2 * finished configurability of tape date and time display positions
3 * fixed bug with game buttons in tape area not properly redrawn
4 * fixed small graphical bug with default tape time display position
7 * fixed configurability of editor element palette (for columns != 4)
10 * improved configurability of tape date and time display positions
11 * added configurability of element properties button in editor
12 * added build dependency for auto-conf files
15 * added looking for editor element descriptions in level set directory
16 (for example, in file "<my-level-folder>/docs/elements/custom_1.txt")
19 * moved "element properties" button in editor from toolbox to palette
20 * added "zoom level tile size" button in editor to toolbox (currently
21 no function behind it; will be used to zoom level editor playfield)
22 * added key shortcuts '1' to '3' to view properties of drawing elements
23 * fixed gadget display bug in editor (door 1 area) after test playing
24 * fixed bugs when changing drawing area gadgets (like group elements)
27 * re-enabled editor palette element options in setup configuration file
30 * fixed loading custom PCX image files with default artwork file names
31 (like "RocksDoor.pcx") which are not redefined in artwork config file
32 (this is a special fix for Zelda 2 and probably some other existing
33 level sets which use new graphics which are not defined in the file
34 "graphicsinfo.conf", but use a file name of one of default graphics
35 (like "RocksScreen.pcx"); this did not work anymore for PCX files
36 since the default graphics files have been changed to PNG files, so
37 different file names are checked now (like "RocksScreen.png"), so if
38 the PNG files cannot be found, the old PCX files are also checked)
41 * added some more graphics customization options for the level editor:
42 - editor.button.prev_level (position)
43 - editor.button.next_level (position)
44 - editor.input.level_number (position)
45 - editor.palette.tile_size (tile size for palette elements)
46 - editor.palette.element_left.tile_size (draw element tile size)
47 - editor.palette.element_middle.tile_size (draw element tile size)
48 - editor.palette.element_right.tile_size (draw element tile size)
49 - editor.input.gfx.level_number (current level number input field)
52 * fixed menu display bugs caused by drawing outside menu area (again)
55 * fixed broken door animations when switching between custom graphics
58 * fixed layout for "level set info" to support custom playfield size
59 * fixed changing from title to info screen with custom playfield size
62 * fixed bug with not updating default bitmap pointer for scaled images
63 * fixed redraw/fade bugs when redefining the playfield size or position
66 * fixed some smaller issues with loading custom artwork
69 * added warnings when using undefined element and graphic names in
70 custom artwork definitions (like ".crumbled_like" or ".clone_from")
71 * added setting default filenames for all cloned graphics in static
72 graphics configuration on startup (to be able to fall back later)
75 * fixed using buttons on main screen with size other than 32x32 pixels
76 * fixed some initialization bugs for scrollbars and main screen buttons
77 * fixed bug when drawing non-element graphics (without separate in-game
78 graphic/bitmap defined) while non-standard game tile size is defined
81 * removed some remaining unused X11 stuff
82 * fixed bug with potentially suppressed exit error message on startup
85 * fixed bug not loading tape when selecting level from level selection
86 screen (thanks to filbo for finding this bug and supplying a patch)
89 * fixed menu display bugs (drawing outside menu area with draw offset)
90 * fixed menu key navigation bugs (when using smaller menu list size)
93 * added support for animated door parts during opening/closing movement
96 * added automatic detection of normal/steel character elements in level
97 editor when drawing text (depending on currently selected element)
100 * eliminated historical ISO-8859-1 characters from source code files
101 (but still using them internally for special character encodings)
102 * changed output of special character for level sketch brushes to UTF-8
105 * added handling of unselectable selectbox options and option headlines
108 * fixed bug when changing between graphic sets with different tile size
109 * cleanup of handling the various graphic sizes for different purposes
110 (like 32x32, 16x16 etc.); this change was needed for the bugfix above
113 * added virtual keyboard on Android port when entering player name
116 * fixed "quick menu doors" and sounds for door and envelope requests
119 * fixed display bugs with certain custom menu definitions regarding the
120 hall of fame (high scores) and setup screens that require scrolling
121 (these display bugs showed up with custom menu graphics of R'n'D jue)
124 * fixed bug with animation frames per line with non-standard tile size
125 (relevant for example for 64x64 sized frames continued on next row)
128 * removed checking of file identifier tokens for configuration files
131 * fixed bug where player actions were only mapped in team mode
132 (this broke four tapes in automatic game engine unit test where
133 old levels contained a non-yellow player, like rnd_abby_king, 011)
136 * removed large parts of the preprocessor hell of old and unused code
139 * updated source file headers (mainly author contact information)
142 * added key shortcuts for window scaling and toggling fullscreen mode:
143 - Ctrl-'+', Ctrl-'-' and Ctrl-'0' for up/downscaling and normal size
144 - "F11" key for toggling fullscreen mode (in addition to Alt-Enter)
147 * fixed some drawing bugs when scaling graphics due to "game.tile_size"
148 * added some performance improvements when handling SDL surface scaling
151 * added custom graphics property "game.tile_size" to define in-game tile
152 size (this defines the tile size actually displayed on the playfield);
153 tile graphics will either be scaled to the defined game tile size or
154 have to be specified with the same image size (using ".tile_size")
157 * added custom graphics property ".tile_size" to define tile image size
158 for game element graphics (like "custom_1.tile_size"); non-standard
159 sized images will then be scaled accordingly to standard tile size
162 * fixed music still being played in Android version when in background
165 * added Android "menu" button to be treated as "yes" requester button
166 (while the Android "back" button was already treated as "no" button)
169 * added command line options "--version" / "-V" to show program version
170 (also shows SDL library versions when prefixed with "--debug" option)
173 * error file set to unbuffered to prevent truncation in case of crashes
176 * fixed bug causing wrong screen updates while playing (whole screen
177 update from backbuffer instead of playfield buffer if REDRAW_ALL set)
178 * fixed nasty (typo) bug in native EM engine causing broken player
179 graphics when using different (redefined) playfield size
182 * fixed bug causing EM/EMC graphics sets containing original 16x16 tiles
183 to be displayed incorrectly (with broken scaling) when switching
184 between small and normal game graphics (thanks a lot to filbo for
185 analyzing and describing how to exactly reproduce this bug)
188 * removed MS-DOS support
189 * removed native X11 support (X11 now only supported via SDL/SDL2)
192 * cleanup of functions RedrawPlayfield() and BlitScreenToBitmap()
195 * fixed level redraw after quick-loading tape with small tile graphics
198 * added compatibility code for existing request door animation settings
201 * added ultra-generic, ultra-flexible request door animation handling
204 * fixed major bugs in handling single-player and multi-player tapes
205 (for details, see http://www.artsoft.org/forum/viewtopic.php?t=2086)
208 * fixed various problems with playfield and requester/tape/editor doors
209 defined to be at non-standard screen positions in artwork config file
212 * added envelope style requester dialog (alternative to door requester)
215 * fixed problems with window scaling and updating related setup value
216 * added setup option to select anti-aliasing quality of scaled windows
219 * improved speed of displaying progress when loading levels and artwork
