chunk "INFO" to level file format for global level settings
1322 * added all element settings from "HEAD" chunk to "CONF" chunk
1323 * added all global level settings from "HEAD" chunk to "INFO" chunk
1326 * changed level file format by adding two new chunks "CUSX" (for custom
1327 elements, replacing the previous "CUS4" chunk) and "GRPX" (for group
1328 elements, replacing the previous "GRP1" chunk); these new IFF style
1329 chunks use the new and flexible "micro chunks inside chunks" technique
1330 already used with the new "CONF" chunk (for normal element properties)
1331 which makes it possible to easily extend the existing level format
1332 (instead of using fixed-length chunks like before, which are either
1333 too big due to reserved bytes for future use, or too small when those
1334 reserved bytes have all been used and even more data should be stored,
1335 requiring the replacement by new and larger chunks just like it went
1336 with "CUS1" to "CUS4"); this whole problem now does not exist anymore
1339 * added credits pages to the "credits" section that were really missing
1340 * added some missing element descriptions to the level editor
1341 * added down position of switchgate switch to the level editor
1342 and allowed the use of both switch positions at the same time
1343 * changed use of "Insert" and "Delete" keys to navigate element list in
1344 level editor to start of previous or next cascading block of elements
1347 * added the possibility to view the title screen to the info screen menu
1348 * fixed some minor bugs with viewing title screens
1351 * fixed bug with title (cross)fading in/out when using fullscreen mode
1354 * fixed bug that forced re-defining of menu settings in local graphics
1355 config file which are already defined in existing base config file
1356 * fixed small bug that caused door sounds playing when music is enabled
1359 * added the possibility to define up to five title screens for each
1360 level set that are displayed after loading using (cross)fading in/out
1361 (this was added to display the various start images of the EMC sets)
1364 * added "CE score gets zero [of]" to custom element trigger conditions
1365 * added setup option to display element token name in level editor
1368 * added compatibility code for Juergen Bonhagen's menu artwork settings
1371 * fixed bug with displaying wrong animation frame 0 after CE changes
1372 * fixed bug with creating invisible elements when light switch is on
1375 * added selection between ECS and AGA graphics for EMC levels to setup
1378 * adjusted font handling for various narrow EMC style fonts
1381 * changed EM engine behaviour back to re-allow initial rolling springs
1384 * fixed handling of over-large selectboxes (less error-prone now)
1385 * fixed bug when creating GE with walkable element under the player
1388 * added use of "Insert" and "Delete" keys to navigate element list in
1389 level editor to start of custom elements or start of group elements
1390 * added virtual elements to access CE value and CE score of elements:
1391 - "CE value of triggering element"
1392 - "CE score of triggering element"
1393 - "CE value of current element"
1394 - "CE score of current element"
1397 * fixed "grass" to "sand" in older EM levels (up to file version V4)
1400 * changed behaviour of network games with internal errors (because of
1401 different client frame counters) from immediately terminating R'n'D
1402 to displaying an error message requester and stopping only the game
1403 (also to prevent impression of crashes under non command-line runs)
1404 * fixed playing network games with the EMC engine (did not work before)
1405 * fixed bug with not scrolling the screen in multi-player mode with the
1406 focus on player 1 when all players are moving in different directions
1407 * fixed bug with keeping pointer to gadget even after its deallocation
1408 * fixed bug with allowing "focus on all players" in network games
1409 * fixed bug with player focus when playing tapes from network games
1412 * uploaded pre-release (test) version 3.2.0-7 binary and source code
1415 * code cleanup for game action control for R'n'D and EMC game engine
1418 * fixed bug in multi-player movement with focus on both players
1419 * added option to control only the focussed player with all input
1422 * added player focus switching to level tape recording and re-playing
1425 * fixed some bugs in player focus switching in EMC and RND game engine
1428 * added special Supaplex animations for Murphy digging and snapping
1429 * added special Supaplex animations for Murphy being bored and sleeping
1432 * added four new yam yams with explicit start direction for EMC engine
1433 * fixed bug in src/libgame/text.c with printing text outside the window
1436 * fixed small bug in EMC level loader (copyright sign in EM II levels)
1439 * added delayed ignition of EM style dynamite when used in R'n'D engine
1440 * added limited movement range to EMC engine when focus on all players
1443 * fixed bug with missing (zero) score values for native Supaplex levels
1446 * added "continuous snapping" (snapping many elements while holding the
1447 snap key pressed, without releasing the snap key after each element)
1448 as a new player setting for more compatibility with the classic games
1451 * finished scrolling for "focus on all players" in EMC graphics engine
1454 * level sets with "levels: 0" are ignored for levels, but not artwork
1455 * fixed bug when scanning empty level group directories (endless loop)
1458 * fixed bug with explosion graphic for player using "Murphy" graphic
1459 * fixed bug with explosion graphic if player leaves explosion in time
1460 * changed some descriptive text in setup menu to use medium-width font
1461 * added key shortcut settings for switching player focus to setup menu
1464 * fixed bug with random value initialization when recording tapes
1465 * fixed bug with playing single player tapes when team mode activated
1468 * fixed little bug when trying to switch to player that does not exist
1471 * added player switching (visual and quick) to R'n'D and EM game engine
1472 * added setup option to select visual or quick in-game player switching
1475 * added use of "Home" and "End" keys to handle element list in editor
1478 * fixed bug with adding score when playing tape with EMC game engine
1479 * added steel wall border for levels using EMC engine without border
1480 * finally fixed delayed scrolling in EMC engine also for small levels
1483 * fixed potential crash bug in WarnBuggyBase() (missing boundary check)
1486 * fixed bug with CE change order in TestIfElementTouchesCustomElement()
1487 * fixed bug when displaying info element without action, but direction
1490 * fixed minor graphical problems with springs smashing and slurping
