2 * added key shortcuts for window scaling and toggling fullscreen mode:
3 - Ctrl-'+', Ctrl-'-' and Ctrl-'0' for up/downscaling and normal size
4 - "F11" key for toggling fullscreen mode (in addition to Alt-Enter)
7 * fixed some drawing bugs when scaling graphics due to "game.tile_size"
8 * added some performance improvements when handling SDL surface scaling
11 * added custom graphics property "game.tile_size" to define in-game tile
12 size (this defines the tile size actually displayed on the playfield);
13 tile graphics will either be scaled to the defined game tile size or
14 have to be specified with the same image size (using ".tile_size")
17 * added custom graphics property ".tile_size" to define tile image size
18 for game element graphics (like "custom_1.tile_size"); non-standard
19 sized images will then be scaled accordingly to standard tile size
22 * fixed music still being played in Android version when in background
25 * added Android "menu" button to be treated as "yes" requester button
26 (while the Android "back" button was already treated as "no" button)
29 * added command line options "--version" / "-V" to show program version
30 (also shows SDL library versions when prefixed with "--debug" option)
33 * error file set to unbuffered to prevent truncation in case of crashes
36 * fixed bug causing wrong screen updates while playing (whole screen
37 update from backbuffer instead of playfield buffer if REDRAW_ALL set)
38 * fixed nasty (typo) bug in native EM engine causing broken player
39 graphics when using different (redefined) playfield size
42 * fixed bug causing EM/EMC graphics sets containing original 16x16 tiles
43 to be displayed incorrectly (with broken scaling) when switching
44 between small and normal game graphics (thanks a lot to filbo for
45 analyzing and describing how to exactly reproduce this bug)
48 * removed MS-DOS support
49 * removed native X11 support (X11 now only supported via SDL/SDL2)
52 * cleanup of functions RedrawPlayfield() and BlitScreenToBitmap()
55 * fixed level redraw after quick-loading tape with small tile graphics
58 * added compatibility code for existing request door animation settings
61 * added ultra-generic, ultra-flexible request door animation handling
64 * fixed major bugs in handling single-player and multi-player tapes
65 (for details, see http://www.artsoft.org/forum/viewtopic.php?t=2086)
68 * fixed various problems with playfield and requester/tape/editor doors
69 defined to be at non-standard screen positions in artwork config file
72 * added envelope style requester dialog (alternative to door requester)
75 * fixed problems with window scaling and updating related setup value
76 * added setup option to select anti-aliasing quality of scaled windows
79 * improved speed of displaying progress when loading levels and artwork
80 * changed fullscreen and window scaling changes in setup menu to have
81 immediate effect (instead of being effective after leaving setup menu)
84 * fixed toons stopping on continuous touch events on Mac OS X
87 * fixed bug when displaying game envelope with even sized playfield
88 * added graphic configuration options for request (dialog) buttons
91 * fixed some redraw bugs with window scaling under Mac OS X
94 * fixed problems with window scaling and updating related setup value
97 * fixed problems related to fullscreen switching and window scaling
100 * fixed inconsistent custom artwork constants numbering in src/main.h,
101 src/screen.c and src/conf_gfx.c (this really should be cleaned up)
102 (this bug caused custom artwork definition to set wrong variable)
105 * fixed using fullscreen mode on Android instead of pseudo-window mode
106 * fixed keeping desktop fullscreen mode when changing viewport size
109 * fixed remaining text input problems for non-ASCII keys with modifier
110 * added window scaling options to graphics setup menu
113 * fixed key code problems with certain keys for SDL2
114 (keypad keys not being in numerical order; number of function keys)
115 * fixed text input problems for text characters using modifier keys
118 * fixed fullscreen option for SDL2 (using only desktop fullscreen now)
121 * fixed graphical bugs when using renderer/texture based graphics
124 * fixed playing certain sounds (menu navigation sound and counting
125 score sound after solving a level) when "normal sounds" are disabled
128 * continued porting Rocks'n'Diamonds to Android (levels now playable)
131 * added SDL2 renderer/texture based graphics frame handling to allow for
132 "desktop" style fullscreen mode and scaling of game screen/window
135 * removed limitation of artwork files to selected file types (this means
136 that every file type supported by SDL_image and SDL_mixer can be used)
137 * changed default graphics from PCX to PNG (needed for Android version
138 to prevent painfully slow image loading, although not compressing PCX
139 files in the assets directory of the APK package might also work fine)
140 * fixed bug with SDL_BlitSurface creating garbage when source and target
141 surface are the same (this bug also existed in versions of SDL 1.2.x)
144 * started porting Rocks'n'Diamonds to Android (already shows main menu)
147 * ported Rocks'n'Diamonds to SDL2 (first simple version that works)
150 * version number set to 3.3.1.3
153 * version 3.3.1.2 released
156 * improved error handling: display error message on screen (not only in
157 the error file or on the console), and display path of the error file
160 * fixed problem with R'n'D restarting with same level set that may have
161 caused a problem (and therefore failing again and again); after an
162 error, the last level set is now deactivated in file "levelsetup.conf"
163 to restart with default level set (which should work without error)
166 * fixed determining main game data directory on Mac OS X "Mavericks"
169 * version number set to 3.3.1.2
172 * version 3.3.1.1 released
175 * added scripts directory to distribution package to enable building
176 element definitions after editing artwork config source code files
179 * added volume controls for sounds, loops and music to sound setup
182 * version number set to 3.3.1.1
185 * version 3.3.1.0 released
188 * version number set to 3.3.1.0
191 * fixed display of level time switching from ascending to descending
192 when making use of the "time orb bug" (see element setting in editor)
193 (see level 053 of set "rnd_equinox_tetrachloride_ii" for an example)
194 * fixed graphics performance problems (especially on Mac OS X) by using
195 whole-playfield redraw on SDL target, while still using the previous
196 single-tile redraw method on X11 target (using redraw tiles threshold)
199 * fixed code (esp. random/tape handling) when compiled on 64-bit systems
200 (by replacing all "long" types by "int" types)
203 * fixed nasty bug (affecting crumbled graphics) after adding new special
204 graphics suffix ".TAPE" (and messing some things up in src/main.c)
207 * fixed wrong argument order in DrawTextBuffer() in gadgets.c
208 (this caused fonts in envelope config in level editor being invisible)
211 * fixed some problems with half tile size and even tile sized playfields
214 * added level selection screen (when clicking on main menu level number)
215 * added level tracing (played, solved) for use in level selection screen
216 (to display already played or solved levels in different font color)
219 * added alternative game mode for playing with half size playfield tiles
220 * fixed another memory violation bug in the native Supaplex game engine
221 (this potential memory bug was also in the original Megaplex code, but
222 apparently only occured under rare conditions triggered by using the
223 additional added preceding playfield memory area to make a few strange
224 levels using dirty off-playfield tricks (bugs) like "12s033.sp" also
225 solvable (this all worked fine in the classic DOS version, of course))
228 * added graphics performance optimization to native Supaplex game engine
229 * fixed bug with accidentally removing preceding buffer in SP engine
230 * moved some editor graphics from "RocksDoor.pcx" to "RocksMore.pcx"
231 (to prevent compatibility mapping of these newer graphics to older
232 (custom) versions of "RocksDoor.pcx" which did not contain them yet)
235 * added separately configurable game panel background to graphics config
236 * fixed displaying Supaplex time (now based on 35 fps instead of 50 fps)
239 * added tape panel graphics and screen positions to graphics config
242 * added compatibility stuff for redefined "global.door" (which affects
243 all parts of that image that have their own graphics definition now)
246 * added sound button graphics to graphics config
249 * added tape button graphics and screen positions to graphics config
252 * improved single step mode in R'n'D, EM and SP engines
255 * version number set to 3.3.0.2
258 * version 3.3.0.1 released
261 * added configurable key shortcuts for snap+direction player actions
262 (probably most useful for recording tool-assisted speedrun (TAS)
263 tapes using the single-step mode of the tape recorder)
266 * version number set to 3.3.0.1
269 * version 3.3.0.0 released
272 * fixed missing memory allocation in SP engine when saving engine data
273 for non-SP game engine snapshots (which also stores SP engine part)
276 * fixed problem with scrolling in native EM engine in multi-user mode
277 (this bug was just introduced with the experimental viewport stuff)
278 * fixed animation of splashing acid in EM engine with classic artwork
279 * fixed animation of cracking nut in EM engine with classic artwork
280 * fixed (implemented) single step mode in native EM and SP engines
281 * fixed "latest_engine" flag in classic levels (moved to single sets)
282 * updated SDL library DLLs for Windows to the latest release versions
283 (this fixed some mysterious crashes of the game on Windows systems)
284 * replaced EM and SP set in classic level set with native level files
285 * finally added a newly written "CREDITS" file to the game package
286 * removed sampled music loops from classic music set
289 * changed native Emerald Mine engine to support different viewport sizes
292 * changed native Supaplex engine to support different viewport sizes
295 * added initial, experimental support for different viewport properties
296 (with "viewports" being menu/playfield area and doors; currently the
297 size of the menu/playfield area and door positions can be redefined)
300 * added initial, experimental support for different window sizes
303 * added support for native Sokoban solution files in pure 'udlrUDLR'
304 format with extension ".sln" instead of ".tape" for solution tapes
307 * added image config suffix ".class" to be able to define classes of
308 crumbled elements which are then separated against each others when
309 drawing crumbled borders (class names can freely be defined)
310 (Example: "sand.CRUMBLED.class: sand" and "emc_grass.CRUMBLED.class:
311 emc_grass" results in sand and emc_grass being crumbled separately,
312 even if directly adjacent on the playfield.)
313 * added image config suffix ".style" to use two new features for
315 - "accurate_borders": try to draw correctly crumbled corners (which
316 means that a row of crumbled elements does not have two crumbled
317 corners for each element in the row, but only at the "real" corners
318 at the start and the end of the row of elements)
319 - "inner_corners": also draw inner corners in concave constructions
320 of several crumbled elements -- this is currently a big kludge: the
321 number of frames for crumbled graphic must be "2", with the first
322 frame as usual (crumbled graphic), while the second frame contains
323 the graphic with inner (crumbled) corners for the crumbled graphic
324 (These two features are mainly intended for bevelled walls, not for
325 diggable elements like sand; "inner_corners" only works reliably for
326 static walls, not for in-game dynamically changing walls using CEs.)