220 * changed fullscreen and window scaling changes in setup menu to have
221 immediate effect (instead of being effective after leaving setup menu)
224 * fixed toons stopping on continuous touch events on Mac OS X
227 * fixed bug when displaying game envelope with even sized playfield
228 * added graphic configuration options for request (dialog) buttons
231 * fixed some redraw bugs with window scaling under Mac OS X
234 * fixed problems with window scaling and updating related setup value
237 * fixed problems related to fullscreen switching and window scaling
240 * fixed inconsistent custom artwork constants numbering in src/main.h,
241 src/screen.c and src/conf_gfx.c (this really should be cleaned up)
242 (this bug caused custom artwork definition to set wrong variable)
245 * fixed using fullscreen mode on Android instead of pseudo-window mode
246 * fixed keeping desktop fullscreen mode when changing viewport size
249 * fixed remaining text input problems for non-ASCII keys with modifier
250 * added window scaling options to graphics setup menu
253 * fixed key code problems with certain keys for SDL2
254 (keypad keys not being in numerical order; number of function keys)
255 * fixed text input problems for text characters using modifier keys
258 * fixed fullscreen option for SDL2 (using only desktop fullscreen now)
261 * fixed graphical bugs when using renderer/texture based graphics
264 * fixed playing certain sounds (menu navigation sound and counting
265 score sound after solving a level) when "normal sounds" are disabled
268 * continued porting Rocks'n'Diamonds to Android (levels now playable)
271 * added SDL2 renderer/texture based graphics frame handling to allow for
272 "desktop" style fullscreen mode and scaling of game screen/window
275 * removed limitation of artwork files to selected file types (this means
276 that every file type supported by SDL_image and SDL_mixer can be used)
277 * changed default graphics from PCX to PNG (needed for Android version
278 to prevent painfully slow image loading, although not compressing PCX
279 files in the assets directory of the APK package might also work fine)
280 * fixed bug with SDL_BlitSurface creating garbage when source and target
281 surface are the same (this bug also existed in versions of SDL 1.2.x)
284 * started porting Rocks'n'Diamonds to Android (already shows main menu)
287 * ported Rocks'n'Diamonds to SDL2 (first simple version that works)
290 * version number set to 3.3.1.3
293 * version 3.3.1.2 released
296 * improved error handling: display error message on screen (not only in
297 the error file or on the console), and display path of the error file
300 * fixed problem with R'n'D restarting with same level set that may have
301 caused a problem (and therefore failing again and again); after an
302 error, the last level set is now deactivated in file "levelsetup.conf"
303 to restart with default level set (which should work without error)
306 * fixed determining main game data directory on Mac OS X "Mavericks"
309 * version number set to 3.3.1.2
312 * version 3.3.1.1 released
315 * added scripts directory to distribution package to enable building
316 element definitions after editing artwork config source code files
319 * added volume controls for sounds, loops and music to sound setup
322 * version number set to 3.3.1.1
325 * version 3.3.1.0 released
328 * version number set to 3.3.1.0
331 * fixed display of level time switching from ascending to descending
332 when making use of the "time orb bug" (see element setting in editor)
333 (see level 053 of set "rnd_equinox_tetrachloride_ii" for an example)
334 * fixed graphics performance problems (especially on Mac OS X) by using
335 whole-playfield redraw on SDL target, while still using the previous
336 single-tile redraw method on X11 target (using redraw tiles threshold)
339 * fixed code (esp. random/tape handling) when compiled on 64-bit systems
340 (by replacing all "long" types by "int" types)
343 * fixed nasty bug (affecting crumbled graphics) after adding new special
344 graphics suffix ".TAPE" (and messing some things up in src/main.c)
347 * fixed wrong argument order in DrawTextBuffer() in gadgets.c
348 (this caused fonts in envelope config in level editor being invisible)
351 * fixed some problems with half tile size and even tile sized playfields
354 * added level selection screen (when clicking on main menu level number)
355 * added level tracing (played, solved) for use in level selection screen
356 (to display already played or solved levels in different font color)
359 * added alternative game mode for playing with half size playfield tiles
360 * fixed another memory violation bug in the native Supaplex game engine
361 (this potential memory bug was also in the original Megaplex code, but
362 apparently only occured under rare conditions triggered by using the
363 additional added preceding playfield memory area to make a few strange
364 levels using dirty off-playfield tricks (bugs) like "12s033.sp" also
365 solvable (this all worked fine in the classic DOS version, of course))
368 * added graphics performance optimization to native Supaplex game engine
369 * fixed bug with accidentally removing preceding buffer in SP engine
370 * moved some editor graphics from "RocksDoor.pcx" to "RocksMore.pcx"
371 (to prevent compatibility mapping of these newer graphics to older
372 (custom) versions of "RocksDoor.pcx" which did not contain them yet)
375 * added separately configurable game panel background to graphics config
376 * fixed displaying Supaplex time (now based on 35 fps instead of 50 fps)
379 * added tape panel graphics and screen positions to graphics config
382 * added compatibility stuff for redefined "global.door" (which affects
383 all parts of that image that have their own graphics definition now)
386 * added sound button graphics to graphics config
389 * added tape button graphics and screen positions to graphics config
392 * improved single step mode in R'n'D, EM and SP engines
395 * version number set to 3.3.0.2
398 * version 3.3.0.1 released
401 * added configurable key shortcuts for snap+direction player actions
402 (probably most useful for recording tool-assisted speedrun (TAS)
403 tapes using the single-step mode of the tape recorder)
406 * version number set to 3.3.0.1
409 * version 3.3.0.0 released
412 * fixed missing memory allocation in SP engine when saving engine data
413 for non-SP game engine snapshots (which also stores SP engine part)
416 * fixed problem with scrolling in native EM engine in multi-user mode
417 (this bug was just introduced with the experimental viewport stuff)
418 * fixed animation of splashing acid in EM engine with classic artwork
419 * fixed animation of cracking nut in EM engine with classic artwork
420 * fixed (implemented) single step mode in native EM and SP engines
421 * fixed "latest_engine" flag in classic levels (moved to single sets)
422 * updated SDL library DLLs for Windows to the latest release versions
423 (this fixed some mysterious crashes of the game on Windows systems)
424 * replaced EM and SP set in classic level set with native level files
425 * finally added a newly written "CREDITS" file to the game package
426 * removed sampled music loops from classic music set
429 * changed native Emerald Mine engine to support different viewport sizes
432 * changed native Supaplex engine to support different viewport sizes
435 * added initial, experimental support for different viewport properties
436 (with "viewports" being menu/playfield area and doors; currently the
437 size of the menu/playfield area and door positions can be redefined)
440 * added initial, experimental support for different window sizes
443 * added support for native Sokoban solution files in pure 'udlrUDLR'
444 format with extension ".sln" instead of ".tape" for solution tapes
447 * added image config suffix ".class" to be able to define classes of
448 crumbled elements which are then separated against each others when
449 drawing crumbled borders (class names can freely be defined)
450 (Example: "sand.CRUMBLED.class: sand" and "emc_grass.CRUMBLED.class:
451 emc_grass" results in sand and emc_grass being crumbled separately,
452 even if directly adjacent on the playfield.)