1491 (when using R'n'D style graphics instead of EMC style graphics)
1494 * added scroll delay (as configured in setup) to EMC graphics engine
1497 * improved screen redraw for EMC graphics engine (faster and smoother)
1498 * when not scrolling, do not redraw the whole playfield if not needed
1501 * added multi-player mode for EMC game engine (with up to four players)
1504 * added android (can clone elements) from EMC engine to R'n'D engine
1507 * added spring bumper (reflects spring) from EMC engine to R'n'D engine
1510 * added selectbox for initial player speed to player settings in editor
1513 * version 3.1.2 created that is basically version 3.1.1, but with a
1514 major bug fixed that prevented editing your own private levels
1515 * version 3.1.2 released
1518 * added magic ball (creates elements) from EMC engine to R'n'D engine
1521 * uploaded fixed pre-release version 3.2.0-6 binary and source code
1524 * fixed bug when using "CE can leave behind <trigger element>"
1525 * added new change condition "(after/when) creation of <element>"
1526 * added new change condition "(after/when) digging <element>"
1527 * fixed bug accessing invalid gadget that caused crashes under Windows
1528 * deactivated new possibility for multiple CE changes per frame
1531 * uploaded pre-release (test) version 3.2.0-6 binary and source code
1534 * added animation types "ce_value" and "ce_score" to graphicsinfo.conf
1535 * fixed bug with not keeping CE value for moving CEs with only action
1536 * changed CE action selectboxes in editor to be only reset when needed
1539 * added option "use artwork from element" for custom player artwork
1540 * added option "use explosion from element" for player explosions
1543 * added cascaded element lists in the level editor
1544 * added persistence for cascaded element lists by "editorcascade.conf"
1545 * added dynamic element list with all elements used in current level
1546 * added possibility for multiple CE changes per frame (experimental)
1549 * uploaded pre-release (test) version 3.2.0-5 binary and source code
1552 * changed "score for each 10 seconds/steps left" to "1 second/step"
1553 * added own score for collecting "extra time" instead of sharing it
1554 * added change events "switched by player" and "player switches <e>"
1555 * added change events "snapped by player" and "player snaps <e>"
1556 * added "set player artwork: <element choice>" to CE action options
1557 * added change event "move of <element>"
1560 * added "set player shield: off / normal / deadly" to CE action options
1561 * added new player option "use level start element" in level editor
1562 to set the correct focus at level start to elements from which the
1563 player is created later (this did not work before for cascaded CE
1564 changes resulting in creation of the player; it is now also possible
1565 to create the player from a yam yam which is smashed at level start)
1568 * added "set player speed: frozen (not moving)" to CE action options
1569 * added "move player: l/r/u/d/trigger/-trigger" to CE action options
1572 * added new player option "block snap field" (enabled by default) to
1573 make it possible to show a snapping animation like in Emerald Mine
1576 * added dynamic selectboxes to custom element action settings in editor
1577 * added "CE value" counter for custom elements (instead of "CE count")
1578 * added option to use the last "CE value" after custom element change
1579 * added option to use the "CE value" of other elements in CE actions
1580 * fixed odd behaviour when pressing time orb in levels w/o time limit
1581 * added checkbox "use time orb bug" for older levels that use this bug
1584 * added missing configuration settings for the following elements:
1585 - EL_TIMEGATE_SWITCH (time of open time gate)
1586 - EL_LIGHT_SWITCH_ACTIVE (time of light switched on)
1587 - EL_SHIELD_NORMAL (time of shield duration)
1588 - EL_SHIELD_DEADLY (time of shield duration)
1589 - EL_EXTRA_TIME (time added to level time)
1590 - EL_TIME_ORB_FULL (time added to level time)
1593 * added "wind direction" as a movement pattern for custom elements
1594 * added initial wind direction for balloon / custom elements to editor
1595 * added functionality for EL_BALLOON_SWITCH_NONE to R'n'D game engine
1598 * added parameters for "game of life" and "biomaze" elements to editor
1601 * added level file chunk "CONF" for generic level and element settings
1604 * uploaded pre-release (test) version 3.2.0-4 binary and source code
1607 * skip empty level sets (with "levels: 0"; may be artwork base sets)
1608 * added sound action ".page[1]" to ".page[32]" for each CE change page
1611 * added image config suffix ".clone_from" to copy whole image settings
1612 * fixed bug with invalid ("undefined") CE settings in old level files
1615 * fixed graphical bug with smashing elements falling faster than player
1618 * fixed major bug which prevented private levels from being edited
1619 * fixed bug with precedence of general and special font definitions
1622 * fixed graphical bug with player animation when player moves slowly
1625 * uploaded pre-release (test) version 3.2.0-3 binary and source code
1628 * fixed bug which prevented "global.num_toons: 0" from working
1631 * major code cleanup (removed all these annoying "#if 0" blocks)
1634 * added custom element actions for CE change page in level editor
1637 * fixed music initialization bug in init.c (thanks to David Binderman)
1638 * fixed mouse wheel "button" bug in editor (thanks to Tomi Belan)
1639 (this bug must probably be fixed at other places, too)
1642 * fixed buggy '#include "SDL.h"' statements in src/libgame/sdl.h
1643 (should be '#include <SDL.h>' instead)
1646 * fixed bug which prevented "walkable from no direction" from working
1647 (due to compatibility code overwriting this setting after loading)
1650 * fixed bug on Mac OS X (use of reserved name "Random") in EM engine
1653 * version number temporarily set to 3.1.1 (intermediate bugfix release)
1654 * version 3.1.1 released
1657 * changed some va_arg() arguments from 'long' to 'int', fixing problems
1658 on 64-bit architecture systems with LP64 data model
1661 * fixed bug with bombs not exploding when hitting the last level line
1662 (introduced after the release of 3.1.0)
1665 * added support for dumping small-sized level sketches from editor
1668 * added recognition of "trigger element" for "change digged element to"
1669 (this is not really what the "trigger element" was made for, but its
1670 use may seem obvious for leaving back digged elements unchanged)
1673 * fixed multiple warnings about failed joystick device initialization
1676 * fixed bug with dynamite dropped on top of just dropped custom element
1677 (collect dynamite, collect CE, drop CE => dynamite was also dropped);
1678 dynamite can still be dropped, but drop key must be released before