329 * finished code cleanup of native Supaplex game engine
332 * started code cleanup of native Supaplex game engine
335 * integrated playing sound effects into native Supaplex game engine
338 * added configurable key shortcuts for the tape recorder buttons
341 * added (hidden) function to save native Supaplex levels with tape as
342 native *.sp file containing level with demo (saved with a file name
343 similar to native R'n'D levels, but with ".sp" extension instead of
344 ".level"); to use this functionality, enter ":save-native-level" or
345 ":snl" from the main menu with the native Supaplex level loaded and
346 the appropriate tape loaded to the tape recorder
347 * fixed potential crash bug caused by illegal array access in engine
348 snapshot loading and saving code
349 * changed setting permissions of score files to be world-writable if
350 the program is not installed and running setgid to allow the program
351 to modify existing score files when run as a different user (which
352 allows cheating, of course, as the score files are not protected
353 against modification in this case)
354 * added (commented out) suggestions for RO_GAME_DIR and RW_GAME_DIR to
355 the top level Makefile for Debian / Ubuntu installations
356 * added saving read-only levels from editor into personal level set
357 (thanks to Bela Lubkin for the above four patches)
360 * added updating of game values on the panel to Supaplex game engine
363 * finished integrating R'n'D graphics engine into Supaplex game engine
364 (although some animations do not support full customizability yet)
367 * done integrating R'n'D graphics engine into file "Infotron.c"
368 * done integrating R'n'D graphics engine into file "OrangeDisk.c"
371 * integrated engine snapshot functionality into Supaplex game engine
374 * fixed bug in native Supaplex engine that broke several demo solutions
375 * fixed bug with re-initializing already existing elements in function
376 RelocatePlayer() in src/game.c (causing problems with Sokoban fields
377 counted a second time, making the currently playing level unsolvable)
378 * done integrating R'n'D graphics engine into file "SnikSnaks.c"
379 * done integrating R'n'D graphics engine into file "Electrons.c"
380 * done integrating R'n'D graphics engine into file "Zonk.c"
383 * done integrating R'n'D graphics engine into file "Murphy.c"
384 * done integrating R'n'D graphics engine into file "BugsTerminals.c"
387 * started integrating R'n'D graphics engine into Supaplex game engine
390 * added small kludge that allows transparent pushing animation over
391 non-black background (by using "game.use_masked_pushing: true")
392 * added editor flag to Sokoban field/object elements to automatically
393 finish solved Sokoban style levels (even if they contain non-Sokoban
394 elements, which prevents auto-enabling this feature for such levels)
397 * added new element "from_level_template" which is replaced by element
398 from level template at same playfield position when loaded (currently
399 not accessible from level editor, but only used for special Sokoban
400 level conversion when using "special_flags: load_xsb_to_ces")
401 * added special behaviour for "special_flags: load_xsb_to_ces": global
402 settings of individual level files are overwritten by template level
403 (except playfield size, level name, level author and template flag)
406 * added handling of gravity ports when converting Supaplex style R'n'D
407 levels to native Supaplex levels for playing with Supaplex engine
410 * fixed bug in Supaplex engine regarding initial screen scroll position
413 * fixed EMC style pushing animations in the R'n'D graphics engine (when
414 using ".2nd_movement_tile" for animations having start and end tile)
415 * for this to work (look) properly for two-tile pushing animations with
416 non-black (i.e. opaque) background, the pushing graphics drawing order
417 was changed to first draw the pushed element, then the player (maybe
418 this should be controlled by an ".anim_mode" flag yet to be added)
419 * two-tile animations for moving or pushing should have 7 frames for
420 normal speed, 15 frames for half speed etc. to display correct frames
421 * two-tile animations are also displayed correctly with different speed
422 settings for the player (for pushing animations) or moving elements
425 * added searching for template level (file "template.level") not only
426 inside the level set directory, but also in above level directories;
427 this makes is possible to use the same single template level file
428 (placed in a level group directory) for many level sub-directories
431 * fixed bug with steel exit being destructible during opening phase
432 * added token "special_flags" to "levelinfo.conf" (currently with the
433 only recognized value "load_xsb_to_ces", doing the same as the flag
434 "-Dload_xsb_to_ces" on the command line, but as a permanent flag for
435 converting all elements in native (XSB) Sokoban level files to CEs)
438 * fixed some problems with Supaplex engine when compiling for Windows
441 * added special mode to convert elements of Sokoban XSB levels to CEs
442 by adding "-Dload_xsb_to_ces" to the command line starting the game
443 (also adding a dependency to a template level file "template.level")
446 * added reading native Sokoban levels and level packages (XSB files)
449 * fixed bugs in (auto)scrolling behaviour when passing ports or when
450 wrapping around the playfield through "holes" in the playfield border
453 * changed internal playfield bitmap handling from playfield sized bitmap
454 to screen sized bitmap (visible scrolling area), therefore speeding up
455 graphics operations (by eliminating bitmap updates in invisible areas)
456 and removing playfield size limitations due to increasing bitmap size
457 for larger playfield sizes (while the new implementation always uses
458 a fixed playfield bitmap size for arbitrary internal playfield sizes)
461 * fixed bug with single step mode (there were some cases where the game
462 did not automatically return to pause mode, e.g. when trying to push
463 things that cannot be pushed or when trying to run against a wall)
466 * added support for loading Supaplex levels in MPX level file format
469 * fixed SP engine to set "game over" not before lead out counter done
472 * fixed (potential) compile error when using GCC option "-std=gnu99"
473 (thanks to Tom "spot" Callaway)
476 * fixed array allocation in native Supaplex engine to correctly handle
477 preceding scratch buffers (needed because of missing border checking)
478 * fixed playfield initialization to correctly add raw header bytes as
479 subsequent scratch buffer (needed because of missing border checking)
482 * most important parts of native Supaplex engine integration working:
483 - native Supaplex levels can be played in native Supaplex engine
484 - native Supaplex level/demo files ("*.sp" files) can be re-played
485 - all 111 classic original Supaplex levels automatically solvable
486 - native Supaplex engine can be selected and used from level editor
487 - logic of re-playing Supaplex demos migrated to R'n'D tape logic
490 * fixed another translation problem from VisualBasic to C (where "int"
491 should be "short") causing unsolvable demos with bugs and terminals
492 ("bugs" being related to the Supaplex "buggy base" element here ;-) )
495 * fixed bug when reading Supaplex single level files (preventing loader
496 from seeking to level position like in Supaplex level package files)
499 * first classic Supaplex level running and solved by solution/demo tape
502 * started with integration of native Supaplex engine, using source code
503 of Megaplex from Frank Schindler, based on original Supaplex engine
506 * version number set to 3.2.6.2
509 * version 3.2.6.1 released
512 * fixed bug with element_info[e].gfx_element not being initialized in
513 early game stage, causing native graphics in EMC level sets to be
514 mapped completely to EL_EMPTY (causing a blank screen when playing)
515 (this only happened when starting the program with an EMC set with
516 native graphics, but not when switching to such a set at runtime)
519 * deactivated blit-to-same-surface workaround again (see 2009-03-24)
520 and using self-compiled, patched SDL.dll that solves this problem
521 (interim solution until release of SDL 1.2.14 that should fix this)
524 * extended backwards compatibility mode to allow already fixed bug with
525 change actions (see "2008-02-05") for existing levels (especially the
526 Zelda and Zelda II levels and other cool stuff by Alan Bond like FMV)
529 * reactivated workaround to prevent program crashes due to blitting to
530 the same SDL surface that apparently only occurs on Windows systems
531 (this is no final solution; this problem needs further investigation)
534 * version number set to 3.2.6.1
537 * version 3.2.6.0 released
540 * fixed behaviour of player option "no centering when relocating" which
541 was incorrect when disabled and relocation target inside visible area
542 and "no scrolling when relocating" enabled at the same time
545 * fixed problems with re-mapping players on playfield to input devices:
546 previously, players found on the level playfield were changed to the
547 players connected to input devices (for example, player 3 in the level
548 was changed to player 1 (using artwork of player 3, to be able to use
549 a player with a different color)); this had the disadvantage that CE
550 conditions using player elements did not work (because the players in
551 the level definition are different to those effectively used in-game);
552 the new system uses the same player elements as defined in the level
553 playfield and re-maps the input devices of connected players to the
554 corresponding player elements when playing the level (in the above
555 example, player 3 now really exists in the game and is moved using the
556 events from input device 1); level tapes still store the events from
557 input devices 1 to 4, which are then re-mapped to players accordingly
558 when re-playing the tape (just as it is done when playing the level)
561 * fixed bug with player relocation while the player switches an element
564 * fixed bug with EM/DC style exit and EM/DC style steel exit which was
565 not walkable (and did not let the player enter) when in process of
566 opening, but not fully open yet (which can cause the player not being
567 able to enter the exit in EM/DC style levels in time)
570 * fixed some bugs regarding the new level/CE random seed reset options
573 * moved "level settings" and "editor settings" to two tabbed screens in
574 level editor to gain space for additional level property settings
575 * added level setting to start a level with always the same random seed
576 * added CE action "set random seed" to re-initialize random seed in game
577 (this is the only CE action that gets executed before the CE changes,
578 which is needed to use the newly set random seed during the CE change)
581 * fixed redraw problem of special editor door when playing from editor
584 * fixed initialization of gfx_element for level sketch image creation
587 * added switch for EM style dynamite "[ ] explodes with chain reaction"
588 (with default set to "on" for existing levels, but "off" for all new
589 levels), as EM style dynamite does not chain-explode in original EM
592 * added optional initial inventory for players (pre-collected elements)
593 * added change page actions "set player inventory" and "set CE artwork"
594 * added recognition of "player" parameter on change pages when player
595 actions are defined, but no trigger player in corresponding condition
596 (this resulted in actions that only affected the first player before)
597 * fixed bug with change actions being executed for newly created custom
598 elements resulting from custom element changes, when the intention was
599 only to check for change actions for the previous custom element
602 * changed design and size of element drawing area in level editor
603 * added "element used as action parameter" to element change actions
606 * added possibility to reanimate player immediately after his death
607 (for example, by "change to <player> when explosion of <player>")
610 * fixed bug with "gray" white door not being uncovered by magnifier
611 * added score for collecting (any) key to the white key config page
614 * added condition "deadly when <getting hit by>" for custom elements
615 that behaves a bit like the existing "deadly when <colliding with>",
616 but with the following differences:
617 - it only kills players or friends when it was moving before it hits
618 - it does not kill players or friends that try to run into it
621 * fixed the following change conditions where a player element is used
622 as the "element that is triggering the custom element change":
625 - explosion of <element>
627 (the last two conditions already worked partially, but only for the
628 first player, and not for the "Murphy" player when using "move of")
631 * fixed crash bug caused by accessing invalid element (with value -1)
632 in UpdateGameControlValues()
633 * fixed graphical bug when using two-tile movement animations with EMC
634 game engine without explicitly using native EMC graphics engine
637 * fixed bug in new "can dig" feature (see below) so that an unsuccessful
638 try to push something (due to push delay) does not cause a dig action
641 * fixed bug with reference elements used as trigger elements on custom
642 element change pages not being recognized
643 * fixed bug with reference elements not being removed from the playfield
644 * added engine functionality that allows custom elements that "can dig"
645 other elements not only to do so when moving by themselves, but also
646 when being pushed by the player (therefore adding the functionality to
647 push one element over another element, replacing it with the new one)
650 * added command line function to write level sketch images to directory
653 * merged override and auto-override options into new override options
654 with a new data type than can take the values "no", "yes" and "auto"
657 * fixed growing steel wall to also leave behind steel wall instead of
658 normal, destructible wall
659 * fixed handling of rocks falling through stacks of quicksand with
660 different speed (before, the rocks just got stuck in the quicksand)
663 * fixed nasty bug with auto-override and normal override not working on
664 program startup (especially when current level set has custom artwork)
667 * version 3.2.5 released as special edition "R'n'D jue"
670 * fixed X11 crash bug when blitting masked title screens over background
673 * changed build system to support special editions (like "R'n'D jue")
674 * added (hardcoded) loading graphics for "R'n'D jue" special edition
675 * fixed X11 crash bug when scaling images with width/height less than 32
678 * added "background.PLAYING" (only visible as two-pixel border in game)
679 * added default level set for first start of special R'n'D version
680 * changed door animations for editor always behaving like "quick doors"
683 * added new custom artwork setup option "auto-override non-CE sets" for
684 automatic artwork override that is only used for level sets without
685 custom element artwork (as it does not make much sense to override
686 any artwork that redefines custom element artwork for sets using CEs)
687 * fixed default artwork for "special" R'n'D versions always using the
688 "classic" artwork as the base if base artwork is not explicitly
689 defined in "levelinfo.conf", regardless of different default artwork
690 used by the special R'n'D version -- this is needed because any such
691 custom artwork is designed using the "classic" artwork definitions as
692 the base (including menu definitions and screen positions etc., which
693 would otherwise be taken from the different special default artwork)
696 * fixed drawing of animated "quicksand.filling" and "quicksand.emptying"