453 * added image config suffix ".style" to use two new features for
455 - "accurate_borders": try to draw correctly crumbled corners (which
456 means that a row of crumbled elements does not have two crumbled
457 corners for each element in the row, but only at the "real" corners
458 at the start and the end of the row of elements)
459 - "inner_corners": also draw inner corners in concave constructions
460 of several crumbled elements -- this is currently a big kludge: the
461 number of frames for crumbled graphic must be "2", with the first
462 frame as usual (crumbled graphic), while the second frame contains
463 the graphic with inner (crumbled) corners for the crumbled graphic
464 (These two features are mainly intended for bevelled walls, not for
465 diggable elements like sand; "inner_corners" only works reliably for
466 static walls, not for in-game dynamically changing walls using CEs.)
469 * finished code cleanup of native Supaplex game engine
472 * started code cleanup of native Supaplex game engine
475 * integrated playing sound effects into native Supaplex game engine
478 * added configurable key shortcuts for the tape recorder buttons
481 * added (hidden) function to save native Supaplex levels with tape as
482 native *.sp file containing level with demo (saved with a file name
483 similar to native R'n'D levels, but with ".sp" extension instead of
484 ".level"); to use this functionality, enter ":save-native-level" or
485 ":snl" from the main menu with the native Supaplex level loaded and
486 the appropriate tape loaded to the tape recorder
487 * fixed potential crash bug caused by illegal array access in engine
488 snapshot loading and saving code
489 * changed setting permissions of score files to be world-writable if
490 the program is not installed and running setgid to allow the program
491 to modify existing score files when run as a different user (which
492 allows cheating, of course, as the score files are not protected
493 against modification in this case)
494 * added (commented out) suggestions for RO_GAME_DIR and RW_GAME_DIR to
495 the top level Makefile for Debian / Ubuntu installations
496 * added saving read-only levels from editor into personal level set
497 (thanks to Bela Lubkin for the above four patches)
500 * added updating of game values on the panel to Supaplex game engine
503 * finished integrating R'n'D graphics engine into Supaplex game engine
504 (although some animations do not support full customizability yet)
507 * done integrating R'n'D graphics engine into file "Infotron.c"
508 * done integrating R'n'D graphics engine into file "OrangeDisk.c"
511 * integrated engine snapshot functionality into Supaplex game engine
514 * fixed bug in native Supaplex engine that broke several demo solutions
515 * fixed bug with re-initializing already existing elements in function
516 RelocatePlayer() in src/game.c (causing problems with Sokoban fields
517 counted a second time, making the currently playing level unsolvable)
518 * done integrating R'n'D graphics engine into file "SnikSnaks.c"
519 * done integrating R'n'D graphics engine into file "Electrons.c"
520 * done integrating R'n'D graphics engine into file "Zonk.c"
523 * done integrating R'n'D graphics engine into file "Murphy.c"
524 * done integrating R'n'D graphics engine into file "BugsTerminals.c"
527 * started integrating R'n'D graphics engine into Supaplex game engine
530 * added small kludge that allows transparent pushing animation over
531 non-black background (by using "game.use_masked_pushing: true")
532 * added editor flag to Sokoban field/object elements to automatically
533 finish solved Sokoban style levels (even if they contain non-Sokoban
534 elements, which prevents auto-enabling this feature for such levels)
537 * added new element "from_level_template" which is replaced by element
538 from level template at same playfield position when loaded (currently
539 not accessible from level editor, but only used for special Sokoban
540 level conversion when using "special_flags: load_xsb_to_ces")
541 * added special behaviour for "special_flags: load_xsb_to_ces": global
542 settings of individual level files are overwritten by template level
543 (except playfield size, level name, level author and template flag)
546 * added handling of gravity ports when converting Supaplex style R'n'D
547 levels to native Supaplex levels for playing with Supaplex engine
550 * fixed bug in Supaplex engine regarding initial screen scroll position
553 * fixed EMC style pushing animations in the R'n'D graphics engine (when
554 using ".2nd_movement_tile" for animations having start and end tile)
555 * for this to work (look) properly for two-tile pushing animations with
556 non-black (i.e. opaque) background, the pushing graphics drawing order
557 was changed to first draw the pushed element, then the player (maybe
558 this should be controlled by an ".anim_mode" flag yet to be added)
559 * two-tile animations for moving or pushing should have 7 frames for
560 normal speed, 15 frames for half speed etc. to display correct frames
561 * two-tile animations are also displayed correctly with different speed
562 settings for the player (for pushing animations) or moving elements
565 * added searching for template level (file "template.level") not only
566 inside the level set directory, but also in above level directories;
567 this makes is possible to use the same single template level file
568 (placed in a level group directory) for many level sub-directories
571 * fixed bug with steel exit being destructible during opening phase
572 * added token "special_flags" to "levelinfo.conf" (currently with the
573 only recognized value "load_xsb_to_ces", doing the same as the flag
574 "-Dload_xsb_to_ces" on the command line, but as a permanent flag for
575 converting all elements in native (XSB) Sokoban level files to CEs)
578 * fixed some problems with Supaplex engine when compiling for Windows
581 * added special mode to convert elements of Sokoban XSB levels to CEs
582 by adding "-Dload_xsb_to_ces" to the command line starting the game
583 (also adding a dependency to a template level file "template.level")
586 * added reading native Sokoban levels and level packages (XSB files)
589 * fixed bugs in (auto)scrolling behaviour when passing ports or when
590 wrapping around the playfield through "holes" in the playfield border
593 * changed internal playfield bitmap handling from playfield sized bitmap
594 to screen sized bitmap (visible scrolling area), therefore speeding up
595 graphics operations (by eliminating bitmap updates in invisible areas)
596 and removing playfield size limitations due to increasing bitmap size
597 for larger playfield sizes (while the new implementation always uses
598 a fixed playfield bitmap size for arbitrary internal playfield sizes)
601 * fixed bug with single step mode (there were some cases where the game
602 did not automatically return to pause mode, e.g. when trying to push
603 things that cannot be pushed or when trying to run against a wall)
606 * added support for loading Supaplex levels in MPX level file format
609 * fixed SP engine to set "game over" not before lead out counter done
612 * fixed (potential) compile error when using GCC option "-std=gnu99"
613 (thanks to Tom "spot" Callaway)
616 * fixed array allocation in native Supaplex engine to correctly handle
617 preceding scratch buffers (needed because of missing border checking)
618 * fixed playfield initialization to correctly add raw header bytes as
619 subsequent scratch buffer (needed because of missing border checking)
622 * most important parts of native Supaplex engine integration working:
623 - native Supaplex levels can be played in native Supaplex engine
624 - native Supaplex level/demo files ("*.sp" files) can be re-played
625 - all 111 classic original Supaplex levels automatically solvable
626 - native Supaplex engine can be selected and used from level editor
627 - logic of re-playing Supaplex demos migrated to R'n'D tape logic
630 * fixed another translation problem from VisualBasic to C (where "int"
631 should be "short") causing unsolvable demos with bugs and terminals
632 ("bugs" being related to the Supaplex "buggy base" element here ;-) )