1681 * fixed bug with wrong start directory when started from file browser
1682 (due to this bug, R'n'D could not be started from KDE's Konqueror)
1685 * fixed bug causing "change when impact" on player not working
1686 * fixed wrong priority of "hitting something" over "hitting <element>"
1687 * fixed wrong priority of "hit by something" over "hit by <element>"
1690 * fixed graphical bug which caused the player (being Murphy) to show
1691 collecting animations although the element was collected by penguin
1694 * fixed two bugs causing wrong door background graphics in system.c
1695 (in functions "SetBackgroundBitmap()" and "DrawingOnBackground()")
1698 * fixed graphic bug with exploding bomb and R'n'D graphics in EM engine
1699 * added "no direction" to "walkable/passable from" selectbox options
1702 * enhanced tape autoplay to accept "autoplay <set> [<nr> ...]" format
1703 * in tape autoplay, not only report broken, but also missing tapes
1706 * uploaded pre-release (test) version 3.2.0-2 binary and source code
1709 * fixed small bug with "linear" animation not working for active lamp
1712 * fixed bug with moving up despite gravity due to "block last field"
1713 * fixed small bug with wrong draw offset when typing name in main menu
1714 * when reading user names from "passwd", ignore data after first comma
1715 * when creating new "levelinfo.conf", only write some selected entries
1718 * fixed displaying "imported from/by" on preview with empty string
1719 * fixed ignoring draw offset for fonts used for level preview texts
1722 * fixed a delay problem with SDL and too many mouse motion events
1723 * added setup option "skip levels" and level skipping functionality
1726 * added move speed "not moving" for non-moving CEs, but with direction
1729 * fixed mapping of obsolete element token names in "editorsetup.conf"
1730 * fixed bug with sound "acid.splashing" treated as a loop sound
1731 * fixed some little sound bugs in native EM engine
1734 * fixed small bug when dragging scrollbars to end positions
1737 * added editor element descriptions written by Aaron Davidson
1740 * improved fallback handling when configured artwork is not available
1741 (now using default artwork instead of exiting when files not found)
1744 * fixed bug on level selection screen when dragging scrollbar
1747 * fixed bug which caused broken tapes when appending to EM engine tapes
1750 * uploaded pre-release (test) version 3.2.0-1 binary and source code
1753 * added code to replace changed artwork config tokens with other tokens
1754 (needed for backwards compatibility, so that older tokens still work)
1757 * added native R'n'D graphics for some new EMC elements in EM engine
1760 * fixed some bugs in the EM engine integration code
1761 * changed EM engine code to allow diagonal movement
1762 * changed EM engine code to allow use of separate snap and drop keys
1765 * fixed some redraw bugs when using EM engine
1768 * fixed bug with not converting RND levels which are set to use native
1769 engine to native level structure when loading
1772 * uploaded pre-release (test) version 3.2.0-0 binary and source code
1775 * version number set to 3.2.0
1778 * level data now reset to defaults after attempt to load invalid file
1781 * added use of "editorsetup.conf" for different level sets
1784 * added auto-detection for various types of Emerald Mine level files
1787 * fixed bug with scrollbars getting too small when list is very large
1790 * fixed bug with 3+3 (cross) sized explosion not making explosion sound
1793 * added most level editor configuration gadgets for new EMC elements
1796 * added more element and graphic definitions for new EMC elements
1799 * modified native EM engine to use integrated R'n'D sound system
1802 * added SDL support to graphics functions in native EM engine
1803 (by always using generic libgame interface functions)
1806 * fixed bug in frame synchronization in native EM engine
1809 * added code to convert levels between R'n'D and native EM engine
1812 * new Emerald Mine engine can now play levels selected in main menu
1815 * fixed big memory leak in function "CreateBitmapWithSmallBitmaps()"
1816 (which creates scaled down graphics for level editor and preview);
1817 there's still a memory leak somewhere in the artwork handling code
1818 * added "scale image up" functionality to X11 version of zoom function
1821 * first attempts to integrate new, native Emerald Mine Club engine
1824 * fixed bug in gadget code which caused reset of CEs in level editor
1825 (example: pressing 'b' [grab brush] on CE config page erased values)
1826 (solution: check if gadgets in ClickOnGadget() are really mapped)
1827 * improved level change detection in editor (settings now also checked)
1828 * fixed bug with "can move into acid" and "don't collide with" state
1831 * fixed maze runner style CEs to use the configured move delay value
1834 * added Aaron Davidson's tutorial level set to the "Tutorials" section
1837 * fixed engine change that broke 3.0.8 levels like "Walpurgis Gardens"
1838 * fixed the above fix because it broke level set "machine" (*sigh*)
1839 * fixed random element placement in level editor to work as expected
1840 * fixed undefined graphic of runtime element "EL_AMOEBA_TO_DIAMOND"
1843 * re-recorded tape for BD2K3, level 010 (broken due to bugfix)
1846 * fixed bug (missing array boundary check) which caused broken tapes
1847 * fixed bug (when loading level template) which caused broken levels
1848 * fixed bug with new block last field code when using non-yellow player
1851 * fixed bug when pressing "stop, pause, stop, play" on tape recorder
1852 * internal change of how the player blocks the last field when moving
1853 * fixed blocking delay of last field for EM and SP style block delay
1854 * fixed bug where the player had to wait for the usual move delay after
1855 unsuccessfully trying to move, when he directly could move after that
1856 * the last two changes should make original Supaplex level 93 solvable
1857 * improved use of random number generator to make it less predictable
1858 * fixed behaviour of slippery SP elements to let slip left, then right
1861 * fixed bug with wrong door state after trying to quickload empty tape
1862 * fixed waste of static memory usage of the binary, making it smaller
1863 * fixed very little graphical bug in Supaplex explosion
1866 * version number set to 3.1.1
1869 * version 3.1.0 released
1872 * fixed bug with crash when writing user levelinfo.conf the first time
1875 * added option "convert LEVELDIR [NR]" to command line batch commands
1876 * re-converted Supaplex levels to apply latest engine fixes
1877 * changed "use graphic/sound of element" to "use graphic of element"
1878 due to compatibility problems with some levels ("bug machine" etc.)