697 for both EMC and R'n'D graphics engine (heavy workarounds needed due
698 to massively broken handling of quicksand in R'n'D game engine)
699 * fixed off-limits access to array in DrawLevelFieldCrumbledSandExt()
700 * fixed crash bug (hopefully) when scrolling with cursor keys in editor
703 * fixed small bug in toon drawing (introduced when fixing the crash bug)
706 * added graphics definition "game.panel.highscore" to display the
707 current levels current high score in the game panel
710 * version number set to 3.2.5
713 * version 3.2.4 released
716 * fixed crash bug in toon drawing functions for large step offset values
719 * fixed some problems with displaying game panel when quick-loading tape
722 * fixed (experimental only) redrawing of every tile per frame (even if
723 unneeded) for the extended (R'n'D based) EMC graphics engine
724 * added optimization to only calculate element count for panel display
725 if really needed (that is, if element count values defined on panel)
726 * fixed problem with special editor door redraw when entering main menu
729 * fixed bug with displaying background for title messages on info screen
730 * some code cleanup for the extended (R'n'D based) EMC graphics engine
733 * fixed bug with CE action "move player" always resulting in player 4
734 if there was a CE action with no trigger player (because the player
735 element was calculated by using log_2() from trigger player bits with
736 the value PLAYER_BITS_ANY) -- this is now fixed by also storing the
737 triggering player bit mask and handling all players in "move player"
738 * fixed bug when defined artwork cannot be found for artwork that has
739 default artwork cloned from other artwork (without default filename)
740 * added several fixes to the extended (R'n'D based) EMC graphics engine
743 * fixed broken editor copy and paste for custom elements between levels
746 * title messages are now also searched in graphics artwork directory;
747 those found in graphics directory have precendence over those found
748 in level directory -- this handles title messages stored in graphics
749 directories as part of the artwork set, just like title images; this
750 makes sense, as corresponding special font definitions for messages
751 are usually defined in the same graphics artwork directory, and also
752 because title images and title messages that are combined in a level
753 set introduction should usually not be separated when the level set
754 is used with a different artwork set (e.g. using "override graphics")
755 * fixed problem with door borders on main screen by first drawing doors
756 and then the corresponding border masks, but not vice versa
757 * fixed problem with artwork config entries using the value "[DEFAULT]";
758 this does not what one might expect, but sets the value to an invalid
759 value -- solution: simply ignore such entries, which results in this
760 value keeping its previous (real) default value (in general, entries
761 that should use their default value should just not be defined here)
762 * fixed problem with wrong fading area size from main menu to setup menu
765 * fixed problem with broken crumbled graphics after level set changes
766 when using R'n'D custom artwork with level sets using the EMC engine
769 * fixed invisible "joysticks deactivated ..." text on setup input screen
772 * added use of hashes created from static lists (element tokens, image
773 config, font tokens) to speed up lookup of configuration parameters
774 * fixed bug where element and graphic config token lookup was mixed up
777 * added "busy" animation when initializing program and loading artwork
778 * added initialization profiling for program startup (debugging only)
781 * fixed(?) very strange bug apparently triggered by memset() when code
782 was cross-compiled with MinGW cross-compiler for Windows XP platform
783 (this only happened when using SDL.dll also self-compiled with MinGW)
786 * added graphics engine directive "border.draw_masked_when_fading" that
787 enables/disables drawing of border mask over screen that is just faded
790 * fixed small problem with separate fading definition for game screen
793 * added additional configuration directives for setup screen draw offset
794 menu.draw_xoffset.SETUP[XXX] and menu.draw_yoffset.SETUP[XXX] with XXX
795 in GAME, EDITOR, GRAPHICS, SOUND, ARTWORK, INPUT, SHORTCUTS_1,
796 SHORTCUTS_2, CHOOSE_ARTWORK, CHOOSE_OTHER (where "CHOOSE_ARTWORK" is
797 used to define draw offset on custom artwork selection screens and
798 "CHOOSE_OTHER" is used on all other list style selection screens, like
799 choosing game speed or screen mode for fullscreen mode)
800 * added additional configuration directives to define main menu buttons:
801 - menu.button_name and menu.button_name.active
802 - menu.button_levels and menu.button_levels.active
803 - menu.button_scores and menu.button_scores.active
804 - menu.button_editor and menu.button_editor.active
805 - menu.button_info and menu.button_info.active
806 - menu.button_game and menu.button_game.active
807 - menu.button_setup and menu.button_setup.active
808 - menu.button_quit and menu.button_quit.active
809 * added eight pure decoration graphic definitions for the game panel
812 * added support for accessing native Diamond Caves II level packages
813 * fixed displaying of game panel values for Emerald Mine game engine
814 * fixed displaying end-of-level time and score values on new game panel
817 * added game panel control to display arbitrary elements on game panel
818 * added game panel control to display custom element score (globally
819 unique for identical custom elements) either as value or as element
820 * added ".draw_masked" and ".draw_order" to game panel control drawing
823 * fixed some general bugs with handling of ".active" elements and fonts
826 * cleanup of game panel elements (some elements were not really needed)
827 * added displaying of gravity state (on/off) as new game panel control
828 * added animation for game panel elements (similar to game elements)
831 * added new pseudo game mode "PANEL" to define panel fonts and graphics
832 - panel fonts now use ".PANEL" suffix instead of ".PLAYING" suffix
833 - panel graphics now use ".PANEL" suffix instead of ".DOOR" suffix
834 (else graphics would have to use ".PLAYING", which would be confusing)
835 * fixed bug when fading out to game screen with border mask defined
838 * added attribute ".tile_size" for element style game panel controls
841 * added <space> key as additional valid key to use for confirm requester
844 * improved menu fading, adding separate fading definitions for entering
845 and leaving a "content" screen (in general), and optional definitions
846 for the special "content" screens SCORES, EDITOR, INFO and PLAYING
849 * added (currently invisible) setup option to define scroll delay value
850 * fixed small bug in priority handling when auto-detecting level start
851 position in levels without player element (but player from CE etc.)
852 * added option "game.forced_scroll_delay_value" to override user choice
853 of scroll delay value for certain level sets with "graphicsinfo.conf"
854 * replaced setup option "scroll delay: on/off" by new setup option that
855 directly allows selecting the desired scroll delay value from 0 to 8
858 * added displaying of most game panel control elements (not animated)
861 * added new configuration directives to display additional game engine
862 values on the game control panel, like the following examples:
863 - game.panel.time_hh/time_mm/time_ss - level time in HH/MM/SS format
864 - game.panel.penguins - number of penguins to rescue
865 - game.panel.level_name - level name of current level
868 * added support for preview tile sizes "1" and "2" (1x1 and 2x2 pixels)
871 * added new player option "no centering when relocating" for "invisible"
872 teleportations to level areas that look exactly the same, giving the
873 illusion that the player did not relocate at all (this was the default
874 since 3.2.3, but caused visual problems with room creation in "Zelda")
875 * added new menu fading effect "melt", shamelessly stolen from "DOOM"
878 * improved menu fading, adding separate fading definitions for entering
879 and leaving a menu and for fading between menu and "content" screens
880 * fixed small bug with recognizing also ".font_xyz" style definitions
883 * improved menu fading, adding separate fading definitions for fading
884 between menu screens and fading between menu and "destination" screens
887 * titlemessage_initial_x and titlemessage_x set to "[DEFAULT]" in static
888 configuration (set from "[titlemessage_initial]" and "[titlemessage]")
889 * fading settings of "[titlemessage_initial]" and "[titlemessage]" set
890 to "[DEFAULT]" in static configuration (set from "[title_initial]" and
892 * improved title fading, allowing fading animation types "none", "fade"
893 and "crossfade" (including cross-fading of last title to main menu)
896 * added configurability of graphics, sounds and music for title screens,
897 which are separated into initial title screens (only shown once at
898 program startup) and title screens shown for a given level set; these
899 title screens can be composed of up to five title images and up to
900 five title text messages (each drawn using an optional background
901 image), also using background music and/or sounds; aspects like
902 background images, sounds and music of title screens can either be
903 defined generally (valid for all title screens) or specifically (and
904 therefore differently for each title screen) using these directives:
906 to define a background image, sound or music file for all screens:
907 - background.TITLE_INITIAL (for all title screens for game startup)
908 - background.TITLE (for all title screens for level sets)
910 to define a background image, sound or music file for a single screen:
911 - background.titlescreen_initial_x (with x in 1,2,3,4,5)
912 - background.titlescreen_x (with x in 1,2,3,4,5)
913 - background.titlemessage_initial_x (with x in 1,2,3,4,5)
914 - background.titlemessage_x (with x in 1,2,3,4,5)
916 to define the title screen images:
917 - titlescreen_initial_x (with x in 1,2,3,4,5)
918 - titlescreen_x (with x in 1,2,3,4,5)
920 to define the title text messages, place text files into the level set
921 directory that have the following file names:
922 - titlemessage_initial_x.txt (with x in 1,2,3,4,5)
923 - titlemessage_x.txt (with x in 1,2,3,4,5)
925 to define the properties of the text messages, either use directives
926 that affect all text messages:
927 - [titlemessage_initial].<suffix>
928 - [titlemessage].<suffix>
929 or use directives that affect single text messages:
930 - titlemessage_initial_x.<suffix> (with x in 1,2,3,4,5)
931 - titlemessage_x.<suffix> (with x in 1,2,3,4,5)
933 valid values for <suffix> are the same as for readme.<suffix> below;
934 use ".sort_priority" (default: 0) to define an arbitrary order for
935 title images and title messages (which can therefore be mixed)
938 * added full configurability of "readme.txt" screen appearance:
939 - readme.x: <left position used with alignment>
940 - readme.y: <top position>
941 - readme.width: <maximim text width in pixels>
942 - readme.height: <maximum text height in pixels>
943 - readme.chars: <maximum number of chars per line>
944 - readme.lines: <maximum number of lines displayed>
945 - readme.align: left,center,right (default: center)
946 - readme.top: top,middle,bottom (default: top)
947 - readme.font: font name
948 - readme.autowrap: true,false (default: true)
949 - readme.centered: true,false (default: false)
950 - readme.parse_comments: true,false (default: true)
951 - readme.sort_priority: (not used here, but only for title screens)
952 when "readme.chars" and/or "readme.lines" is set to "-1" (this is the
953 default), they are automatically determined from "readme.width" and
954 "readme.height" accordingly; when they are not "-1", they have
955 precedence over "readme.width" and "readme.height"
956 * added internal ad-hoc config settings for displaying text files like
957 title messages or "readme.txt" style level set info files:
958 - .font: font name (default: readme.font)
959 - .autowrap: true,false (default: readme.autowrap)
960 - .centered: true,false (default: readme.centered)
961 - .parse_comments: true,false (default: readme.parse_comments)
962 (the leading '.' and the separating ':' are mandatory here); to use
963 these ad-hoc settings, they have to be written inside a comment, like
964 "# .autowrap: false" or "# .centered: true"; these settings then
965 override the above global settings (they can even be used more than
966 once, like "# .centered: true", then some text that should be drawn
967 centered, then "# .centered: false" to go back to non-centered text;
968 important note: after using "# .parse_comments: false", or when using
969 "readme.parse_comments: false", detecting and parsing comments inside
970 the file is disabled and comments are just printed like normal text;
971 also be aware that all automatic text size calculations are done with
972 the font defined in "readme.font", while using different fonts using
973 "# .font: <font>" inside the text file may cause unexpected results
976 * changed some numerical limits in the level editor from 255 to 999
979 * added option "system.sdl_videodriver" to select SDL video driver
980 * added output of SDL video and audio driver to "version info" page
983 * added group element drawing to IntelliDraw drawing functions
984 * fixed animation resetting problem again (last try broke Snake Bite)
985 * fixed diagonal scrolling in screen scrolling (last try broke Pac Man)
988 * added new (special) "include: <filename>" directive that works in all
989 configuration files (like "graphicsinfo.conf") and that has the same
990 effect as if that directive would be replaced with the content of the
991 specified file (this can be useful to split large configuration files
992 into several smaller ones and include them from one main file, or to
993 store configuration settings that always stay the same into a separate
994 file, while including it and only add those parts that really change)
997 * fixed minor bug (screen redraw of player tiles) in EMC graphics engine
1000 * fixed bug in "InitMovingField()" where treating an integer array as
1001 boolean caused wrong resetting of animations while elements are moving
1002 * fixed problem with resetting animations when starting element change
1005 * added sort priority for order of title screens and title messages
1008 * changed end of game again: do not wait for the user to press a key
1009 anymore, but directly ask/confirm tape saving and go to hall of fame
1010 * re-enabled quitting of lost game by pressing space or return again
1011 * added blanking of mouse pointer when displaying title screens
1012 * added remaining menu draw offset definitions for info sub-screens
1015 * added setup option to select game speed (from very slow to very fast)
1016 * improved handling of title text messages (initial and for level set)
1019 * added new options "auto-wrap" and "centered" for DC2 style envelopes
1022 * fixed displaying and typing of player name when it is centered
1023 * added special characters to be allowed for player name (not only A-Z)
1026 * fixed blit in ScrollLevel() to same bitmap to not overlap anymore
1027 (newer versions of the SDL library seem to not like this anymore)
1030 * added code for configuration directives for control of game panel
1033 * fixed small cosmetical bug with underlining property tabs in editor
1036 * fixed small drawing bug in X11FadeRectangle
1037 * added new elements for newly supported Diamond Caves II levels:
1038 - EM/DC style exits that disappear after passing
1039 - white key and gate (one white key needed for each white gate)
1040 - fake gate (there is no key to open/pass this kind of gate!)