635 * fixed bug when reading Supaplex single level files (preventing loader
636 from seeking to level position like in Supaplex level package files)
639 * first classic Supaplex level running and solved by solution/demo tape
642 * started with integration of native Supaplex engine, using source code
643 of Megaplex from Frank Schindler, based on original Supaplex engine
646 * version number set to 3.2.6.2
649 * version 3.2.6.1 released
652 * fixed bug with element_info[e].gfx_element not being initialized in
653 early game stage, causing native graphics in EMC level sets to be
654 mapped completely to EL_EMPTY (causing a blank screen when playing)
655 (this only happened when starting the program with an EMC set with
656 native graphics, but not when switching to such a set at runtime)
659 * deactivated blit-to-same-surface workaround again (see 2009-03-24)
660 and using self-compiled, patched SDL.dll that solves this problem
661 (interim solution until release of SDL 1.2.14 that should fix this)
664 * extended backwards compatibility mode to allow already fixed bug with
665 change actions (see "2008-02-05") for existing levels (especially the
666 Zelda and Zelda II levels and other cool stuff by Alan Bond like FMV)
669 * reactivated workaround to prevent program crashes due to blitting to
670 the same SDL surface that apparently only occurs on Windows systems
671 (this is no final solution; this problem needs further investigation)
674 * version number set to 3.2.6.1
677 * version 3.2.6.0 released
680 * fixed behaviour of player option "no centering when relocating" which
681 was incorrect when disabled and relocation target inside visible area
682 and "no scrolling when relocating" enabled at the same time
685 * fixed problems with re-mapping players on playfield to input devices:
686 previously, players found on the level playfield were changed to the
687 players connected to input devices (for example, player 3 in the level
688 was changed to player 1 (using artwork of player 3, to be able to use
689 a player with a different color)); this had the disadvantage that CE
690 conditions using player elements did not work (because the players in
691 the level definition are different to those effectively used in-game);
692 the new system uses the same player elements as defined in the level
693 playfield and re-maps the input devices of connected players to the
694 corresponding player elements when playing the level (in the above
695 example, player 3 now really exists in the game and is moved using the
696 events from input device 1); level tapes still store the events from
697 input devices 1 to 4, which are then re-mapped to players accordingly
698 when re-playing the tape (just as it is done when playing the level)
701 * fixed bug with player relocation while the player switches an element
704 * fixed bug with EM/DC style exit and EM/DC style steel exit which was
705 not walkable (and did not let the player enter) when in process of
706 opening, but not fully open yet (which can cause the player not being
707 able to enter the exit in EM/DC style levels in time)
710 * fixed some bugs regarding the new level/CE random seed reset options
713 * moved "level settings" and "editor settings" to two tabbed screens in
714 level editor to gain space for additional level property settings
715 * added level setting to start a level with always the same random seed
716 * added CE action "set random seed" to re-initialize random seed in game
717 (this is the only CE action that gets executed before the CE changes,
718 which is needed to use the newly set random seed during the CE change)
721 * fixed redraw problem of special editor door when playing from editor
724 * fixed initialization of gfx_element for level sketch image creation
727 * added switch for EM style dynamite "[ ] explodes with chain reaction"
728 (with default set to "on" for existing levels, but "off" for all new
729 levels), as EM style dynamite does not chain-explode in original EM
732 * added optional initial inventory for players (pre-collected elements)
733 * added change page actions "set player inventory" and "set CE artwork"
734 * added recognition of "player" parameter on change pages when player
735 actions are defined, but no trigger player in corresponding condition
736 (this resulted in actions that only affected the first player before)
737 * fixed bug with change actions being executed for newly created custom
738 elements resulting from custom element changes, when the intention was
739 only to check for change actions for the previous custom element
742 * changed design and size of element drawing area in level editor
743 * added "element used as action parameter" to element change actions
746 * added possibility to reanimate player immediately after his death
747 (for example, by "change to <player> when explosion of <player>")
750 * fixed bug with "gray" white door not being uncovered by magnifier
751 * added score for collecting (any) key to the white key config page
754 * added condition "deadly when <getting hit by>" for custom elements
755 that behaves a bit like the existing "deadly when <colliding with>",
756 but with the following differences:
757 - it only kills players or friends when it was moving before it hits
758 - it does not kill players or friends that try to run into it
761 * fixed the following change conditions where a player element is used
762 as the "element that is triggering the custom element change":
765 - explosion of <element>
767 (the last two conditions already worked partially, but only for the
768 first player, and not for the "Murphy" player when using "move of")
771 * fixed crash bug caused by accessing invalid element (with value -1)
772 in UpdateGameControlValues()
773 * fixed graphical bug when using two-tile movement animations with EMC
774 game engine without explicitly using native EMC graphics engine
777 * fixed bug in new "can dig" feature (see below) so that an unsuccessful
778 try to push something (due to push delay) does not cause a dig action
781 * fixed bug with reference elements used as trigger elements on custom
782 element change pages not being recognized
783 * fixed bug with reference elements not being removed from the playfield
784 * added engine functionality that allows custom elements that "can dig"
785 other elements not only to do so when moving by themselves, but also
786 when being pushed by the player (therefore adding the functionality to
787 push one element over another element, replacing it with the new one)
790 * added command line function to write level sketch images to directory
793 * merged override and auto-override options into new override options
794 with a new data type than can take the values "no", "yes" and "auto"
797 * fixed growing steel wall to also leave behind steel wall instead of
798 normal, destructible wall
799 * fixed handling of rocks falling through stacks of quicksand with
800 different speed (before, the rocks just got stuck in the quicksand)
803 * fixed nasty bug with auto-override and normal override not working on
804 program startup (especially when current level set has custom artwork)
807 * version 3.2.5 released as special edition "R'n'D jue"
810 * fixed X11 crash bug when blitting masked title screens over background
813 * changed build system to support special editions (like "R'n'D jue")
814 * added (hardcoded) loading graphics for "R'n'D jue" special edition
815 * fixed X11 crash bug when scaling images with width/height less than 32
818 * added "background.PLAYING" (only visible as two-pixel border in game)
819 * added default level set for first start of special R'n'D version
820 * changed door animations for editor always behaving like "quick doors"
823 * added new custom artwork setup option "auto-override non-CE sets" for
824 automatic artwork override that is only used for level sets without
825 custom element artwork (as it does not make much sense to override
826 any artwork that redefines custom element artwork for sets using CEs)
827 * fixed default artwork for "special" R'n'D versions always using the
828 "classic" artwork as the base if base artwork is not explicitly