1881 * fixed bug with CE change replacing player with same or other player
1884 * fixed bug with opaque font in envelope with background graphic when
1885 background graphic is not transparent itself
1888 * added "gravity on" and "gravity off" ports for Supaplex compatibility
1889 * corrected original Supaplex level loading code to use these new ports
1890 * also corrected Supaplex loader to auto-count infotrons if set to zero
1893 * fixed bug with missing initialization of "modified" flag for GEs
1896 * fixed bug that caused endless recursion loop when relocating player
1897 * fixed tape recorder bug in "step mode" when using "pause before end"
1898 * fixed tape recorder bug when changing from "warp forward" mode
1901 * fixed bug with "when touching" for pushed elements at last position
1904 * fixed bug that caused two activated toolbox buttons in level editor
1905 * fixed bug with exploding dynabomb under player due to other explosion
1908 * fixed bug with creating walkable custom element under player (again)
1909 * fixed bug with not copying explosion type when copying CEs in editor
1910 * fixed graphical bug when drawing player in setup menu (input devices)
1911 * fixed graphical bug when the player is pushing an accessible element
1912 * fixed bug with classic switchable elements triggering CE changes
1913 * fixed bug with entering/leaving walkable element in RelocatePlayer()
1914 * fixed crash bug when CE leaves behind the trigger player element
1917 * fixed bug with broken tubes after placing/exploding dynamite in them
1918 * fixed bug with exploding dynamite under player due to other explosion
1919 * fixed bug with not resetting push delay under certain circumstances
1922 * added option "handicap" for "levelinfo.conf" (thanks to Niko Böhm)
1923 * added network multiplayer code for Windows (thanks to Niko Böhm)
1926 * added option "reachable despite gravity" for gravity movement
1927 * changed gravity movement of most classic walkable and passable
1928 elements back to "not reachable" (for compatibility reasons)
1931 * fixed (removed) "indestructible" / "can explode" dependency in editor
1932 * fixed (removed) "accessible inside" / "protected" dependency
1933 * fixed (removed) "step mode" / "shield time" dependency
1936 * fixed dynabombs exploding now into anything diggable
1937 * fixed Supaplex style gravity movement into buggy base now impossible
1938 * added pressing key "space" as valid action to select menu options
1941 * added "replace when walkable" to relocate player to walkable element
1942 * added "enter"/"leave" event for elements affected by relocation
1943 * fixed "direct"/"indirect" change order also for "when change" event
1944 * fixed graphical bug when pushing things from elements walkable inside
1947 * fixed graphic bug when player is snapping while moving in old levels
1948 * fixed bug when a moving custom element leaves a player element behind
1949 * fixed bug with mole not disappearing when moving into acid pool
1950 * fixed bug with incomplete path setting when using "--basepath" option
1951 * moving CE can now leave walkable elements behind under the player
1952 * when relocating, player can be set on walkable element now
1953 * fixed another gravity movement bug
1956 * uploaded pre-release (test) version 3.1.0-2 binary and source code
1959 * added "collectible" and "removable" to extended replacement types
1960 (where "removable" replaces "diggable" and "collectible" elements)
1961 * added "collectible & throwable" (to throw element to the next field)
1962 * fixed bug with CEs digging elements that are just about to explode
1963 * changed mouse cursor now always being visible when game is paused
1966 * added possibility to push/press accessible elements from a side that
1968 * fixed bug with not setting actual date when appending to tape
1971 * fixed bug with incorrectly initialized custom element editor graphics
1974 * corrected set "Contributions_1995-2000/rnd_kjell_kristiansson":
1975 - number of levels corrected from 18 to 17 in "levelinfo.conf"
1978 * fixed bug with destroyed robot wheel still attracting robots forever
1979 * fixed bug with time gate switch deactivating after robot wheel time
1980 (while the time gate itself is not affected by this misbehaviour)
1981 * changed behaviour of BD style amoeba to always get blocked by player
1982 (before it was different when there were non-BD elements in level)
1983 * fixed bug with player destroying indestructable elements with shield
1986 * added option to make growing elements grow into anything diggable
1987 (for the various amoeba types, biomaze and "game of life")
1990 * fixed bug with movable elements not moving after left behind by CEs
1991 * changed gravity movement to anything diggable, not only sand/base
1992 * optionally allowing passing to walkable element, not only empty space
1993 * added option "can pass to walkable element" for players
1994 * finally fixed gravity movement (hopefully)
1997 * fixed bug with movable elements not moving anymore after falling down
2000 * fixed another bug with custom elements digging and leaving elements
2001 * fixed bug with "along left/right side" and automatic start direction
2002 * trigger elements now also displayed when "more custom" deactivated
2003 * fixed bug with clipboard element initialized when loading new level
2004 * added option "drop delay" to set delay before dropping next element
2007 * uploaded pre-release (test) version 3.1.0-1 binary and source code
2010 * added copy and paste functions for custom change pages
2011 * enhanced graphical display and functionality of tape recorder
2012 * fixed bug with custom elements digging and leaving elements
2015 * added move speed faster than "very fast" for custom elements
2016 * fixed bug with 3+3 style explosions and missing border content
2017 * fixed little bug when copying custom elements in the editor
2018 * enhanced custom element changes by more side trigger actions
2021 * added option "no scrolling when relocating" for instant teleporting
2022 * uploaded pre-release (test) version 3.1.0-0 binary and source code
2025 * added trigger element and trigger player to use as target elements
2026 * added copy and paste functions for custom and group elements
2029 * fixed graphical bug when displaying explosion animations
2030 * fixed bug when appending to tapes, resulting in broken tapes
2031 * re-recorded a few tapes broken by fixing gravity checking bug
2034 * "can move into acid" property now for all elements independently
2035 * "can fall into acid" property for player stored in same bitfield now
2036 * added option for deadliness of Supaplex 'sniksnak' and 'electron'
2037 * version number set to 3.1.0 (finally!)
2040 * changed tape recording to only record input, not programmed actions
2043 * fixed totally broken (every 8th frame skipped) step-by-step recording
2044 * fixed bug with requester not displayed when quick-loading interrupted
2045 * added option "can fall into acid (with gravity)" for players
2046 * fixed bug with player not falling when snapping down with gravity
2049 * fixed bug which messed up key config when using keypad number keys
2052 * fixed bug which allowed moving upwards even when gravity was active
2053 * fixed bug with missing error handling when dumping levels or tapes
2056 * added different colored editor graphics for Supaplex gravity tubes
2059 * fixed bug that allowed solvable tapes for unsolvable levels
2062 * use unlimited number of droppable elements when "count" set to zero
2063 * added option to use step limit instead of time limit for level
2066 * added player and change page as trigger for custom element change
2069 * fixed bug with exploding amoeba (explosion 3x3 instead of 1x1)
2072 * fixed bug with dark yamyam changing to acid when moving over acid
2073 * fixed handling of levels with more than 999 seconds level time
2074 (example: level 76 of "Denmine")
2077 * "spring push bug" reintroduced as configurable element property
2078 * fixed bug with missing properties for "mole"
2079 * fixed bug that showed up when fixing the above "mole" properties bug
2080 * added option "can move into acid" for all movable elements
2081 * fixed graphical bug for elements moving into acid
2082 * changed event handling to handle all pending events before going on
2085 * fixed bug which caused all CE change pages to be ignored which had
2086 the same change event, but used a different element side
2087 (reported by Simon Forsberg)
2089 * fixed bug which caused elements that can move and fall and that are
2090 transported by a conveyor belt to continue moving into that direction
2091 after leaving the conveyor belt, regardless of their own movement
2092 type; only elements which can not move are transported now
2093 (reported by Simon Forsberg)
2095 * fixed bug which could cause an array overflow in RelocatePlayer()
2096 (reported by Niko Böhm)
2098 * changed Emerald Mine style "passable / over" elements to "protected"
2099 (fixing unsolvable level 10 of "Bondmine 9" with bug beside gate)
2101 * added new option to select from which side a "walkable/passable"
2102 element can be entered
2105 * added explosion and ignition delay for elements that can explode
2108 * fixed bug which caused player not being protected against enemies
2109 when a CE was "walkable / inside" and was not "indestructible"
2110 * added "walkable/passable" fields to be "protected/unprotected"
2111 against enemies, even if not accessible "inside" but "over/under"
2114 * corrected move pattern to 32 bit and initial move direction to 8 bit
2117 * added second custom element base configuration page
2120 * added some special EMC mappings to Emerald Mine level loader
2121 (also covering previously unknown element in level 0 of "Bondmine 8")
2124 * added option to block last field when player is moving (for Supaplex)
2125 * adjusted push delay of Supaplex elements
2126 * removed delays for envelopes etc. when replaying with maximum speed
2127 * fixed bug when dropping element on a field that just changed to empty
2130 * fixed bug: infotrons can now smash yellow disks
2131 * fixed bug: when gravity active, port above player can now be entered
2132 * removed "one white dot" mouse pointer which irritated some people
2135 * added "choice type" for group element selection
2138 * fixed bug with initial invulnerability of non-yellow player
2141 * added level loader for loading native Supaplex packed levels
2142 (including multi-part levels like the "splvls99" levels)
2145 * fixed bug which allowed creating emeralds by escaping explosions
2148 * custom elements can change (limited) or leave (unlimited) elements
2149 * finally added multiple matches using group elements
2150 * added shortcut to dump brush (type ":DB" in editor) for use in forum
2153 * added new start movement type "previous" for continued CE movement
2154 * added new start movement type "random" for random CE movement start
2157 * added new element "sokoban_field_player" needed for Sokoban levels
2158 (thanks to Ed Booker for pointing this out!)