1041 - extended magic wall which also handles pearls and crystals
1045 * changed maximum value for endless loop detection to a higher value
1046 (some levels really used very deep recursion without being endless)
1049 * added new elements for newly supported Diamond Caves II levels:
1050 - growing steel walls
1051 - snappable land mine
1054 * added new elements for newly supported Diamond Caves II levels:
1055 - steel text elements
1058 * added level file loader for native Diamond Caves II levels
1061 * version number set to 3.2.4
1064 * version 3.2.3 released
1067 * fixed malloc/free bug when updating EMC artwork entries in level list
1068 * added workaround (warning and request to quit the current game) when
1069 changing elements cause endless recursion loop (which would otherwise
1070 freeze the game, causing a crash-like program exit on some systems)
1073 * fixed nasty string overflow bug when entering too long envelope text
1076 * added feedback sounds for menu navigation "menu.item.activating" and
1077 "menu.item.selecting" (for highlighting and executing menu entries)
1080 * improved "no scrolling when relocating" to also consider scroll delay
1081 (meaning that the player is not automatically centered in this case;
1082 this makes it possible to "invisibly" relocate the player to a region
1083 of the level playfield which looks the same as the old level region)
1084 * fixed bug with not recognizing "main.input.name.align" when active
1087 * fixed bug with displaying masked borders over title screens when
1088 screen fading is disabled
1091 * fixed infinite loop / crash bug when killing the player while having
1092 a CE with the setting "kill player X when explosion of <player X>"
1093 * added special editor graphic for "char_space" to distinguish it from
1094 "empty_space" when editing a level (in-game graphics still the same)
1097 * fixed nasty bug with initialization only done for the first player
1100 * small change to handle loading empty element/content list micro chunks
1103 * uploaded pre-release (test) version 3.2.3-0 binary and source code
1106 * some optimizations on startup speed by reducing initial text output
1109 * added caching of custom artwork information for faster startup times
1112 * fixed graphical bug when using fewer menu entries on level selection
1113 screen than usual (with "menu.list_size.LEVELS" directive)
1114 * fixed crash bug (Windows/SDL only) caused by BlitBitmap blitting from
1115 the backbuffer to the backbuffer by error (with identical rectangle)
1118 * fixed bug when displaying titlescreen with size less than element tile
1119 * fixed bug that caused elements with "change when digging <e>" event
1120 to change for _every_ digged element, not only those specified in <e>
1121 * fixed bug that caused impact style collision when dropping element one
1122 tile over the player that can both fall down and smash players
1123 * fixed bug that caused impact style collision when element changed to
1124 falling/smashing element over the player immediately after movement
1127 * fixed bug that allowed making engine snapshots from the level editor
1130 * fixed bugs with player name and current level positions on main screen
1133 * added configuration directives for control of title screens:
1134 - "title.fade_delay" for fading time
1135 - "title.post_delay" for pause between screens (when not crossfading)
1136 - "title.auto_delay" to automatically continue after some time
1137 these settings can each be overridden by specifying them with titles:
1138 - "titlescreen_initial_{1-5}.{fade_delay,post_delay,auto_delay}"
1139 - "titlescreen_{1-5}.{fade_delay,post_delay,auto_delay}"
1140 fading mode can also be specified:
1141 - "titlescreen_initial_{1-5}.anim_mode: {fade,crossfade}
1142 - "titlescreen_{1-5}.anim_mode: {fade,crossfade}
1143 default is using normal fading for menues and initial title screens,
1144 while using cross-fading for level set title screens
1145 * fixed bug with background not drawn in Hall of Fame after game was won
1148 * added configuration directives for the remaining main menu items
1151 * added additional configuration directives for info screen draw offset:
1152 menu.draw_{x,y}offset.INFO[{ELEMENTS,MUSIC,CREDITS,PROGRAM,LEVELSET}]
1153 * added additional configuration directives for preview info text
1154 * limited mouse wheel sensitive screen area to scrollable screen area
1157 * added highlighted menu text entries to menu navigation when selected
1160 * fixed bug that prevented player from correctly being created in the
1161 top left corner by a custom element change in a level without player
1162 * fixed bug that prevented player from being killed when indestructible,
1163 non-walkable element is placed on player position by extended change
1164 * added configurable menu button, text and input positions to main menu
1167 * added page fading effects for remaining info sub-screens
1168 * fixed small bug that caused some delays when answering door request
1171 * added directives "border.draw_masked.*" for menu/playfield area and
1172 door areas to display overlapping/masked borders from "global.border"
1175 * fixed bug with CE with move speed "not moving" not being animated
1176 * when changing player artwork by CE action, reset animation frame
1179 * fixed bug with not unmapping main menu screen gadgets on other screens
1180 * fixed bug with un-pausing a paused game by releasing still pressed key
1181 * fixed bug with not redrawing screen when toggling to/from fullscreen
1182 mode while fast reloading tape (without redrawing playfield contents)
1183 * fixed bug with quick-saving tape snapshot despite answering with "no"
1186 * version number set to 3.2.3
1189 * version 3.2.2 released
1192 * fixed bug with redrawing screen in fullscreen mode after quick tape
1193 reloading when using the EMC game engine
1194 * changed token names from "last_ce_[1-8]" to "prev_ce_[1-8]"
1197 * fixed bug in GameWon() when level contains no exit (like in Sokoban)
1200 * added engine snapshot functionality for instant tape reloading (this
1201 only works for the last tape saved using "quick save", and does not
1202 work across program restarts, because it completely works in memory)
1205 * version number set to 3.2.2
1208 * version 3.2.1 released
1211 * fixed nasty bugs with handling error message file on Mac OS X systems
1214 * general code cleanup (removing many annoying "#if 0" blocks etc.)
1217 * fixed bug that caused broken tapes when manually appending to tapes
1218 using the "pause before death" functionality, followed by recording
1219 * added setup option to disable fading of screens for faster testing
1222 * code cleanup of new fading functions
1225 * changed behaviour after solved game -- do not immediately stop engine
1226 * added some more smooth screen fadings (game start, hall of fame etc.)
1229 * fixed bug with displaying pushed CE with value/score/delay anim_mode
1232 * added configurable level preview position, tile size and dimensions
1233 * added configurable game panel value positions (gems, time, score etc.)
1236 * fixed small bug with time displayed incorrectly when collecting CEs
1239 * fixed bug with bumpy scrolling with EM engine in double player mode
1242 * added compatibility code to fix "Snake Bite" style levels that were
1243 broken due to a bugfix regarding EL_SOKOBAN_FIELD_PLAYER in 3.2.0
1246 * fixed bug with scrollbars inside editor when using the Windows mouse
1247 enhancement tool "True X-Mouse" (which injects key events to the event
1248 queue to insert selected stuff into the Windows clipboard, which gets
1249 confused with the "Insert" key for jumping to the last editor cascade
1250 block in the element list)
1251 * added Rocks'n'Diamonds icon for use as window icon to SDL version
1252 * added key shortcut "Alt + Enter" to toggle fullscreen mode at any time
1255 * added selection of preferred fullscreen mode to setup / graphics menu
1256 (useful if default mode 800 x 600 does not match screen aspect ratio)
1259 * improved down-scaling of images for better editor and preview graphics
1260 * changed user data directory for Mac OS X from Unix style to new place
1263 * improved level number selection in main menu and player selection in
1264 setup menu (input devices section) by using standard button gadgets
1265 * added support for mouse scroll wheel (caused buggy behaviour before)
1266 * added support for scrolling horizontal scrollbars with mouse wheel by
1267 holding "Shift" key pressed while scrolling the wheel
1268 * added support for single step mouse wheel scrolling by holding "Alt"
1269 key pressed while scrolling the wheel (can be combined with "Shift")
1270 * changed output file "stderr.txt" on Windows platform now always to be
1271 created in the R'n'D sub-directory of the personal documents directory
1272 * added Windows message box to direct to "stderr.txt" after error aborts
1275 * improved general scrollbar handling (when jump-scrolling scrollbars)
1278 * changed scrollbars to always show last line as first after scrolling
1279 (that means jumping n - 1 screen lines instead of n screen lines)
1282 * fixed level versions of EMC level loader (from V4 to V1, V2 and V3)
1283 * fixed level time for EMC levels for V2 engine (V2 and V5 levels)
1284 * fixed special handling of vertically stacked acid becoming fake acid
1287 * fixed bug (very special case) with CE_SCORE_GETS_ZERO, which can
1288 affect multiple instances of the same CE, although this kind of
1289 change condition usually only affects one single custom element
1292 * version number set to 3.2.1
1295 * version 3.2.0 released
1298 * reorganized level editor element list a bit to match engines better
1301 * fixed newly introduced bug with wrongly initializing clipboard element
1304 * fixed bug with displaying visible/invisible level border in editor
1307 * reorganized some elements in the level editor element list
1310 * fixed bug with displaying any player as "yellow" when moving into acid
1311 * fixed bug with displaying running player when player stopped at border
1314 * fixed bug with player exploding when moving into acid
1315 * fixed bug with level settings being reset in editor and when playing
1316 (some compatibility settings being set not only after level loading)
1317 * fixed crash bug when number of custom graphic frames was set to zero
1318 * fixed bug with teleporting player on walkable tile not working anymore
1319 * added partial compatibility support for pre-release-only "CONF" chunk
1320 (to make Alan Bond's "color cycle" demo work again :-) )
1323 * fixed some bugs when displaying title screens from info screen menu
1324 * fixed bug which caused EMC doors #5 to #8 to be passable without keys
1327 * changed file major version to 3 to reflect level file format changes
1328 * uploaded pre-release (test) version 3.2.0-8 binary and source code
1331 * added new chunk "NAME" to level file format for level name settings
1332 * added new chunk "NOTE" to level file format for envelope settings
1333 * changed name of chunk "CONF" to "ELEM" (for normal element settings)
1334 * updated magic(5) file to recognize changed and new level file chunks
1335 * removed change events "change when CE value/score changes" as unneeded
1338 * changed gravity (which only affects the player) from level property
1339 to player property (only makes a difference in multi-player levels)
1340 * added change events "change when CE value/score changes"
1341 * added change events "change when CE value/score changes of <element>"
1344 * added new chunk "INFO" to level file format for global level settings
1345 * added all element settings from "HEAD" chunk to "CONF" chunk
1346 * added all global level settings from "HEAD" chunk to "INFO" chunk
1349 * changed level file format by adding two new chunks "CUSX" (for custom
1350 elements, replacing the previous "CUS4" chunk) and "GRPX" (for group
1351 elements, replacing the previous "GRP1" chunk); these new IFF style
1352 chunks use the new and flexible "micro chunks inside chunks" technique
1353 already used with the new "CONF" chunk (for normal element properties)
1354 which makes it possible to easily extend the existing level format
1355 (instead of using fixed-length chunks like before, which are either
1356 too big due to reserved bytes for future use, or too small when those
1357 reserved bytes have all been used and even more data should be stored,
1358 requiring the replacement by new and larger chunks just like it went
1359 with "CUS1" to "CUS4"); this whole problem now does not exist anymore
1362 * added credits pages to the "credits" section that were really missing
1363 * added some missing element descriptions to the level editor
1364 * added down position of switchgate switch to the level editor
1365 and allowed the use of both switch positions at the same time
1366 * changed use of "Insert" and "Delete" keys to navigate element list in
1367 level editor to start of previous or next cascading block of elements
1370 * added the possibility to view the title screen to the info screen menu
1371 * fixed some minor bugs with viewing title screens
1374 * fixed bug with title (cross)fading in/out when using fullscreen mode
1377 * fixed bug that forced re-defining of menu settings in local graphics
1378 config file which are already defined in existing base config file
1379 * fixed small bug that caused door sounds playing when music is enabled
1382 * added the possibility to define up to five title screens for each
1383 level set that are displayed after loading using (cross)fading in/out
1384 (this was added to display the various start images of the EMC sets)
1387 * added "CE score gets zero [of]" to custom element trigger conditions
1388 * added setup option to display element token name in level editor
1391 * added compatibility code for Juergen Bonhagen's menu artwork settings
1394 * fixed bug with displaying wrong animation frame 0 after CE changes
1395 * fixed bug with creating invisible elements when light switch is on
1398 * added selection between ECS and AGA graphics for EMC levels to setup
1401 * adjusted font handling for various narrow EMC style fonts
1404 * changed EM engine behaviour back to re-allow initial rolling springs
1407 * fixed handling of over-large selectboxes (less error-prone now)
1408 * fixed bug when creating GE with walkable element under the player
1411 * added use of "Insert" and "Delete" keys to navigate element list in
1412 level editor to start of custom elements or start of group elements
1413 * added virtual elements to access CE value and CE score of elements:
1414 - "CE value of triggering element"
1415 - "CE score of triggering element"
1416 - "CE value of current element"
1417 - "CE score of current element"
1420 * fixed "grass" to "sand" in older EM levels (up to file version V4)
1423 * changed behaviour of network games with internal errors (because of
1424 different client frame counters) from immediately terminating R'n'D
1425 to displaying an error message requester and stopping only the game
1426 (also to prevent impression of crashes under non command-line runs)
1427 * fixed playing network games with the EMC engine (did not work before)
1428 * fixed bug with not scrolling the screen in multi-player mode with the
1429 focus on player 1 when all players are moving in different directions
1430 * fixed bug with keeping pointer to gadget even after its deallocation
1431 * fixed bug with allowing "focus on all players" in network games
1432 * fixed bug with player focus when playing tapes from network games
1435 * uploaded pre-release (test) version 3.2.0-7 binary and source code
1438 * code cleanup for game action control for R'n'D and EMC game engine
1441 * fixed bug in multi-player movement with focus on both players
1442 * added option to control only the focussed player with all input
1445 * added player focus switching to level tape recording and re-playing
1448 * fixed some bugs in player focus switching in EMC and RND game engine