829 defined in "levelinfo.conf", regardless of different default artwork
830 used by the special R'n'D version -- this is needed because any such
831 custom artwork is designed using the "classic" artwork definitions as
832 the base (including menu definitions and screen positions etc., which
833 would otherwise be taken from the different special default artwork)
836 * fixed drawing of animated "quicksand.filling" and "quicksand.emptying"
837 for both EMC and R'n'D graphics engine (heavy workarounds needed due
838 to massively broken handling of quicksand in R'n'D game engine)
839 * fixed off-limits access to array in DrawLevelFieldCrumbledSandExt()
840 * fixed crash bug (hopefully) when scrolling with cursor keys in editor
843 * fixed small bug in toon drawing (introduced when fixing the crash bug)
846 * added graphics definition "game.panel.highscore" to display the
847 current levels current high score in the game panel
850 * version number set to 3.2.5
853 * version 3.2.4 released
856 * fixed crash bug in toon drawing functions for large step offset values
859 * fixed some problems with displaying game panel when quick-loading tape
862 * fixed (experimental only) redrawing of every tile per frame (even if
863 unneeded) for the extended (R'n'D based) EMC graphics engine
864 * added optimization to only calculate element count for panel display
865 if really needed (that is, if element count values defined on panel)
866 * fixed problem with special editor door redraw when entering main menu
869 * fixed bug with displaying background for title messages on info screen
870 * some code cleanup for the extended (R'n'D based) EMC graphics engine
873 * fixed bug with CE action "move player" always resulting in player 4
874 if there was a CE action with no trigger player (because the player
875 element was calculated by using log_2() from trigger player bits with
876 the value PLAYER_BITS_ANY) -- this is now fixed by also storing the
877 triggering player bit mask and handling all players in "move player"
878 * fixed bug when defined artwork cannot be found for artwork that has
879 default artwork cloned from other artwork (without default filename)
880 * added several fixes to the extended (R'n'D based) EMC graphics engine
883 * fixed broken editor copy and paste for custom elements between levels
886 * title messages are now also searched in graphics artwork directory;
887 those found in graphics directory have precendence over those found
888 in level directory -- this handles title messages stored in graphics
889 directories as part of the artwork set, just like title images; this
890 makes sense, as corresponding special font definitions for messages
891 are usually defined in the same graphics artwork directory, and also
892 because title images and title messages that are combined in a level
893 set introduction should usually not be separated when the level set
894 is used with a different artwork set (e.g. using "override graphics")
895 * fixed problem with door borders on main screen by first drawing doors
896 and then the corresponding border masks, but not vice versa
897 * fixed problem with artwork config entries using the value "[DEFAULT]";
898 this does not what one might expect, but sets the value to an invalid
899 value -- solution: simply ignore such entries, which results in this
900 value keeping its previous (real) default value (in general, entries
901 that should use their default value should just not be defined here)
902 * fixed problem with wrong fading area size from main menu to setup menu
905 * fixed problem with broken crumbled graphics after level set changes
906 when using R'n'D custom artwork with level sets using the EMC engine
909 * fixed invisible "joysticks deactivated ..." text on setup input screen
912 * added use of hashes created from static lists (element tokens, image
913 config, font tokens) to speed up lookup of configuration parameters
914 * fixed bug where element and graphic config token lookup was mixed up
917 * added "busy" animation when initializing program and loading artwork
918 * added initialization profiling for program startup (debugging only)
921 * fixed(?) very strange bug apparently triggered by memset() when code
922 was cross-compiled with MinGW cross-compiler for Windows XP platform
923 (this only happened when using SDL.dll also self-compiled with MinGW)
926 * added graphics engine directive "border.draw_masked_when_fading" that
927 enables/disables drawing of border mask over screen that is just faded
930 * fixed small problem with separate fading definition for game screen
933 * added additional configuration directives for setup screen draw offset
934 menu.draw_xoffset.SETUP[XXX] and menu.draw_yoffset.SETUP[XXX] with XXX
935 in GAME, EDITOR, GRAPHICS, SOUND, ARTWORK, INPUT, SHORTCUTS_1,
936 SHORTCUTS_2, CHOOSE_ARTWORK, CHOOSE_OTHER (where "CHOOSE_ARTWORK" is
937 used to define draw offset on custom artwork selection screens and
938 "CHOOSE_OTHER" is used on all other list style selection screens, like
939 choosing game speed or screen mode for fullscreen mode)
940 * added additional configuration directives to define main menu buttons:
941 - menu.button_name and menu.button_name.active
942 - menu.button_levels and menu.button_levels.active
943 - menu.button_scores and menu.button_scores.active
944 - menu.button_editor and menu.button_editor.active
945 - menu.button_info and menu.button_info.active
946 - menu.button_game and menu.button_game.active
947 - menu.button_setup and menu.button_setup.active
948 - menu.button_quit and menu.button_quit.active
949 * added eight pure decoration graphic definitions for the game panel
952 * added support for accessing native Diamond Caves II level packages
953 * fixed displaying of game panel values for Emerald Mine game engine
954 * fixed displaying end-of-level time and score values on new game panel
957 * added game panel control to display arbitrary elements on game panel
958 * added game panel control to display custom element score (globally
959 unique for identical custom elements) either as value or as element
960 * added ".draw_masked" and ".draw_order" to game panel control drawing
963 * fixed some general bugs with handling of ".active" elements and fonts
966 * cleanup of game panel elements (some elements were not really needed)
967 * added displaying of gravity state (on/off) as new game panel control
968 * added animation for game panel elements (similar to game elements)
971 * added new pseudo game mode "PANEL" to define panel fonts and graphics
972 - panel fonts now use ".PANEL" suffix instead of ".PLAYING" suffix
973 - panel graphics now use ".PANEL" suffix instead of ".DOOR" suffix
974 (else graphics would have to use ".PLAYING", which would be confusing)
975 * fixed bug when fading out to game screen with border mask defined
978 * added attribute ".tile_size" for element style game panel controls
981 * added <space> key as additional valid key to use for confirm requester
984 * improved menu fading, adding separate fading definitions for entering
985 and leaving a "content" screen (in general), and optional definitions
986 for the special "content" screens SCORES, EDITOR, INFO and PLAYING
989 * added (currently invisible) setup option to define scroll delay value
990 * fixed small bug in priority handling when auto-detecting level start
991 position in levels without player element (but player from CE etc.)
992 * added option "game.forced_scroll_delay_value" to override user choice
993 of scroll delay value for certain level sets with "graphicsinfo.conf"
994 * replaced setup option "scroll delay: on/off" by new setup option that
995 directly allows selecting the desired scroll delay value from 0 to 8
998 * added displaying of most game panel control elements (not animated)
1001 * added new configuration directives to display additional game engine
1002 values on the game control panel, like the following examples:
1003 - game.panel.time_hh/time_mm/time_ss - level time in HH/MM/SS format
1004 - game.panel.penguins - number of penguins to rescue
1005 - game.panel.level_name - level name of current level
1008 * added support for preview tile sizes "1" and "2" (1x1 and 2x2 pixels)