2161 * added elements that can be digged or left behind by custom elements
2164 * added group elements for multiple matches and random element creation
2167 * fixed some graphical errors displayed in old levels
2170 * fixed wrong double speed movement after passing closing gates
2173 * added level loader for loading native Emerald Mine levels
2176 * changes for "shooting" style CE movement
2179 * Happy New Year! ;-)
2182 * changed default snap/drop keys from left/right Shift to Control keys
2185 * fixed bug with dead player getting reanimated from custom element
2188 * fixed bug with wrong penguin graphics (when entering exit)
2191 * fixed bug with wrong "Murphy" graphics (when digging etc.)
2194 * version number set to 3.0.9
2197 * version 3.0.8 released
2200 * added function checked_free()
2203 * fixed bug with double nut cracking sound
2204 (by eliminating "default element action sound" assignment in init.c)
2207 * fixed crash when no music info files are available
2210 * fixed boring and sleeping sounds
2213 * added "maze runner" and "maze hunter" movement types
2214 * added extended collision conditions for custom elements
2217 * added warnings for undefined token values in artwork config files
2220 * added menu entry for level set information to the info screen
2223 * fixed bug with wrong default impact sound for colored emeralds
2226 * added several sub-screens for the info screen
2227 * menu text now also clickable (not only blue/red sphere left of it)
2230 * added configurable "bored" and "sleeping" animations for the player
2231 * added "awakening" sound for player when waking up after sleeping
2234 * added "copy" and "exchange" functions for custom elements to editor
2237 * added configurable element animations for info screen
2240 * added configurable music credits for info screen
2243 * finally fixed tape recording when player is created from CE change
2246 * added "editorsetup.conf" for editor element list configuration
2249 * added "musicinfo.conf" for menu and level music configuration
2252 * fixed a very nasty bug in dragon turning code in TurnRoundExt()
2253 (that only showed up on Linux, but not on Windows systems)
2256 * fixed turning movement of butterflies and fireflies (no frame reset)
2257 * enhanced sniksnak turning movement (two steps instead of only one)
2260 * version number set to 3.0.8
2263 * version 3.0.7 released
2266 * fixed reset of player animation frame when, for example,
2267 walking, digging or collecting share the same animation
2268 * fixed CE with "deadly when touching" exploding when touching amoeba
2271 * fixed tape recording when player is created from CE element change
2274 * introduced "turning..." action graphic for elements with move delay
2275 (non-CE: bug, spaceship, sniksnak, mole, pacman, yamyam)
2276 * added turning animations for bug, spaceship and sniksnak
2279 * prevent "extended" changed elements from delay change in same frame
2282 * fixed bug when pushing element that can move away to the side
2283 (like pushing falling elements, but now with moving elements)
2286 * finally fixed serious bug in code for delayed element pushing (again)
2289 * unavailable setup options now marked as "n/a" instead of "off"
2290 * new boolean directive "latest_engine" for "levelinfo.conf": when set
2291 to "true", levels are always played with the latest game engine,
2292 which is desired for levels that are imported from other games; all
2293 other levels are played with the engine version stored in level file
2294 (which is normally the engine version the level was created with)
2297 * fixed serious bug in code for delayed element pushing
2298 * fixed little bug in animation frame selection for pushed elements
2299 * speed-up of reading config file for verbose output
2302 * added configuration option for opening and closing Supaplex exit
2303 * added configuration option for moving up/down animation for Murphy
2304 * fixed incorrectly displayed animation for attacking dragon
2305 * fixed bug with not setting initial gravity for each new game
2306 * fixed bug with teleportation of player by custom element change
2307 * fixed bug with player not getting smashed by rock sometimes
2310 * version number set to 3.0.7
2313 * version 3.0.6 released
2316 * added support for MP3 music for SDL version through SMPEG library
2319 * fixed bug when initializing font graphic structure
2320 * fixed bug with animation mode "pingpong" when using only 1 frame
2321 * fixed bug with extended change target introduced in 3.0.5
2322 * fixed bug where passing over moving element doubles player speed
2323 * fixed bug with elements continuing to move into push direction
2324 * fixed bug with duplicated player when dropping bomb with shield on
2325 * added "switching" event for custom elements ("pressing" only once)
2326 * fixed switching bug (resetting flag when not switching but not idle)
2329 * fixed element tokens for certain file elements with ".active" etc.