1451 * added special Supaplex animations for Murphy digging and snapping
1452 * added special Supaplex animations for Murphy being bored and sleeping
1455 * added four new yam yams with explicit start direction for EMC engine
1456 * fixed bug in src/libgame/text.c with printing text outside the window
1459 * fixed small bug in EMC level loader (copyright sign in EM II levels)
1462 * added delayed ignition of EM style dynamite when used in R'n'D engine
1463 * added limited movement range to EMC engine when focus on all players
1466 * fixed bug with missing (zero) score values for native Supaplex levels
1469 * added "continuous snapping" (snapping many elements while holding the
1470 snap key pressed, without releasing the snap key after each element)
1471 as a new player setting for more compatibility with the classic games
1474 * finished scrolling for "focus on all players" in EMC graphics engine
1477 * level sets with "levels: 0" are ignored for levels, but not artwork
1478 * fixed bug when scanning empty level group directories (endless loop)
1481 * fixed bug with explosion graphic for player using "Murphy" graphic
1482 * fixed bug with explosion graphic if player leaves explosion in time
1483 * changed some descriptive text in setup menu to use medium-width font
1484 * added key shortcut settings for switching player focus to setup menu
1487 * fixed bug with random value initialization when recording tapes
1488 * fixed bug with playing single player tapes when team mode activated
1491 * fixed little bug when trying to switch to player that does not exist
1494 * added player switching (visual and quick) to R'n'D and EM game engine
1495 * added setup option to select visual or quick in-game player switching
1498 * added use of "Home" and "End" keys to handle element list in editor
1501 * fixed bug with adding score when playing tape with EMC game engine
1502 * added steel wall border for levels using EMC engine without border
1503 * finally fixed delayed scrolling in EMC engine also for small levels
1506 * fixed potential crash bug in WarnBuggyBase() (missing boundary check)
1509 * fixed bug with CE change order in TestIfElementTouchesCustomElement()
1510 * fixed bug when displaying info element without action, but direction
1513 * fixed minor graphical problems with springs smashing and slurping
1514 (when using R'n'D style graphics instead of EMC style graphics)
1517 * added scroll delay (as configured in setup) to EMC graphics engine
1520 * improved screen redraw for EMC graphics engine (faster and smoother)
1521 * when not scrolling, do not redraw the whole playfield if not needed
1524 * added multi-player mode for EMC game engine (with up to four players)
1527 * added android (can clone elements) from EMC engine to R'n'D engine
1530 * added spring bumper (reflects spring) from EMC engine to R'n'D engine
1533 * added selectbox for initial player speed to player settings in editor
1536 * version 3.1.2 created that is basically version 3.1.1, but with a
1537 major bug fixed that prevented editing your own private levels
1538 * version 3.1.2 released
1541 * added magic ball (creates elements) from EMC engine to R'n'D engine
1544 * uploaded fixed pre-release version 3.2.0-6 binary and source code
1547 * fixed bug when using "CE can leave behind <trigger element>"
1548 * added new change condition "(after/when) creation of <element>"
1549 * added new change condition "(after/when) digging <element>"
1550 * fixed bug accessing invalid gadget that caused crashes under Windows
1551 * deactivated new possibility for multiple CE changes per frame
1554 * uploaded pre-release (test) version 3.2.0-6 binary and source code
1557 * added animation types "ce_value" and "ce_score" to graphicsinfo.conf
1558 * fixed bug with not keeping CE value for moving CEs with only action
1559 * changed CE action selectboxes in editor to be only reset when needed
1562 * added option "use artwork from element" for custom player artwork
1563 * added option "use explosion from element" for player explosions
1566 * added cascaded element lists in the level editor
1567 * added persistence for cascaded element lists by "editorcascade.conf"
1568 * added dynamic element list with all elements used in current level
1569 * added possibility for multiple CE changes per frame (experimental)
1572 * uploaded pre-release (test) version 3.2.0-5 binary and source code
1575 * changed "score for each 10 seconds/steps left" to "1 second/step"
1576 * added own score for collecting "extra time" instead of sharing it
1577 * added change events "switched by player" and "player switches <e>"
1578 * added change events "snapped by player" and "player snaps <e>"
1579 * added "set player artwork: <element choice>" to CE action options
1580 * added change event "move of <element>"
1583 * added "set player shield: off / normal / deadly" to CE action options
1584 * added new player option "use level start element" in level editor
1585 to set the correct focus at level start to elements from which the
1586 player is created later (this did not work before for cascaded CE
1587 changes resulting in creation of the player; it is now also possible
1588 to create the player from a yam yam which is smashed at level start)
1591 * added "set player speed: frozen (not moving)" to CE action options
1592 * added "move player: l/r/u/d/trigger/-trigger" to CE action options
1595 * added new player option "block snap field" (enabled by default) to
1596 make it possible to show a snapping animation like in Emerald Mine
1599 * added dynamic selectboxes to custom element action settings in editor
1600 * added "CE value" counter for custom elements (instead of "CE count")
1601 * added option to use the last "CE value" after custom element change
1602 * added option to use the "CE value" of other elements in CE actions
1603 * fixed odd behaviour when pressing time orb in levels w/o time limit
1604 * added checkbox "use time orb bug" for older levels that use this bug
1607 * added missing configuration settings for the following elements:
1608 - EL_TIMEGATE_SWITCH (time of open time gate)
1609 - EL_LIGHT_SWITCH_ACTIVE (time of light switched on)
1610 - EL_SHIELD_NORMAL (time of shield duration)
1611 - EL_SHIELD_DEADLY (time of shield duration)
1612 - EL_EXTRA_TIME (time added to level time)
1613 - EL_TIME_ORB_FULL (time added to level time)
1616 * added "wind direction" as a movement pattern for custom elements
1617 * added initial wind direction for balloon / custom elements to editor
1618 * added functionality for EL_BALLOON_SWITCH_NONE to R'n'D game engine
1621 * added parameters for "game of life" and "biomaze" elements to editor
1624 * added level file chunk "CONF" for generic level and element settings
1627 * uploaded pre-release (test) version 3.2.0-4 binary and source code
1630 * skip empty level sets (with "levels: 0"; may be artwork base sets)
1631 * added sound action ".page[1]" to ".page[32]" for each CE change page
1634 * added image config suffix ".clone_from" to copy whole image settings
1635 * fixed bug with invalid ("undefined") CE settings in old level files
1638 * fixed graphical bug with smashing elements falling faster than player
1641 * fixed major bug which prevented private levels from being edited
1642 * fixed bug with precedence of general and special font definitions
1645 * fixed graphical bug with player animation when player moves slowly
1648 * uploaded pre-release (test) version 3.2.0-3 binary and source code
1651 * fixed bug which prevented "global.num_toons: 0" from working
1654 * major code cleanup (removed all these annoying "#if 0" blocks)
1657 * added custom element actions for CE change page in level editor
1660 * fixed music initialization bug in init.c (thanks to David Binderman)
1661 * fixed mouse wheel "button" bug in editor (thanks to Tomi Belan)
1662 (this bug must probably be fixed at other places, too)
1665 * fixed buggy '#include "SDL.h"' statements in src/libgame/sdl.h
1666 (should be '#include <SDL.h>' instead)
1669 * fixed bug which prevented "walkable from no direction" from working
1670 (due to compatibility code overwriting this setting after loading)
1673 * fixed bug on Mac OS X (use of reserved name "Random") in EM engine
1676 * version number temporarily set to 3.1.1 (intermediate bugfix release)
1677 * version 3.1.1 released
1680 * changed some va_arg() arguments from 'long' to 'int', fixing problems
1681 on 64-bit architecture systems with LP64 data model
1684 * fixed bug with bombs not exploding when hitting the last level line
1685 (introduced after the release of 3.1.0)
1688 * added support for dumping small-sized level sketches from editor
1691 * added recognition of "trigger element" for "change digged element to"
1692 (this is not really what the "trigger element" was made for, but its
1693 use may seem obvious for leaving back digged elements unchanged)
1696 * fixed multiple warnings about failed joystick device initialization
1699 * fixed bug with dynamite dropped on top of just dropped custom element
1700 (collect dynamite, collect CE, drop CE => dynamite was also dropped);
1701 dynamite can still be dropped, but drop key must be released before
1704 * fixed bug with wrong start directory when started from file browser
1705 (due to this bug, R'n'D could not be started from KDE's Konqueror)
1708 * fixed bug causing "change when impact" on player not working
1709 * fixed wrong priority of "hitting something" over "hitting <element>"
1710 * fixed wrong priority of "hit by something" over "hit by <element>"
1713 * fixed graphical bug which caused the player (being Murphy) to show
1714 collecting animations although the element was collected by penguin
1717 * fixed two bugs causing wrong door background graphics in system.c
1718 (in functions "SetBackgroundBitmap()" and "DrawingOnBackground()")
1721 * fixed graphic bug with exploding bomb and R'n'D graphics in EM engine
1722 * added "no direction" to "walkable/passable from" selectbox options
1725 * enhanced tape autoplay to accept "autoplay <set> [<nr> ...]" format
1726 * in tape autoplay, not only report broken, but also missing tapes
1729 * uploaded pre-release (test) version 3.2.0-2 binary and source code
1732 * fixed small bug with "linear" animation not working for active lamp
1735 * fixed bug with moving up despite gravity due to "block last field"
1736 * fixed small bug with wrong draw offset when typing name in main menu
1737 * when reading user names from "passwd", ignore data after first comma
1738 * when creating new "levelinfo.conf", only write some selected entries
1741 * fixed displaying "imported from/by" on preview with empty string
1742 * fixed ignoring draw offset for fonts used for level preview texts
1745 * fixed a delay problem with SDL and too many mouse motion events
1746 * added setup option "skip levels" and level skipping functionality
1749 * added move speed "not moving" for non-moving CEs, but with direction
1752 * fixed mapping of obsolete element token names in "editorsetup.conf"
1753 * fixed bug with sound "acid.splashing" treated as a loop sound
1754 * fixed some little sound bugs in native EM engine
1757 * fixed small bug when dragging scrollbars to end positions
1760 * added editor element descriptions written by Aaron Davidson
1763 * improved fallback handling when configured artwork is not available
1764 (now using default artwork instead of exiting when files not found)
1767 * fixed bug on level selection screen when dragging scrollbar
1770 * fixed bug which caused broken tapes when appending to EM engine tapes
1773 * uploaded pre-release (test) version 3.2.0-1 binary and source code
1776 * added code to replace changed artwork config tokens with other tokens
1777 (needed for backwards compatibility, so that older tokens still work)
1780 * added native R'n'D graphics for some new EMC elements in EM engine
1783 * fixed some bugs in the EM engine integration code
1784 * changed EM engine code to allow diagonal movement
1785 * changed EM engine code to allow use of separate snap and drop keys
1788 * fixed some redraw bugs when using EM engine
1791 * fixed bug with not converting RND levels which are set to use native
1792 engine to native level structure when loading
1795 * uploaded pre-release (test) version 3.2.0-0 binary and source code
1798 * version number set to 3.2.0
1801 * level data now reset to defaults after attempt to load invalid file
1804 * added use of "editorsetup.conf" for different level sets
1807 * added auto-detection for various types of Emerald Mine level files
1810 * fixed bug with scrollbars getting too small when list is very large
1813 * fixed bug with 3+3 (cross) sized explosion not making explosion sound
1816 * added most level editor configuration gadgets for new EMC elements
1819 * added more element and graphic definitions for new EMC elements
1822 * modified native EM engine to use integrated R'n'D sound system
1825 * added SDL support to graphics functions in native EM engine
1826 (by always using generic libgame interface functions)
1829 * fixed bug in frame synchronization in native EM engine
1832 * added code to convert levels between R'n'D and native EM engine
1835 * new Emerald Mine engine can now play levels selected in main menu
1838 * fixed big memory leak in function "CreateBitmapWithSmallBitmaps()"
1839 (which creates scaled down graphics for level editor and preview);
1840 there's still a memory leak somewhere in the artwork handling code
1841 * added "scale image up" functionality to X11 version of zoom function
1844 * first attempts to integrate new, native Emerald Mine Club engine
1847 * fixed bug in gadget code which caused reset of CEs in level editor
1848 (example: pressing 'b' [grab brush] on CE config page erased values)
1849 (solution: check if gadgets in ClickOnGadget() are really mapped)
1850 * improved level change detection in editor (settings now also checked)
1851 * fixed bug with "can move into acid" and "don't collide with" state
1854 * fixed maze runner style CEs to use the configured move delay value
1857 * added Aaron Davidson's tutorial level set to the "Tutorials" section
1860 * fixed engine change that broke 3.0.8 levels like "Walpurgis Gardens"
1861 * fixed the above fix because it broke level set "machine" (*sigh*)
1862 * fixed random element placement in level editor to work as expected
1863 * fixed undefined graphic of runtime element "EL_AMOEBA_TO_DIAMOND"
1866 * re-recorded tape for BD2K3, level 010 (broken due to bugfix)
1869 * fixed bug (missing array boundary check) which caused broken tapes
1870 * fixed bug (when loading level template) which caused broken levels
1871 * fixed bug with new block last field code when using non-yellow player
1874 * fixed bug when pressing "stop, pause, stop, play" on tape recorder
1875 * internal change of how the player blocks the last field when moving
1876 * fixed blocking delay of last field for EM and SP style block delay
1877 * fixed bug where the player had to wait for the usual move delay after
1878 unsuccessfully trying to move, when he directly could move after that
1879 * the last two changes should make original Supaplex level 93 solvable
1880 * improved use of random number generator to make it less predictable
1881 * fixed behaviour of slippery SP elements to let slip left, then right
1884 * fixed bug with wrong door state after trying to quickload empty tape
1885 * fixed waste of static memory usage of the binary, making it smaller
1886 * fixed very little graphical bug in Supaplex explosion
1889 * version number set to 3.1.1
1892 * version 3.1.0 released
1895 * fixed bug with crash when writing user levelinfo.conf the first time
1898 * added option "convert LEVELDIR [NR]" to command line batch commands
1899 * re-converted Supaplex levels to apply latest engine fixes
1900 * changed "use graphic/sound of element" to "use graphic of element"
1901 due to compatibility problems with some levels ("bug machine" etc.)