1011 * added new player option "no centering when relocating" for "invisible"
1012 teleportations to level areas that look exactly the same, giving the
1013 illusion that the player did not relocate at all (this was the default
1014 since 3.2.3, but caused visual problems with room creation in "Zelda")
1015 * added new menu fading effect "melt", shamelessly stolen from "DOOM"
1018 * improved menu fading, adding separate fading definitions for entering
1019 and leaving a menu and for fading between menu and "content" screens
1020 * fixed small bug with recognizing also ".font_xyz" style definitions
1023 * improved menu fading, adding separate fading definitions for fading
1024 between menu screens and fading between menu and "destination" screens
1027 * titlemessage_initial_x and titlemessage_x set to "[DEFAULT]" in static
1028 configuration (set from "[titlemessage_initial]" and "[titlemessage]")
1029 * fading settings of "[titlemessage_initial]" and "[titlemessage]" set
1030 to "[DEFAULT]" in static configuration (set from "[title_initial]" and
1032 * improved title fading, allowing fading animation types "none", "fade"
1033 and "crossfade" (including cross-fading of last title to main menu)
1036 * added configurability of graphics, sounds and music for title screens,
1037 which are separated into initial title screens (only shown once at
1038 program startup) and title screens shown for a given level set; these
1039 title screens can be composed of up to five title images and up to
1040 five title text messages (each drawn using an optional background
1041 image), also using background music and/or sounds; aspects like
1042 background images, sounds and music of title screens can either be
1043 defined generally (valid for all title screens) or specifically (and
1044 therefore differently for each title screen) using these directives:
1046 to define a background image, sound or music file for all screens:
1047 - background.TITLE_INITIAL (for all title screens for game startup)
1048 - background.TITLE (for all title screens for level sets)
1050 to define a background image, sound or music file for a single screen:
1051 - background.titlescreen_initial_x (with x in 1,2,3,4,5)
1052 - background.titlescreen_x (with x in 1,2,3,4,5)
1053 - background.titlemessage_initial_x (with x in 1,2,3,4,5)
1054 - background.titlemessage_x (with x in 1,2,3,4,5)
1056 to define the title screen images:
1057 - titlescreen_initial_x (with x in 1,2,3,4,5)
1058 - titlescreen_x (with x in 1,2,3,4,5)
1060 to define the title text messages, place text files into the level set
1061 directory that have the following file names:
1062 - titlemessage_initial_x.txt (with x in 1,2,3,4,5)
1063 - titlemessage_x.txt (with x in 1,2,3,4,5)
1065 to define the properties of the text messages, either use directives
1066 that affect all text messages:
1067 - [titlemessage_initial].<suffix>
1068 - [titlemessage].<suffix>
1069 or use directives that affect single text messages:
1070 - titlemessage_initial_x.<suffix> (with x in 1,2,3,4,5)
1071 - titlemessage_x.<suffix> (with x in 1,2,3,4,5)
1073 valid values for <suffix> are the same as for readme.<suffix> below;
1074 use ".sort_priority" (default: 0) to define an arbitrary order for
1075 title images and title messages (which can therefore be mixed)
1078 * added full configurability of "readme.txt" screen appearance:
1079 - readme.x: <left position used with alignment>
1080 - readme.y: <top position>
1081 - readme.width: <maximim text width in pixels>
1082 - readme.height: <maximum text height in pixels>
1083 - readme.chars: <maximum number of chars per line>
1084 - readme.lines: <maximum number of lines displayed>
1085 - readme.align: left,center,right (default: center)
1086 - readme.top: top,middle,bottom (default: top)
1087 - readme.font: font name
1088 - readme.autowrap: true,false (default: true)
1089 - readme.centered: true,false (default: false)
1090 - readme.parse_comments: true,false (default: true)
1091 - readme.sort_priority: (not used here, but only for title screens)
1092 when "readme.chars" and/or "readme.lines" is set to "-1" (this is the
1093 default), they are automatically determined from "readme.width" and
1094 "readme.height" accordingly; when they are not "-1", they have
1095 precedence over "readme.width" and "readme.height"
1096 * added internal ad-hoc config settings for displaying text files like
1097 title messages or "readme.txt" style level set info files:
1098 - .font: font name (default: readme.font)
1099 - .autowrap: true,false (default: readme.autowrap)
1100 - .centered: true,false (default: readme.centered)
1101 - .parse_comments: true,false (default: readme.parse_comments)
1102 (the leading '.' and the separating ':' are mandatory here); to use
1103 these ad-hoc settings, they have to be written inside a comment, like
1104 "# .autowrap: false" or "# .centered: true"; these settings then
1105 override the above global settings (they can even be used more than
1106 once, like "# .centered: true", then some text that should be drawn
1107 centered, then "# .centered: false" to go back to non-centered text;
1108 important note: after using "# .parse_comments: false", or when using
1109 "readme.parse_comments: false", detecting and parsing comments inside
1110 the file is disabled and comments are just printed like normal text;
1111 also be aware that all automatic text size calculations are done with
1112 the font defined in "readme.font", while using different fonts using
1113 "# .font: <font>" inside the text file may cause unexpected results
1116 * changed some numerical limits in the level editor from 255 to 999
1119 * added option "system.sdl_videodriver" to select SDL video driver
1120 * added output of SDL video and audio driver to "version info" page
1123 * added group element drawing to IntelliDraw drawing functions
1124 * fixed animation resetting problem again (last try broke Snake Bite)
1125 * fixed diagonal scrolling in screen scrolling (last try broke Pac Man)
1128 * added new (special) "include: <filename>" directive that works in all
1129 configuration files (like "graphicsinfo.conf") and that has the same
1130 effect as if that directive would be replaced with the content of the
1131 specified file (this can be useful to split large configuration files
1132 into several smaller ones and include them from one main file, or to
1133 store configuration settings that always stay the same into a separate
1134 file, while including it and only add those parts that really change)
1137 * fixed minor bug (screen redraw of player tiles) in EMC graphics engine
1140 * fixed bug in "InitMovingField()" where treating an integer array as
1141 boolean caused wrong resetting of animations while elements are moving
1142 * fixed problem with resetting animations when starting element change
1145 * added sort priority for order of title screens and title messages
1148 * changed end of game again: do not wait for the user to press a key
1149 anymore, but directly ask/confirm tape saving and go to hall of fame
1150 * re-enabled quitting of lost game by pressing space or return again
1151 * added blanking of mouse pointer when displaying title screens
1152 * added remaining menu draw offset definitions for info sub-screens
1155 * added setup option to select game speed (from very slow to very fast)
1156 * improved handling of title text messages (initial and for level set)
1159 * added new options "auto-wrap" and "centered" for DC2 style envelopes
1162 * fixed displaying and typing of player name when it is centered
1163 * added special characters to be allowed for player name (not only A-Z)
1166 * fixed blit in ScrollLevel() to same bitmap to not overlap anymore
1167 (newer versions of the SDL library seem to not like this anymore)
1170 * added code for configuration directives for control of game panel
1173 * fixed small cosmetical bug with underlining property tabs in editor
1176 * fixed small drawing bug in X11FadeRectangle
1177 * added new elements for newly supported Diamond Caves II levels:
1178 - EM/DC style exits that disappear after passing
1179 - white key and gate (one white key needed for each white gate)
1180 - fake gate (there is no key to open/pass this kind of gate!)