2332 * version number set to 3.0.6
2335 * version 3.0.5 released
2338 * now four envelope elements available
2339 * font, background, animation and sound for envelope now configurable
2340 * main menu doors opening/closing animation type now configurable
2343 * active/inactive sides configurable for custom element changes
2344 * new movement type "move when pushed" available for custom elements
2347 * fixed bug in multiple config pages loader code that caused crashes
2350 * enhanced (remaining low-resolution) Supaplex graphics
2353 * version number set to 3.0.5
2356 * version 3.0.4 released
2358 2003-09-12 src/tools.c
2359 * fixed bug in custom definition of crumbled element graphics
2361 2003-09-11 src/files.c
2362 * fixed bug in multiple config pages code that caused crashes
2365 * version number set to 3.0.4
2368 * version 3.0.3 released
2371 * added music to Supaplex classic level set
2373 2003-09-07 src/libgame/misc.c
2374 * added support for loading various music formats through SDL_mixer
2376 2003-09-06 (various source files)
2377 * fixed several nasty bugs that may have caused crashes on some systems
2378 * added envelope content which gets displayed when collecting envelope
2379 * added multiple change event pages for custom elements
2381 2003-08-24 src/game.c
2382 * fixed problem with player animation when snapping and moving
2384 2003-08-23 src/screens.c, src/cartoons.c, src/libgame/toons.c
2385 * fixed problem with flickering when drawing toon animations
2387 2003-08-23 src/libgame/sdl.c
2388 * fixed problem with setting mouse cursor in SDL version in fullscreen
2390 2003-08-23 src/game.c
2391 * fixed bug (missing array boundary check) which could crash the game
2394 * version number set to 3.0.3
2397 * version 3.0.2 released
2399 2003-08-21 src/game.c
2400 * fixed bug with creating inaccessible elements at player position
2402 2003-08-20 src/init.c
2403 * fixed bug with not finding current level artwork directory
2405 2003-08-20 src/files.c
2406 * fixed bug with choosing wrong engine version when playing tapes
2407 * fixed bug with messing up custom element properties in 3.0.0 levels
2410 * version number set to 3.0.2
2413 * version 3.0.1 released
2415 2003-08-17 (no source files affected)
2416 * changed all "classic" PCX image files with 16 colors or less to
2417 256 color (8 bit) storage format, because the Allegro game library
2418 cannot handle PCX files with less than 256 colors (contributed
2419 graphics are not affected and might look wrong in the DOS version)
2421 2003-08-16 src/init.c
2422 * fixed bug which (for example) crashed the level editor when defining
2423 "dynamite.EDITOR: [NONE]", because graphics may not be undefined
2424 (only set to default) -- invalid graphics now set to default graphic
2426 2003-08-16 src/init.c
2427 * fixed graphical bug of player digging/collecting/snapping element
2428 when no corresponding graphic/animation is defined for this action,
2429 resulting in player being drawn as EL_EMPTY (which should only be
2430 done to elements being collected, but not to the player)
2432 2003-08-16 src/game.c
2433 * fixed small graphical bug of player not totally moving into exit
2435 2003-08-16 src/libgame/setup.c
2436 * fixed bug with wrong MS-DOS 8.3 filename conversion
2438 2003-08-16 src/tools.c
2439 * fixed bug with invisible mouse cursor when pressing ESC while playing
2441 2003-08-16 (various source files)
2442 * added another 128 custom elements (disabled in editor by default)
2444 2003-08-16 src/editor.c
2445 * fixed NULL string bug causing Solaris to crash in sprintf()
2447 2003-08-16 src/screen.c
2448 * fixed drawing over scrollbar on level selection with custom fonts
2450 2003-08-15 src/game.c
2451 * cleanup of simple sounds / loop sounds / music settings
2453 2003-08-08 (various source files)
2454 * added custom element property for dropping collected elements
2456 2003-08-08 src/conf_gfx.c
2457 * fixed bug with missing graphic for active red disk bomb
2459 2003-08-07 src/files.c, src/editor.c src/game.c, src/main.h
2460 * extended variable "level.gravity" to "level.initial_gravity" and
2461 "game.current_gravity" to prevent level setting from being changed
2462 by playing the level (keeping the runtime value after playing)
2464 * fixed graphics bug when digging element that has 'crumbled' graphic
2465 definition, but not 'diggable' graphic definition
2468 * version number set to 3.0.1
2471 * version 3.0.0 released
2474 * various bug fixes; among others:
2475 - fixed bug with pushing spring over empty space
2476 - fixed bug with leaving tube while placing dynamite
2477 - fixed bug with explosion of smashed penguins
2478 - allow Murphy player graphic in levels with non-Supaplex elements
2482 * I have forgotten to document changes for some time
2485 * pre-release version 2.2.0rc1 released
2487 2002-08-25 src/libgame/setup.c, src/libgame/sound.c
2488 * Level series artwork now configurable via level series config file.
2489 "levelinfo.conf" may now contain directives "graphics_set",
2490 "sounds_set" and "music_set" to select artwork sets which are
2491 globally defined or which are included into other level series.
2494 * version number set to 2.1.2
2497 * version 2.1.1 released
2499 2002-08-10 src/libgame/system.h
2500 * Default "snap" and "bomb" keys for Mac OS X set to left control key
2501 and keypad enter key -- Macs seem not to distinguish between left
2502 and right modifier keys (both generate scan code for left key). :-(
2504 2002-08-10 src/libgame/sound.c
2505 * Fixed small NetBSD compilation bug.
2506 Thanks to Adam Ciarcinski for the bug report.
2508 2002-08-10 src/libgame/sound.c
2509 * Added support for audio device "/dev/sound/dsp" (devfs).
2510 Thanks to Christoph Bauer for the corresponding report.
2512 2002-08-10 src/libgame/sound.c
2513 * Bug fixed that caused regular crashes under SDL/Windows version.
2514 Mixer_InsertSound(): Always stop music before playing new music,
2515 else "mixer_active_channels" can get fucked up.
2516 Thanks to Keith Peterston for the bug report.
2519 * version number set to 2.1.1
2522 * version 2.1.0 released
2524 2002-05-31 src/libgame/image.c
2525 * Read_PCX_to_Pixmap(): Fixed bad memory leak by freeing "ximageinfo"
2526 and "image" after converting loaded PCX image file to X11 Pixmap.
2527 This really showed up when reloading custom artwork several times.
2529 2002-05-20 src/libgame/sound.c
2530 * added support for 16 bit WAV sound files
2533 * version number set to 2.1.0
2535 2002-04-03 to 2002-05-19 (various source files)
2536 * graphics, sounds and music now fully configurable
2537 * bug fixed that prevented walking through tubes when gravity on
2538 * added support for TrueColor PCX graphics files
2539 * enhanced sound system (especially regarding stereo and loop sounds)
2541 2002-04-02 src/events.c, src/editor.c
2542 * Make Escape key less aggressive when playing or when editing level.
2543 This can be configured as an option in the setup menu. (Default is
2544 "less aggressive" which means "ask user if something can be lost"
2545 when pressing the Escape key.)
2547 2002-04-02 src/screen.c
2548 * Added "graphics setup" screen.
2550 2002-04-01 src/screen.c
2551 * Changed "choose level" setup screen stuff to be more generic (to
2552 make it easier to add more "choose from generic tree" setup screens).
2554 2002-04-01 src/config.c, src/timestamp.h
2555 * Added source files "src/config.[ch]" and "src/timestamp.h" (which
2556 automatically gets created by "src/Makefile" and contains an actual
2557 compile-time timestamp to identify development versions of the game).