1904 * fixed bug with CE change replacing player with same or other player
1907 * fixed bug with opaque font in envelope with background graphic when
1908 background graphic is not transparent itself
1911 * added "gravity on" and "gravity off" ports for Supaplex compatibility
1912 * corrected original Supaplex level loading code to use these new ports
1913 * also corrected Supaplex loader to auto-count infotrons if set to zero
1916 * fixed bug with missing initialization of "modified" flag for GEs
1919 * fixed bug that caused endless recursion loop when relocating player
1920 * fixed tape recorder bug in "step mode" when using "pause before end"
1921 * fixed tape recorder bug when changing from "warp forward" mode
1924 * fixed bug with "when touching" for pushed elements at last position
1927 * fixed bug that caused two activated toolbox buttons in level editor
1928 * fixed bug with exploding dynabomb under player due to other explosion
1931 * fixed bug with creating walkable custom element under player (again)
1932 * fixed bug with not copying explosion type when copying CEs in editor
1933 * fixed graphical bug when drawing player in setup menu (input devices)
1934 * fixed graphical bug when the player is pushing an accessible element
1935 * fixed bug with classic switchable elements triggering CE changes
1936 * fixed bug with entering/leaving walkable element in RelocatePlayer()
1937 * fixed crash bug when CE leaves behind the trigger player element
1940 * fixed bug with broken tubes after placing/exploding dynamite in them
1941 * fixed bug with exploding dynamite under player due to other explosion
1942 * fixed bug with not resetting push delay under certain circumstances
1945 * added option "handicap" for "levelinfo.conf" (thanks to Niko Böhm)
1946 * added network multiplayer code for Windows (thanks to Niko Böhm)
1949 * added option "reachable despite gravity" for gravity movement
1950 * changed gravity movement of most classic walkable and passable
1951 elements back to "not reachable" (for compatibility reasons)
1954 * fixed (removed) "indestructible" / "can explode" dependency in editor
1955 * fixed (removed) "accessible inside" / "protected" dependency
1956 * fixed (removed) "step mode" / "shield time" dependency
1959 * fixed dynabombs exploding now into anything diggable
1960 * fixed Supaplex style gravity movement into buggy base now impossible
1961 * added pressing key "space" as valid action to select menu options
1964 * added "replace when walkable" to relocate player to walkable element
1965 * added "enter"/"leave" event for elements affected by relocation
1966 * fixed "direct"/"indirect" change order also for "when change" event
1967 * fixed graphical bug when pushing things from elements walkable inside
1970 * fixed graphic bug when player is snapping while moving in old levels
1971 * fixed bug when a moving custom element leaves a player element behind
1972 * fixed bug with mole not disappearing when moving into acid pool
1973 * fixed bug with incomplete path setting when using "--basepath" option
1974 * moving CE can now leave walkable elements behind under the player
1975 * when relocating, player can be set on walkable element now
1976 * fixed another gravity movement bug
1979 * uploaded pre-release (test) version 3.1.0-2 binary and source code
1982 * added "collectible" and "removable" to extended replacement types
1983 (where "removable" replaces "diggable" and "collectible" elements)
1984 * added "collectible & throwable" (to throw element to the next field)
1985 * fixed bug with CEs digging elements that are just about to explode
1986 * changed mouse cursor now always being visible when game is paused
1989 * added possibility to push/press accessible elements from a side that
1991 * fixed bug with not setting actual date when appending to tape
1994 * fixed bug with incorrectly initialized custom element editor graphics
1997 * corrected set "Contributions_1995-2000/rnd_kjell_kristiansson":
1998 - number of levels corrected from 18 to 17 in "levelinfo.conf"
2001 * fixed bug with destroyed robot wheel still attracting robots forever
2002 * fixed bug with time gate switch deactivating after robot wheel time
2003 (while the time gate itself is not affected by this misbehaviour)
2004 * changed behaviour of BD style amoeba to always get blocked by player
2005 (before it was different when there were non-BD elements in level)
2006 * fixed bug with player destroying indestructable elements with shield
2009 * added option to make growing elements grow into anything diggable
2010 (for the various amoeba types, biomaze and "game of life")
2013 * fixed bug with movable elements not moving after left behind by CEs
2014 * changed gravity movement to anything diggable, not only sand/base
2015 * optionally allowing passing to walkable element, not only empty space
2016 * added option "can pass to walkable element" for players
2017 * finally fixed gravity movement (hopefully)
2020 * fixed bug with movable elements not moving anymore after falling down
2023 * fixed another bug with custom elements digging and leaving elements
2024 * fixed bug with "along left/right side" and automatic start direction
2025 * trigger elements now also displayed when "more custom" deactivated
2026 * fixed bug with clipboard element initialized when loading new level
2027 * added option "drop delay" to set delay before dropping next element
2030 * uploaded pre-release (test) version 3.1.0-1 binary and source code
2033 * added copy and paste functions for custom change pages
2034 * enhanced graphical display and functionality of tape recorder
2035 * fixed bug with custom elements digging and leaving elements
2038 * added move speed faster than "very fast" for custom elements
2039 * fixed bug with 3+3 style explosions and missing border content
2040 * fixed little bug when copying custom elements in the editor
2041 * enhanced custom element changes by more side trigger actions
2044 * added option "no scrolling when relocating" for instant teleporting
2045 * uploaded pre-release (test) version 3.1.0-0 binary and source code
2048 * added trigger element and trigger player to use as target elements
2049 * added copy and paste functions for custom and group elements
2052 * fixed graphical bug when displaying explosion animations
2053 * fixed bug when appending to tapes, resulting in broken tapes
2054 * re-recorded a few tapes broken by fixing gravity checking bug
2057 * "can move into acid" property now for all elements independently
2058 * "can fall into acid" property for player stored in same bitfield now
2059 * added option for deadliness of Supaplex 'sniksnak' and 'electron'
2060 * version number set to 3.1.0 (finally!)
2063 * changed tape recording to only record input, not programmed actions
2066 * fixed totally broken (every 8th frame skipped) step-by-step recording
2067 * fixed bug with requester not displayed when quick-loading interrupted
2068 * added option "can fall into acid (with gravity)" for players
2069 * fixed bug with player not falling when snapping down with gravity
2072 * fixed bug which messed up key config when using keypad number keys
2075 * fixed bug which allowed moving upwards even when gravity was active
2076 * fixed bug with missing error handling when dumping levels or tapes
2079 * added different colored editor graphics for Supaplex gravity tubes
2082 * fixed bug that allowed solvable tapes for unsolvable levels
2085 * use unlimited number of droppable elements when "count" set to zero
2086 * added option to use step limit instead of time limit for level
2089 * added player and change page as trigger for custom element change
2092 * fixed bug with exploding amoeba (explosion 3x3 instead of 1x1)
2095 * fixed bug with dark yamyam changing to acid when moving over acid
2096 * fixed handling of levels with more than 999 seconds level time
2097 (example: level 76 of "Denmine")
2100 * "spring push bug" reintroduced as configurable element property
2101 * fixed bug with missing properties for "mole"
2102 * fixed bug that showed up when fixing the above "mole" properties bug
2103 * added option "can move into acid" for all movable elements
2104 * fixed graphical bug for elements moving into acid
2105 * changed event handling to handle all pending events before going on
2108 * fixed bug which caused all CE change pages to be ignored which had
2109 the same change event, but used a different element side
2110 (reported by Simon Forsberg)
2112 * fixed bug which caused elements that can move and fall and that are
2113 transported by a conveyor belt to continue moving into that direction
2114 after leaving the conveyor belt, regardless of their own movement
2115 type; only elements which can not move are transported now
2116 (reported by Simon Forsberg)
2118 * fixed bug which could cause an array overflow in RelocatePlayer()
2119 (reported by Niko Böhm)
2121 * changed Emerald Mine style "passable / over" elements to "protected"
2122 (fixing unsolvable level 10 of "Bondmine 9" with bug beside gate)
2124 * added new option to select from which side a "walkable/passable"
2125 element can be entered
2128 * added explosion and ignition delay for elements that can explode
2131 * fixed bug which caused player not being protected against enemies
2132 when a CE was "walkable / inside" and was not "indestructible"
2133 * added "walkable/passable" fields to be "protected/unprotected"
2134 against enemies, even if not accessible "inside" but "over/under"
2137 * corrected move pattern to 32 bit and initial move direction to 8 bit
2140 * added second custom element base configuration page
2143 * added some special EMC mappings to Emerald Mine level loader
2144 (also covering previously unknown element in level 0 of "Bondmine 8")
2147 * added option to block last field when player is moving (for Supaplex)
2148 * adjusted push delay of Supaplex elements
2149 * removed delays for envelopes etc. when replaying with maximum speed
2150 * fixed bug when dropping element on a field that just changed to empty
2153 * fixed bug: infotrons can now smash yellow disks
2154 * fixed bug: when gravity active, port above player can now be entered
2155 * removed "one white dot" mouse pointer which irritated some people
2158 * added "choice type" for group element selection
2161 * fixed bug with initial invulnerability of non-yellow player
2164 * added level loader for loading native Supaplex packed levels
2165 (including multi-part levels like the "splvls99" levels)
2168 * fixed bug which allowed creating emeralds by escaping explosions
2171 * custom elements can change (limited) or leave (unlimited) elements
2172 * finally added multiple matches using group elements
2173 * added shortcut to dump brush (type ":DB" in editor) for use in forum
2176 * added new start movement type "previous" for continued CE movement
2177 * added new start movement type "random" for random CE movement start
2180 * added new element "sokoban_field_player" needed for Sokoban levels
2181 (thanks to Ed Booker for pointing this out!)