1181 - extended magic wall which also handles pearls and crystals
1185 * changed maximum value for endless loop detection to a higher value
1186 (some levels really used very deep recursion without being endless)
1189 * added new elements for newly supported Diamond Caves II levels:
1190 - growing steel walls
1191 - snappable land mine
1194 * added new elements for newly supported Diamond Caves II levels:
1195 - steel text elements
1198 * added level file loader for native Diamond Caves II levels
1201 * version number set to 3.2.4
1204 * version 3.2.3 released
1207 * fixed malloc/free bug when updating EMC artwork entries in level list
1208 * added workaround (warning and request to quit the current game) when
1209 changing elements cause endless recursion loop (which would otherwise
1210 freeze the game, causing a crash-like program exit on some systems)
1213 * fixed nasty string overflow bug when entering too long envelope text
1216 * added feedback sounds for menu navigation "menu.item.activating" and
1217 "menu.item.selecting" (for highlighting and executing menu entries)
1220 * improved "no scrolling when relocating" to also consider scroll delay
1221 (meaning that the player is not automatically centered in this case;
1222 this makes it possible to "invisibly" relocate the player to a region
1223 of the level playfield which looks the same as the old level region)
1224 * fixed bug with not recognizing "main.input.name.align" when active
1227 * fixed bug with displaying masked borders over title screens when
1228 screen fading is disabled
1231 * fixed infinite loop / crash bug when killing the player while having
1232 a CE with the setting "kill player X when explosion of <player X>"
1233 * added special editor graphic for "char_space" to distinguish it from
1234 "empty_space" when editing a level (in-game graphics still the same)
1237 * fixed nasty bug with initialization only done for the first player
1240 * small change to handle loading empty element/content list micro chunks
1243 * uploaded pre-release (test) version 3.2.3-0 binary and source code
1246 * some optimizations on startup speed by reducing initial text output
1249 * added caching of custom artwork information for faster startup times
1252 * fixed graphical bug when using fewer menu entries on level selection
1253 screen than usual (with "menu.list_size.LEVELS" directive)
1254 * fixed crash bug (Windows/SDL only) caused by BlitBitmap blitting from
1255 the backbuffer to the backbuffer by error (with identical rectangle)
1258 * fixed bug when displaying titlescreen with size less than element tile
1259 * fixed bug that caused elements with "change when digging <e>" event
1260 to change for _every_ digged element, not only those specified in <e>
1261 * fixed bug that caused impact style collision when dropping element one
1262 tile over the player that can both fall down and smash players
1263 * fixed bug that caused impact style collision when element changed to
1264 falling/smashing element over the player immediately after movement
1267 * fixed bug that allowed making engine snapshots from the level editor
1270 * fixed bugs with player name and current level positions on main screen
1273 * added configuration directives for control of title screens:
1274 - "title.fade_delay" for fading time
1275 - "title.post_delay" for pause between screens (when not crossfading)
1276 - "title.auto_delay" to automatically continue after some time
1277 these settings can each be overridden by specifying them with titles:
1278 - "titlescreen_initial_{1-5}.{fade_delay,post_delay,auto_delay}"
1279 - "titlescreen_{1-5}.{fade_delay,post_delay,auto_delay}"
1280 fading mode can also be specified:
1281 - "titlescreen_initial_{1-5}.anim_mode: {fade,crossfade}
1282 - "titlescreen_{1-5}.anim_mode: {fade,crossfade}
1283 default is using normal fading for menues and initial title screens,
1284 while using cross-fading for level set title screens
1285 * fixed bug with background not drawn in Hall of Fame after game was won
1288 * added configuration directives for the remaining main menu items
1291 * added additional configuration directives for info screen draw offset:
1292 menu.draw_{x,y}offset.INFO[{ELEMENTS,MUSIC,CREDITS,PROGRAM,LEVELSET}]
1293 * added additional configuration directives for preview info text
1294 * limited mouse wheel sensitive screen area to scrollable screen area
1297 * added highlighted menu text entries to menu navigation when selected
1300 * fixed bug that prevented player from correctly being created in the
1301 top left corner by a custom element change in a level without player
1302 * fixed bug that prevented player from being killed when indestructible,
1303 non-walkable element is placed on player position by extended change
1304 * added configurable menu button, text and input positions to main menu
1307 * added page fading effects for remaining info sub-screens
1308 * fixed small bug that caused some delays when answering door request
1311 * added directives "border.draw_masked.*" for menu/playfield area and
1312 door areas to display overlapping/masked borders from "global.border"
1315 * fixed bug with CE with move speed "not moving" not being animated
1316 * when changing player artwork by CE action, reset animation frame
1319 * fixed bug with not unmapping main menu screen gadgets on other screens
1320 * fixed bug with un-pausing a paused game by releasing still pressed key
1321 * fixed bug with not redrawing screen when toggling to/from fullscreen
1322 mode while fast reloading tape (without redrawing playfield contents)
1323 * fixed bug with quick-saving tape snapshot despite answering with "no"
1326 * version number set to 3.2.3
1329 * version 3.2.2 released
1332 * fixed bug with redrawing screen in fullscreen mode after quick tape
1333 reloading when using the EMC game engine
1334 * changed token names from "last_ce_[1-8]" to "prev_ce_[1-8]"
1337 * fixed bug in GameWon() when level contains no exit (like in Sokoban)
1340 * added engine snapshot functionality for instant tape reloading (this
1341 only works for the last tape saved using "quick save", and does not
1342 work across program restarts, because it completely works in memory)
1345 * version number set to 3.2.2
1348 * version 3.2.1 released
1351 * fixed nasty bugs with handling error message file on Mac OS X systems
1354 * general code cleanup (removing many annoying "#if 0" blocks etc.)
1357 * fixed bug that caused broken tapes when manually appending to tapes
1358 using the "pause before death" functionality, followed by recording
1359 * added setup option to disable fading of screens for faster testing
1362 * code cleanup of new fading functions
1365 * changed behaviour after solved game -- do not immediately stop engine
1366 * added some more smooth screen fadings (game start, hall of fame etc.)
1369 * fixed bug with displaying pushed CE with value/score/delay anim_mode
1372 * added configurable level preview position, tile size and dimensions
1373 * added configurable game panel value positions (gems, time, score etc.)
1376 * fixed small bug with time displayed incorrectly when collecting CEs
1379 * fixed bug with bumpy scrolling with EM engine in double player mode
1382 * added compatibility code to fix "Snake Bite" style levels that were
1383 broken due to a bugfix regarding EL_SOKOBAN_FIELD_PLAYER in 3.2.0
1386 * fixed bug with scrollbars inside editor when using the Windows mouse
1387 enhancement tool "True X-Mouse" (which injects key events to the event
1388 queue to insert selected stuff into the Windows clipboard, which gets
1389 confused with the "Insert" key for jumping to the last editor cascade
1390 block in the element list)
1391 * added Rocks'n'Diamonds icon for use as window icon to SDL version
1392 * added key shortcut "Alt + Enter" to toggle fullscreen mode at any time
1395 * added selection of preferred fullscreen mode to setup / graphics menu
1396 (useful if default mode 800 x 600 does not match screen aspect ratio)
1399 * improved down-scaling of images for better editor and preview graphics
1400 * changed user data directory for Mac OS X from Unix style to new place
1403 * improved level number selection in main menu and player selection in
1404 setup menu (input devices section) by using standard button gadgets
1405 * added support for mouse scroll wheel (caused buggy behaviour before)
1406 * added support for scrolling horizontal scrollbars with mouse wheel by
1407 holding "Shift" key pressed while scrolling the wheel
1408 * added support for single step mouse wheel scrolling by holding "Alt"
1409 key pressed while scrolling the wheel (can be combined with "Shift")
1410 * changed output file "stderr.txt" on Windows platform now always to be
1411 created in the R'n'D sub-directory of the personal documents directory
1412 * added Windows message box to direct to "stderr.txt" after error aborts
1415 * improved general scrollbar handling (when jump-scrolling scrollbars)
1418 * changed scrollbars to always show last line as first after scrolling
1419 (that means jumping n - 1 screen lines instead of n screen lines)
1422 * fixed level versions of EMC level loader (from V4 to V1, V2 and V3)