2559 2002-04-01 src/libgame/misc.c
2560 * Added (currently incomplete) function "getKeyFromKeyName()" simply
2561 for orthogonality. When really needed, this function must be
2562 extended accordingly (analog to "getKeyFromX11KeyName()").
2564 2002-04-01 src/libgame/setup.c
2565 * Changed setup "TYPE_KEY" (internal, X11 style key symbol name) to
2566 "TYPE_KEY_X11" and added "TYPE_KEY" (human readable key symbol name).
2567 (This was needed for custom key setup handling in "src/screens.c".)
2569 2002-03-31 src/tape.c, src/events.c
2570 * Added quick game/tape save/load functions to tape stuff which can be
2571 invoked by a keyboard shortcut. Default: "F1" saves game/tape, "F2"
2572 loads previously recorded tape and directly goes into recording mode
2573 from the end of the tape (therefore appending to the tape).
2575 2002-03-31 src/tape.c
2576 * Added "index mark" function to tape recorder. When playing or
2577 recording, "eject" button changes to "index" button. Setting index
2578 mark is not yet implemented, but pressing index button when playing
2579 allows very quick advancing to end of tape (when normal playing),
2580 very fast forward mode (when playing with normal fast forward) or
2581 very fast reaching of "pause before end of tape" (when playing with
2582 "pause before end" playing mode).
2584 2002-03-30 src/cartoons.c
2585 * Moved some stuff from cartoons.c to the new "src/libgame/toons.c".
2587 2002-03-30 src/libgame/toons.c
2588 * New libgame source file "toons.c" for the program independant part
2591 2002-03-29 src/screen.c
2592 * Changed setup screen stuff to be more generic (to make it easier
2593 to add more setup screens).
2595 2002-03-29 src/libgame/setup.c
2596 * Changed "LoadLevelInfoFromLevelDir()" so that not only directories
2597 with level sub-directories are recognized, but also directories
2598 that directly contain level files.
2600 2002-03-29 src/libgame/sound.c
2601 * Changed "boolean stereo = TRUE;" to "static boolean stereo = TRUE;".
2602 (This was a bug that showed up only when in mono audio mode.)
2604 2002-03-24 src/libgame/x11.c, src/libgame/sdl.c, src/libgame/image.c
2605 * Changed image loading code to not exit on error, but set error by
2606 using "SetError()" accordingly. Image loading errors must now be
2607 catched by above layers (src/init.c for example).
2609 2002-03-24 src/libgame/misc.c
2610 * New functions "SetError()" and "GetError()" to provide more
2611 flexible error handling.
2613 2002-03-23 src/main.c, src/main.h
2614 * Various changes due to the introduction of the new libgame files
2615 "setup.c" and "joystick.c".
2617 2002-03-23 src/files.c
2618 * Generic parts of "src/files.c" (mainly setup and level directory
2619 stuff) moved to new libgame file "src/libgame/setup.c".
2621 2002-03-23 src/joystick.c
2622 * File "src/joystick.c" moved to libgame source tree, with
2623 correspondig changes.
2625 2002-03-23 src/libgame/system.c, src/libgame/system.h
2626 * Various changes due to the introduction of the new files "setup.c"
2629 2002-03-23 src/libgame/setup.c
2630 * New libgame source file "setup.c" that contains now most setup and
2631 level directory stuff previously handled in "src/files.c".
2633 2002-03-23 src/libgame/joystick.c
2634 * New libgame source file "joystick.c" that contains now all joystick
2635 stuff previously handled in "src/joystick.c" of "Rocks'n'Diamonds".
2637 2002-03-22 src/screens.c
2638 * "HandleChooseLevel()": Another bug in level series navigation fixed.
2639 (Wrong level series information displayed when entering main group.)
2641 2002-03-22 src/editor.c
2642 * Slight change to support new gadget event "GD_EVENT_INFO_LEAVING".
2644 2002-03-22 src/editor.c
2645 * Changed behaviour of "Escape" key in level editor to be more
2646 intuitive: When in "Element Properties" or "Level Info" mode,
2647 return to "Drawing Mode" instead of leaving the level editor.
2649 2002-03-22 src/libgame/misc.c, src/libgame/sound.c
2650 * Added command line option "-s" / "--sounds" and "-m" / "--music"
2651 to specify alternative sound and music directories. (The former
2652 shortcut "-s" for "--serveronly" has changed accordingly.)
2654 2002-03-22 src/libgame/gadgets.c
2655 * Added new gadget events for displaying gadget info texts:
2656 "GD_EVENT_INFO_ENTERING" and "GD_EVENT_INFO_LEAVING". Before,
2657 the info text callback function was only called when entering
2658 a gadget (implicit "GD_EVENT_INFO_ENTERING"). But the info text
2659 was never erased. This can now be done by checking the event type
2660 in the info callback function.
2662 2002-03-21 src/game.c, src/editor.c, src/files.c
2663 * 2.0.1 introduced the corrected "Emerald Mine" style behaviour of
2664 gems (emeralds, diamonds, ...) slipping down from normal wall,
2665 steel wall and growing wall (as in E.M.C. style levels). Although
2666 the behaviour of contributed and private levels wasn't changed (due
2667 to the use of "level.game_version"; see previous entry), editing
2668 those levels will (of course) change the behaviour accordingly.
2670 This change seems a bit too hard after thinking about it, because
2671 the EM style behaviour is not the "expected" behaviour (gems would
2672 normally only slip down from "rounded" walls). Therefore this was
2673 now changed to an element property for gem style elements, with the
2674 default setting "off" (which means: no special EM style behaviour).
2675 To fix older converted levels, this flag is set to "on" for pre-2.0
2676 levels that are neither contributed nor private levels.
2678 2002-03-20 src/files.h
2679 * Corrected settings for "level.game_version" depending of level type.
2680 (Contributed and private levels always get played with game engine
2681 version they were created with, while converted levels always get
2682 played with the most recent version of the game engine, to let new
2683 corrections of the emulation behaviour take effect.)
2685 2002-03-20 src/main.h
2686 * Added "#include <time.h>". This seems to be needed by "tape.c" for
2687 compiling the SDL version on some systems.
2688 Thanks to the several people who pointed this out.
2690 2002-03-20 src/libgame/gadgets.c
2691 * "va_arg(ap, boolean)" changed to "(boolean)va_arg(ap, int)";
2692 this caused problems especially on PowerPC architecture (although
2693 it is wrong on i386 and other architectures, too)
2695 2002-03-20 src/libgame/pcx.c, src/libgame/image.c
2696 * Added support for loading and displaying true-color PCX files.