2184 * added elements that can be digged or left behind by custom elements
2187 * added group elements for multiple matches and random element creation
2190 * fixed some graphical errors displayed in old levels
2193 * fixed wrong double speed movement after passing closing gates
2196 * added level loader for loading native Emerald Mine levels
2199 * changes for "shooting" style CE movement
2202 * Happy New Year! ;-)
2205 * changed default snap/drop keys from left/right Shift to Control keys
2208 * fixed bug with dead player getting reanimated from custom element
2211 * fixed bug with wrong penguin graphics (when entering exit)
2214 * fixed bug with wrong "Murphy" graphics (when digging etc.)
2217 * version number set to 3.0.9
2220 * version 3.0.8 released
2223 * added function checked_free()
2226 * fixed bug with double nut cracking sound
2227 (by eliminating "default element action sound" assignment in init.c)
2230 * fixed crash when no music info files are available
2233 * fixed boring and sleeping sounds
2236 * added "maze runner" and "maze hunter" movement types
2237 * added extended collision conditions for custom elements
2240 * added warnings for undefined token values in artwork config files
2243 * added menu entry for level set information to the info screen
2246 * fixed bug with wrong default impact sound for colored emeralds
2249 * added several sub-screens for the info screen
2250 * menu text now also clickable (not only blue/red sphere left of it)
2253 * added configurable "bored" and "sleeping" animations for the player
2254 * added "awakening" sound for player when waking up after sleeping
2257 * added "copy" and "exchange" functions for custom elements to editor
2260 * added configurable element animations for info screen
2263 * added configurable music credits for info screen
2266 * finally fixed tape recording when player is created from CE change
2269 * added "editorsetup.conf" for editor element list configuration
2272 * added "musicinfo.conf" for menu and level music configuration
2275 * fixed a very nasty bug in dragon turning code in TurnRoundExt()
2276 (that only showed up on Linux, but not on Windows systems)
2279 * fixed turning movement of butterflies and fireflies (no frame reset)
2280 * enhanced sniksnak turning movement (two steps instead of only one)
2283 * version number set to 3.0.8
2286 * version 3.0.7 released
2289 * fixed reset of player animation frame when, for example,
2290 walking, digging or collecting share the same animation
2291 * fixed CE with "deadly when touching" exploding when touching amoeba
2294 * fixed tape recording when player is created from CE element change
2297 * introduced "turning..." action graphic for elements with move delay
2298 (non-CE: bug, spaceship, sniksnak, mole, pacman, yamyam)
2299 * added turning animations for bug, spaceship and sniksnak
2302 * prevent "extended" changed elements from delay change in same frame
2305 * fixed bug when pushing element that can move away to the side
2306 (like pushing falling elements, but now with moving elements)
2309 * finally fixed serious bug in code for delayed element pushing (again)
2312 * unavailable setup options now marked as "n/a" instead of "off"
2313 * new boolean directive "latest_engine" for "levelinfo.conf": when set
2314 to "true", levels are always played with the latest game engine,
2315 which is desired for levels that are imported from other games; all
2316 other levels are played with the engine version stored in level file
2317 (which is normally the engine version the level was created with)
2320 * fixed serious bug in code for delayed element pushing
2321 * fixed little bug in animation frame selection for pushed elements
2322 * speed-up of reading config file for verbose output
2325 * added configuration option for opening and closing Supaplex exit
2326 * added configuration option for moving up/down animation for Murphy
2327 * fixed incorrectly displayed animation for attacking dragon
2328 * fixed bug with not setting initial gravity for each new game
2329 * fixed bug with teleportation of player by custom element change
2330 * fixed bug with player not getting smashed by rock sometimes
2333 * version number set to 3.0.7
2336 * version 3.0.6 released
2339 * added support for MP3 music for SDL version through SMPEG library
2342 * fixed bug when initializing font graphic structure
2343 * fixed bug with animation mode "pingpong" when using only 1 frame
2344 * fixed bug with extended change target introduced in 3.0.5
2345 * fixed bug where passing over moving element doubles player speed
2346 * fixed bug with elements continuing to move into push direction
2347 * fixed bug with duplicated player when dropping bomb with shield on
2348 * added "switching" event for custom elements ("pressing" only once)
2349 * fixed switching bug (resetting flag when not switching but not idle)
2352 * fixed element tokens for certain file elements with ".active" etc.
2355 * version number set to 3.0.6
2358 * version 3.0.5 released
2361 * now four envelope elements available
2362 * font, background, animation and sound for envelope now configurable
2363 * main menu doors opening/closing animation type now configurable
2366 * active/inactive sides configurable for custom element changes
2367 * new movement type "move when pushed" available for custom elements
2370 * fixed bug in multiple config pages loader code that caused crashes
2373 * enhanced (remaining low-resolution) Supaplex graphics
2376 * version number set to 3.0.5
2379 * version 3.0.4 released
2381 2003-09-12 src/tools.c
2382 * fixed bug in custom definition of crumbled element graphics
2384 2003-09-11 src/files.c
2385 * fixed bug in multiple config pages code that caused crashes
2388 * version number set to 3.0.4
2391 * version 3.0.3 released
2394 * added music to Supaplex classic level set
2396 2003-09-07 src/libgame/misc.c
2397 * added support for loading various music formats through SDL_mixer
2399 2003-09-06 (various source files)
2400 * fixed several nasty bugs that may have caused crashes on some systems
2401 * added envelope content which gets displayed when collecting envelope
2402 * added multiple change event pages for custom elements
2404 2003-08-24 src/game.c
2405 * fixed problem with player animation when snapping and moving
2407 2003-08-23 src/screens.c, src/cartoons.c, src/libgame/toons.c
2408 * fixed problem with flickering when drawing toon animations
2410 2003-08-23 src/libgame/sdl.c
2411 * fixed problem with setting mouse cursor in SDL version in fullscreen
2413 2003-08-23 src/game.c
2414 * fixed bug (missing array boundary check) which could crash the game
2417 * version number set to 3.0.3
2420 * version 3.0.2 released
2422 2003-08-21 src/game.c
2423 * fixed bug with creating inaccessible elements at player position
2425 2003-08-20 src/init.c
2426 * fixed bug with not finding current level artwork directory
2428 2003-08-20 src/files.c
2429 * fixed bug with choosing wrong engine version when playing tapes
2430 * fixed bug with messing up custom element properties in 3.0.0 levels
2433 * version number set to 3.0.2
2436 * version 3.0.1 released
2438 2003-08-17 (no source files affected)
2439 * changed all "classic" PCX image files with 16 colors or less to
2440 256 color (8 bit) storage format, because the Allegro game library
2441 cannot handle PCX files with less than 256 colors (contributed
2442 graphics are not affected and might look wrong in the DOS version)
2444 2003-08-16 src/init.c
2445 * fixed bug which (for example) crashed the level editor when defining
2446 "dynamite.EDITOR: [NONE]", because graphics may not be undefined
2447 (only set to default) -- invalid graphics now set to default graphic
2449 2003-08-16 src/init.c
2450 * fixed graphical bug of player digging/collecting/snapping element
2451 when no corresponding graphic/animation is defined for this action,
2452 resulting in player being drawn as EL_EMPTY (which should only be
2453 done to elements being collected, but not to the player)
2455 2003-08-16 src/game.c
2456 * fixed small graphical bug of player not totally moving into exit
2458 2003-08-16 src/libgame/setup.c
2459 * fixed bug with wrong MS-DOS 8.3 filename conversion
2461 2003-08-16 src/tools.c
2462 * fixed bug with invisible mouse cursor when pressing ESC while playing
2464 2003-08-16 (various source files)
2465 * added another 128 custom elements (disabled in editor by default)
2467 2003-08-16 src/editor.c
2468 * fixed NULL string bug causing Solaris to crash in sprintf()
2470 2003-08-16 src/screen.c
2471 * fixed drawing over scrollbar on level selection with custom fonts
2473 2003-08-15 src/game.c
2474 * cleanup of simple sounds / loop sounds / music settings
2476 2003-08-08 (various source files)
2477 * added custom element property for dropping collected elements
2479 2003-08-08 src/conf_gfx.c
2480 * fixed bug with missing graphic for active red disk bomb
2482 2003-08-07 src/files.c, src/editor.c src/game.c, src/main.h
2483 * extended variable "level.gravity" to "level.initial_gravity" and
2484 "game.current_gravity" to prevent level setting from being changed
2485 by playing the level (keeping the runtime value after playing)
2487 * fixed graphics bug when digging element that has 'crumbled' graphic
2488 definition, but not 'diggable' graphic definition
2491 * version number set to 3.0.1
2494 * version 3.0.0 released
2497 * various bug fixes; among others:
2498 - fixed bug with pushing spring over empty space
2499 - fixed bug with leaving tube while placing dynamite
2500 - fixed bug with explosion of smashed penguins
2501 - allow Murphy player graphic in levels with non-Supaplex elements
2505 * I have forgotten to document changes for some time
2508 * pre-release version 2.2.0rc1 released
2510 2002-08-25 src/libgame/setup.c, src/libgame/sound.c
2511 * Level series artwork now configurable via level series config file.
2512 "levelinfo.conf" may now contain directives "graphics_set",
2513 "sounds_set" and "music_set" to select artwork sets which are
2514 globally defined or which are included into other level series.
2517 * version number set to 2.1.2
2520 * version 2.1.1 released
2522 2002-08-10 src/libgame/system.h
2523 * Default "snap" and "bomb" keys for Mac OS X set to left control key
2524 and keypad enter key -- Macs seem not to distinguish between left
2525 and right modifier keys (both generate scan code for left key). :-(
2527 2002-08-10 src/libgame/sound.c
2528 * Fixed small NetBSD compilation bug.
2529 Thanks to Adam Ciarcinski for the bug report.
2531 2002-08-10 src/libgame/sound.c
2532 * Added support for audio device "/dev/sound/dsp" (devfs).
2533 Thanks to Christoph Bauer for the corresponding report.
2535 2002-08-10 src/libgame/sound.c
2536 * Bug fixed that caused regular crashes under SDL/Windows version.
2537 Mixer_InsertSound(): Always stop music before playing new music,
2538 else "mixer_active_channels" can get fucked up.
2539 Thanks to Keith Peterston for the bug report.
2542 * version number set to 2.1.1
2545 * version 2.1.0 released
2547 2002-05-31 src/libgame/image.c
2548 * Read_PCX_to_Pixmap(): Fixed bad memory leak by freeing "ximageinfo"
2549 and "image" after converting loaded PCX image file to X11 Pixmap.
2550 This really showed up when reloading custom artwork several times.
2552 2002-05-20 src/libgame/sound.c
2553 * added support for 16 bit WAV sound files
2556 * version number set to 2.1.0
2558 2002-04-03 to 2002-05-19 (various source files)
2559 * graphics, sounds and music now fully configurable
2560 * bug fixed that prevented walking through tubes when gravity on
2561 * added support for TrueColor PCX graphics files
2562 * enhanced sound system (especially regarding stereo and loop sounds)
2564 2002-04-02 src/events.c, src/editor.c
2565 * Make Escape key less aggressive when playing or when editing level.
2566 This can be configured as an option in the setup menu. (Default is
2567 "less aggressive" which means "ask user if something can be lost"
2568 when pressing the Escape key.)
2570 2002-04-02 src/screen.c
2571 * Added "graphics setup" screen.
2573 2002-04-01 src/screen.c
2574 * Changed "choose level" setup screen stuff to be more generic (to
2575 make it easier to add more "choose from generic tree" setup screens).
2577 2002-04-01 src/config.c, src/timestamp.h
2578 * Added source files "src/config.[ch]" and "src/timestamp.h" (which
2579 automatically gets created by "src/Makefile" and contains an actual
2580 compile-time timestamp to identify development versions of the game).
2582 2002-04-01 src/libgame/misc.c
2583 * Added (currently incomplete) function "getKeyFromKeyName()" simply
2584 for orthogonality. When really needed, this function must be
2585 extended accordingly (analog to "getKeyFromX11KeyName()").
2587 2002-04-01 src/libgame/setup.c
2588 * Changed setup "TYPE_KEY" (internal, X11 style key symbol name) to
2589 "TYPE_KEY_X11" and added "TYPE_KEY" (human readable key symbol name).
2590 (This was needed for custom key setup handling in "src/screens.c".)
2592 2002-03-31 src/tape.c, src/events.c
2593 * Added quick game/tape save/load functions to tape stuff which can be
2594 invoked by a keyboard shortcut. Default: "F1" saves game/tape, "F2"
2595 loads previously recorded tape and directly goes into recording mode
2596 from the end of the tape (therefore appending to the tape).
2598 2002-03-31 src/tape.c
2599 * Added "index mark" function to tape recorder. When playing or
2600 recording, "eject" button changes to "index" button. Setting index
2601 mark is not yet implemented, but pressing index button when playing
2602 allows very quick advancing to end of tape (when normal playing),
2603 very fast forward mode (when playing with normal fast forward) or
2604 very fast reaching of "pause before end of tape" (when playing with
2605 "pause before end" playing mode).
2607 2002-03-30 src/cartoons.c
2608 * Moved some stuff from cartoons.c to the new "src/libgame/toons.c".
2610 2002-03-30 src/libgame/toons.c
2611 * New libgame source file "toons.c" for the program independant part
2614 2002-03-29 src/screen.c
2615 * Changed setup screen stuff to be more generic (to make it easier
2616 to add more setup screens).
2618 2002-03-29 src/libgame/setup.c
2619 * Changed "LoadLevelInfoFromLevelDir()" so that not only directories
2620 with level sub-directories are recognized, but also directories
2621 that directly contain level files.
2623 2002-03-29 src/libgame/sound.c
2624 * Changed "boolean stereo = TRUE;" to "static boolean stereo = TRUE;".
2625 (This was a bug that showed up only when in mono audio mode.)
2627 2002-03-24 src/libgame/x11.c, src/libgame/sdl.c, src/libgame/image.c
2628 * Changed image loading code to not exit on error, but set error by
2629 using "SetError()" accordingly. Image loading errors must now be
2630 catched by above layers (src/init.c for example).
2632 2002-03-24 src/libgame/misc.c
2633 * New functions "SetError()" and "GetError()" to provide more
2634 flexible error handling.
2636 2002-03-23 src/main.c, src/main.h
2637 * Various changes due to the introduction of the new libgame files
2638 "setup.c" and "joystick.c".
2640 2002-03-23 src/files.c
2641 * Generic parts of "src/files.c" (mainly setup and level directory
2642 stuff) moved to new libgame file "src/libgame/setup.c".
2644 2002-03-23 src/joystick.c
2645 * File "src/joystick.c" moved to libgame source tree, with
2646 correspondig changes.
2648 2002-03-23 src/libgame/system.c, src/libgame/system.h
2649 * Various changes due to the introduction of the new files "setup.c"
2652 2002-03-23 src/libgame/setup.c
2653 * New libgame source file "setup.c" that contains now most setup and
2654 level directory stuff previously handled in "src/files.c".
2656 2002-03-23 src/libgame/joystick.c
2657 * New libgame source file "joystick.c" that contains now all joystick
2658 stuff previously handled in "src/joystick.c" of "Rocks'n'Diamonds".
2660 2002-03-22 src/screens.c
2661 * "HandleChooseLevel()": Another bug in level series navigation fixed.
2662 (Wrong level series information displayed when entering main group.)
2664 2002-03-22 src/editor.c
2665 * Slight change to support new gadget event "GD_EVENT_INFO_LEAVING".
2667 2002-03-22 src/editor.c
2668 * Changed behaviour of "Escape" key in level editor to be more
2669 intuitive: When in "Element Properties" or "Level Info" mode,
2670 return to "Drawing Mode" instead of leaving the level editor.
2672 2002-03-22 src/libgame/misc.c, src/libgame/sound.c
2673 * Added command line option "-s" / "--sounds" and "-m" / "--music"
2674 to specify alternative sound and music directories. (The former
2675 shortcut "-s" for "--serveronly" has changed accordingly.)
2677 2002-03-22 src/libgame/gadgets.c
2678 * Added new gadget events for displaying gadget info texts:
2679 "GD_EVENT_INFO_ENTERING" and "GD_EVENT_INFO_LEAVING". Before,
2680 the info text callback function was only called when entering
2681 a gadget (implicit "GD_EVENT_INFO_ENTERING"). But the info text
2682 was never erased. This can now be done by checking the event type
2683 in the info callback function.
2685 2002-03-21 src/game.c, src/editor.c, src/files.c
2686 * 2.0.1 introduced the corrected "Emerald Mine" style behaviour of
2687 gems (emeralds, diamonds, ...) slipping down from normal wall,
2688 steel wall and growing wall (as in E.M.C. style levels). Although
2689 the behaviour of contributed and private levels wasn't changed (due
2690 to the use of "level.game_version"; see previous entry), editing
2691 those levels will (of course) change the behaviour accordingly.
2693 This change seems a bit too hard after thinking about it, because
2694 the EM style behaviour is not the "expected" behaviour (gems would
2695 normally only slip down from "rounded" walls). Therefore this was
2696 now changed to an element property for gem style elements, with the
2697 default setting "off" (which means: no special EM style behaviour).
2698 To fix older converted levels, this flag is set to "on" for pre-2.0
2699 levels that are neither contributed nor private levels.
2701 2002-03-20 src/files.h
2702 * Corrected settings for "level.game_version" depending of level type.
2703 (Contributed and private levels always get played with game engine
2704 version they were created with, while converted levels always get
2705 played with the most recent version of the game engine, to let new
2706 corrections of the emulation behaviour take effect.)
2708 2002-03-20 src/main.h
2709 * Added "#include <time.h>". This seems to be needed by "tape.c" for
2710 compiling the SDL version on some systems.
2711 Thanks to the several people who pointed this out.
2713 2002-03-20 src/libgame/gadgets.c
2714 * "va_arg(ap, boolean)" changed to "(boolean)va_arg(ap, int)";
2715 this caused problems especially on PowerPC architecture (although
2716 it is wrong on i386 and other architectures, too)
2718 2002-03-20 src/libgame/pcx.c, src/libgame/image.c
2719 * Added support for loading and displaying true-color PCX files.
2721 2002-03-20 src/libgame/misc.c, src/libgame/x11.c
2722 * Added command line option "-g" / "--graphics" to specify an
2723 alternative graphics directory.
2726 * Version number set to 2.0.2.
2729 * Version 2.0.1 released.
2731 2002-03-19 src/libgame/system.c, src/libgame/sdl.c [src/tools.c]
2732 * Moved function "GetPixel()" from src/tools.c ("Mirror Magic" code)
2733 to libgame source files; needed for SDL fullscreen bug workaround
2736 2002-03-18 src/screens.c
2737 * "HandleChooseLevel()": Small bug in level series navigation fixed.
2739 2002-03-18 src/files.c [src/libgame/misc.c]
2740 * Moved some common functions from src/files.c to src/libgame/misc.c.
2742 2002-03-18 src/files.c [src/libgame/misc.c]
2743 * Changed permissions for new directories and saved files (especially
2744 score files) according to suggestions of Debian users and mantainers.
2745 Thanks to Drew Parsons <dparsons@emerall.com> for the patch.
2747 2002-03-18 src/libgame/misc.c [src/files.c]
2748 * Moved some common functions from src/files.c to src/libgame/misc.c.
2750 2002-03-18 src/libgame/misc.c [src/files.c]
2751 * Changed permissions for new directories and saved files (especially
2752 score files) according to suggestions of Debian users and mantainers.
2753 Thanks to Drew Parsons <dparsons@emerall.com> for the patch.
2755 2002-03-17 src/files.c
2756 * Changed "{Load|Save}{Level|Tape}()" to IFF style file format:
2757 Replaced "cookie" header string ("ROCKSNDIAMONDS_...\n") with
2758 real IFF style header "RND1....XXXX" (where "XXXX" is "CAVE"
2759 for levels and "TAPE" for tapes). Old "cookie" style format is
2760 still supported for reading. New level and tape files are written
2763 * New IFF chunk "VERS" contains version numbers for file and game
2764 (where "game version" is the version of the program that wrote the
2765 file, and "file version" is a version number to distinguish files
2766 with different format, for example after adding new features).
2768 2002-03-17 src/libgame/sound.c
2769 * Bug in "StopMusic()" fixed: SDL_mixer functions may be called
2770 even when sound not available.
2771 Thanks to Drew Parsons <dparsons@emerall.com> for the patch.
2773 2002-03-15 src/screen.c
2774 * "DrawHallOfFame()": "FadeSounds()" when entering the hall of fame.
2775 (Before, you heard a mixture of the in-game music and the
2776 hall-of-fame music.)
2778 2002-03-15 src/libgame/sound.c, src/libgame/platform.h
2779 * Added /dev/dsp (streaming audio) support for NetBSD (instead of the
2780 /dev/audio (ulaw) based Unix audio interface).
2781 Thanks to Krister Walfridsson <cato@df.lth.se> for the patches.
2783 2002-03-15 src/libgame/sdl.c
2784 * Workaround for fullscreen bug in WIN32 version of SDL (at least
2785 in the currently actual version 1.2.3) by using "standard" screen
2786 resolutions like 800x600 and mapping all input (mouse events) and
2787 output (screen drawing) accordingly.
2789 2002-03-14 src/events.c
2790 * Function "DumpTape()" (files.c) now available by pressing 't' from
2791 main menu (when in DEBUG mode).
2793 2002-03-14 src/game.c
2794 * "GameWon()": When game was won playing a tape, now there is no delay
2795 raising the score and no corresponding sound is played.
2797 2002-03-14 src/files.c
2798 * Changed "LoadTape()" for real chunk support and also adjusted
2799 "SaveTape()" accordingly.
2801 2002-03-14 src/game.c, src/tape.c, src/files.c
2802 * Important changes to tape format: The old tape format stored all
2803 actions with a real effect with a corresponding delay between the
2804 stored actions. This had some major disadvantages (for example,
2805 push delays had to be ignored, pressing a button for some seconds
2806 mutated to several single button presses because of the non-action
2807 delays between two action frames etc.). The new tape format just
2808 stupidly records all device actions and replays them later. I really
2809 don't know why I haven't solved it that way before?! Old-style tapes
2810 (with tape file version less than 2.0) get converted to the new
2811 format on-the-fly when loading and can therefore still be played;
2812 only some minor parts of the old-style tape handling code was needed.
2813 (A perfect conversion is not possible, because there is information
2814 missing about the device actions between two action frames.)
2816 2002-03-14 src/files.c
2817 * New function "DumpTape()" to dump the contents of the current tape
2818 in a human readable format.
2820 2002-03-14 src/game.c
2821 * Small tape bug fixed: When automatically advancing to next level
2822 after a game was won, the tape from the previous level still was
2823 loaded as a tape for the new level.
2825 2002-03-14 src/tape.c
2826 * Small graphical bug fixed: When pressing ""Record" or "Play" on
2827 tape, cartoons did not get completely removed because
2828 StopAnimation() was not called.
2830 2002-03-13 src/files.c
2831 * Changed "LoadLevel()" and "SaveLevel()" to add new chunk "CNT2".
2832 Fixed bug of "CONT" and "BODY" (chunk size was set to 8-bit element
2833 size even when using 16-bit elements). Added new chunk "CNT2" for
2834 16-bit amoeba content (previously written in 8-bit field in "HEAD"
2835 chunk even when content was 16-bit element). "CNT2" should now be
2836 able to store content for arbitrary elements (up to eight blocks of
2837 3 x 3 element arrays). All "CNT2" elements will always be stored as
2838 16-bit elements. "CONT" (with 8/16-bit elements) now obsolete.
2840 2002-03-13 src/files.c
2841 * Changed "LoadLevel()" for real chunk support.
2843 2002-03-12 src/game.c
2844 * Fixed problem (introduced after 2.0.0 release) with penguins
2845 not getting killed by enemies
2847 2002-02-28 src/libgame/sound.c
2848 * Fixed small problem with new SDL_Mixer 1.2.1:
2849 Mix_VolumeMusic() must be called _after_ Mix_PlayMusic(),
2850 or it has no effect.
2852 2002-02-24 src/game.c, src/main.h
2853 * Added "player->is_moving"; now "player->last_move_dir" does
2854 not contain any information if the player is just moving at
2856 Before, "player->last_move_dir" was misused for this purpose
2857 for the robot stuff (robots don't kill players when they are
2858 moving). But setting "player->last_move_dir" to MV_NO_MOVING
2859 broke tapes when walking through pipes!
2860 ("IS_MOVING()" uses "MovPos[][]", but this fails when it is 0
2861 in a continuous movement. This fact is ignored for friends and