2698 2002-03-20 src/libgame/misc.c, src/libgame/x11.c
2699 * Added command line option "-g" / "--graphics" to specify an
2700 alternative graphics directory.
2703 * Version number set to 2.0.2.
2706 * Version 2.0.1 released.
2708 2002-03-19 src/libgame/system.c, src/libgame/sdl.c [src/tools.c]
2709 * Moved function "GetPixel()" from src/tools.c ("Mirror Magic" code)
2710 to libgame source files; needed for SDL fullscreen bug workaround
2713 2002-03-18 src/screens.c
2714 * "HandleChooseLevel()": Small bug in level series navigation fixed.
2716 2002-03-18 src/files.c [src/libgame/misc.c]
2717 * Moved some common functions from src/files.c to src/libgame/misc.c.
2719 2002-03-18 src/files.c [src/libgame/misc.c]
2720 * Changed permissions for new directories and saved files (especially
2721 score files) according to suggestions of Debian users and mantainers.
2722 Thanks to Drew Parsons <dparsons@emerall.com> for the patch.
2724 2002-03-18 src/libgame/misc.c [src/files.c]
2725 * Moved some common functions from src/files.c to src/libgame/misc.c.
2727 2002-03-18 src/libgame/misc.c [src/files.c]
2728 * Changed permissions for new directories and saved files (especially
2729 score files) according to suggestions of Debian users and mantainers.
2730 Thanks to Drew Parsons <dparsons@emerall.com> for the patch.
2732 2002-03-17 src/files.c
2733 * Changed "{Load|Save}{Level|Tape}()" to IFF style file format:
2734 Replaced "cookie" header string ("ROCKSNDIAMONDS_...\n") with
2735 real IFF style header "RND1....XXXX" (where "XXXX" is "CAVE"
2736 for levels and "TAPE" for tapes). Old "cookie" style format is
2737 still supported for reading. New level and tape files are written
2740 * New IFF chunk "VERS" contains version numbers for file and game
2741 (where "game version" is the version of the program that wrote the
2742 file, and "file version" is a version number to distinguish files
2743 with different format, for example after adding new features).
2745 2002-03-17 src/libgame/sound.c
2746 * Bug in "StopMusic()" fixed: SDL_mixer functions may be called
2747 even when sound not available.
2748 Thanks to Drew Parsons <dparsons@emerall.com> for the patch.
2750 2002-03-15 src/screen.c
2751 * "DrawHallOfFame()": "FadeSounds()" when entering the hall of fame.
2752 (Before, you heard a mixture of the in-game music and the
2753 hall-of-fame music.)
2755 2002-03-15 src/libgame/sound.c, src/libgame/platform.h
2756 * Added /dev/dsp (streaming audio) support for NetBSD (instead of the
2757 /dev/audio (ulaw) based Unix audio interface).
2758 Thanks to Krister Walfridsson <cato@df.lth.se> for the patches.
2760 2002-03-15 src/libgame/sdl.c
2761 * Workaround for fullscreen bug in WIN32 version of SDL (at least
2762 in the currently actual version 1.2.3) by using "standard" screen
2763 resolutions like 800x600 and mapping all input (mouse events) and
2764 output (screen drawing) accordingly.
2766 2002-03-14 src/events.c
2767 * Function "DumpTape()" (files.c) now available by pressing 't' from
2768 main menu (when in DEBUG mode).
2770 2002-03-14 src/game.c
2771 * "GameWon()": When game was won playing a tape, now there is no delay
2772 raising the score and no corresponding sound is played.
2774 2002-03-14 src/files.c
2775 * Changed "LoadTape()" for real chunk support and also adjusted
2776 "SaveTape()" accordingly.
2778 2002-03-14 src/game.c, src/tape.c, src/files.c
2779 * Important changes to tape format: The old tape format stored all
2780 actions with a real effect with a corresponding delay between the
2781 stored actions. This had some major disadvantages (for example,
2782 push delays had to be ignored, pressing a button for some seconds
2783 mutated to several single button presses because of the non-action
2784 delays between two action frames etc.). The new tape format just
2785 stupidly records all device actions and replays them later. I really
2786 don't know why I haven't solved it that way before?! Old-style tapes
2787 (with tape file version less than 2.0) get converted to the new
2788 format on-the-fly when loading and can therefore still be played;
2789 only some minor parts of the old-style tape handling code was needed.
2790 (A perfect conversion is not possible, because there is information
2791 missing about the device actions between two action frames.)
2793 2002-03-14 src/files.c
2794 * New function "DumpTape()" to dump the contents of the current tape
2795 in a human readable format.
2797 2002-03-14 src/game.c
2798 * Small tape bug fixed: When automatically advancing to next level
2799 after a game was won, the tape from the previous level still was
2800 loaded as a tape for the new level.
2802 2002-03-14 src/tape.c
2803 * Small graphical bug fixed: When pressing ""Record" or "Play" on
2804 tape, cartoons did not get completely removed because
2805 StopAnimation() was not called.
2807 2002-03-13 src/files.c
2808 * Changed "LoadLevel()" and "SaveLevel()" to add new chunk "CNT2".
2809 Fixed bug of "CONT" and "BODY" (chunk size was set to 8-bit element
2810 size even when using 16-bit elements). Added new chunk "CNT2" for
2811 16-bit amoeba content (previously written in 8-bit field in "HEAD"
2812 chunk even when content was 16-bit element). "CNT2" should now be
2813 able to store content for arbitrary elements (up to eight blocks of
2814 3 x 3 element arrays). All "CNT2" elements will always be stored as
2815 16-bit elements. "CONT" (with 8/16-bit elements) now obsolete.
2817 2002-03-13 src/files.c
2818 * Changed "LoadLevel()" for real chunk support.
2820 2002-03-12 src/game.c
2821 * Fixed problem (introduced after 2.0.0 release) with penguins
2822 not getting killed by enemies
2824 2002-02-28 src/libgame/sound.c
2825 * Fixed small problem with new SDL_Mixer 1.2.1:
2826 Mix_VolumeMusic() must be called _after_ Mix_PlayMusic(),
2827 or it has no effect.
2829 2002-02-24 src/game.c, src/main.h
2830 * Added "player->is_moving"; now "player->last_move_dir" does
2831 not contain any information if the player is just moving at
2833 Before, "player->last_move_dir" was misused for this purpose
2834 for the robot stuff (robots don't kill players when they are
2835 moving). But setting "player->last_move_dir" to MV_NO_MOVING
2836 broke tapes when walking through pipes!
2837 ("IS_MOVING()" uses "MovPos[][]", but this fails when it is 0
2838 in a continuous movement. This fact is ignored for friends and