1423 * fixed level time for EMC levels for V2 engine (V2 and V5 levels)
1424 * fixed special handling of vertically stacked acid becoming fake acid
1427 * fixed bug (very special case) with CE_SCORE_GETS_ZERO, which can
1428 affect multiple instances of the same CE, although this kind of
1429 change condition usually only affects one single custom element
1432 * version number set to 3.2.1
1435 * version 3.2.0 released
1438 * reorganized level editor element list a bit to match engines better
1441 * fixed newly introduced bug with wrongly initializing clipboard element
1444 * fixed bug with displaying visible/invisible level border in editor
1447 * reorganized some elements in the level editor element list
1450 * fixed bug with displaying any player as "yellow" when moving into acid
1451 * fixed bug with displaying running player when player stopped at border
1454 * fixed bug with player exploding when moving into acid
1455 * fixed bug with level settings being reset in editor and when playing
1456 (some compatibility settings being set not only after level loading)
1457 * fixed crash bug when number of custom graphic frames was set to zero
1458 * fixed bug with teleporting player on walkable tile not working anymore
1459 * added partial compatibility support for pre-release-only "CONF" chunk
1460 (to make Alan Bond's "color cycle" demo work again :-) )
1463 * fixed some bugs when displaying title screens from info screen menu
1464 * fixed bug which caused EMC doors #5 to #8 to be passable without keys
1467 * changed file major version to 3 to reflect level file format changes
1468 * uploaded pre-release (test) version 3.2.0-8 binary and source code
1471 * added new chunk "NAME" to level file format for level name settings
1472 * added new chunk "NOTE" to level file format for envelope settings
1473 * changed name of chunk "CONF" to "ELEM" (for normal element settings)
1474 * updated magic(5) file to recognize changed and new level file chunks
1475 * removed change events "change when CE value/score changes" as unneeded
1478 * changed gravity (which only affects the player) from level property
1479 to player property (only makes a difference in multi-player levels)
1480 * added change events "change when CE value/score changes"
1481 * added change events "change when CE value/score changes of <element>"
1484 * added new chunk "INFO" to level file format for global level settings
1485 * added all element settings from "HEAD" chunk to "CONF" chunk
1486 * added all global level settings from "HEAD" chunk to "INFO" chunk
1489 * changed level file format by adding two new chunks "CUSX" (for custom
1490 elements, replacing the previous "CUS4" chunk) and "GRPX" (for group
1491 elements, replacing the previous "GRP1" chunk); these new IFF style
1492 chunks use the new and flexible "micro chunks inside chunks" technique
1493 already used with the new "CONF" chunk (for normal element properties)
1494 which makes it possible to easily extend the existing level format
1495 (instead of using fixed-length chunks like before, which are either
1496 too big due to reserved bytes for future use, or too small when those
1497 reserved bytes have all been used and even more data should be stored,
1498 requiring the replacement by new and larger chunks just like it went
1499 with "CUS1" to "CUS4"); this whole problem now does not exist anymore
1502 * added credits pages to the "credits" section that were really missing
1503 * added some missing element descriptions to the level editor
1504 * added down position of switchgate switch to the level editor
1505 and allowed the use of both switch positions at the same time
1506 * changed use of "Insert" and "Delete" keys to navigate element list in
1507 level editor to start of previous or next cascading block of elements
1510 * added the possibility to view the title screen to the info screen menu
1511 * fixed some minor bugs with viewing title screens
1514 * fixed bug with title (cross)fading in/out when using fullscreen mode
1517 * fixed bug that forced re-defining of menu settings in local graphics
1518 config file which are already defined in existing base config file
1519 * fixed small bug that caused door sounds playing when music is enabled
1522 * added the possibility to define up to five title screens for each
1523 level set that are displayed after loading using (cross)fading in/out
1524 (this was added to display the various start images of the EMC sets)
1527 * added "CE score gets zero [of]" to custom element trigger conditions
1528 * added setup option to display element token name in level editor
1531 * added compatibility code for Juergen Bonhagen's menu artwork settings
1534 * fixed bug with displaying wrong animation frame 0 after CE changes
1535 * fixed bug with creating invisible elements when light switch is on
1538 * added selection between ECS and AGA graphics for EMC levels to setup
1541 * adjusted font handling for various narrow EMC style fonts
1544 * changed EM engine behaviour back to re-allow initial rolling springs
1547 * fixed handling of over-large selectboxes (less error-prone now)
1548 * fixed bug when creating GE with walkable element under the player
1551 * added use of "Insert" and "Delete" keys to navigate element list in
1552 level editor to start of custom elements or start of group elements
1553 * added virtual elements to access CE value and CE score of elements:
1554 - "CE value of triggering element"
1555 - "CE score of triggering element"
1556 - "CE value of current element"
1557 - "CE score of current element"
1560 * fixed "grass" to "sand" in older EM levels (up to file version V4)
1563 * changed behaviour of network games with internal errors (because of
1564 different client frame counters) from immediately terminating R'n'D
1565 to displaying an error message requester and stopping only the game
1566 (also to prevent impression of crashes under non command-line runs)
1567 * fixed playing network games with the EMC engine (did not work before)
1568 * fixed bug with not scrolling the screen in multi-player mode with the
1569 focus on player 1 when all players are moving in different directions
1570 * fixed bug with keeping pointer to gadget even after its deallocation
1571 * fixed bug with allowing "focus on all players" in network games
1572 * fixed bug with player focus when playing tapes from network games
1575 * uploaded pre-release (test) version 3.2.0-7 binary and source code
1578 * code cleanup for game action control for R'n'D and EMC game engine
1581 * fixed bug in multi-player movement with focus on both players
1582 * added option to control only the focussed player with all input
1585 * added player focus switching to level tape recording and re-playing
1588 * fixed some bugs in player focus switching in EMC and RND game engine
1591 * added special Supaplex animations for Murphy digging and snapping
1592 * added special Supaplex animations for Murphy being bored and sleeping
1595 * added four new yam yams with explicit start direction for EMC engine
1596 * fixed bug in src/libgame/text.c with printing text outside the window
1599 * fixed small bug in EMC level loader (copyright sign in EM II levels)
1602 * added delayed ignition of EM style dynamite when used in R'n'D engine
1603 * added limited movement range to EMC engine when focus on all players
1606 * fixed bug with missing (zero) score values for native Supaplex levels
1609 * added "continuous snapping" (snapping many elements while holding the
1610 snap key pressed, without releasing the snap key after each element)
1611 as a new player setting for more compatibility with the classic games
1614 * finished scrolling for "focus on all players" in EMC graphics engine
1617 * level sets with "levels: 0" are ignored for levels, but not artwork
1618 * fixed bug when scanning empty level group directories (endless loop)
1621 * fixed bug with explosion graphic for player using "Murphy" graphic
1622 * fixed bug with explosion graphic if player leaves explosion in time
1623 * changed some descriptive text in setup menu to use medium-width font
1624 * added key shortcut settings for switching player focus to setup menu
1627 * fixed bug with random value initialization when recording tapes
1628 * fixed bug with playing single player tapes when team mode activated
1631 * fixed little bug when trying to switch to player that does not exist
1634 * added player switching (visual and quick) to R'n'D and EM game engine
1635 * added setup option to select visual or quick in-game player switching
1638 * added use of "Home" and "End" keys to handle element list in editor
1641 * fixed bug with adding score when playing tape with EMC game engine
1642 * added steel wall border for levels using EMC engine without border
1643 * finally fixed delayed scrolling in EMC engine also for small levels
1646 * fixed potential crash bug in WarnBuggyBase() (missing boundary check)
1649 * fixed bug with CE change order in TestIfElementTouchesCustomElement()
1650 * fixed bug when displaying info element without action, but direction
1653 * fixed minor graphical problems with springs smashing and slurping
1654 (when using R'n'D style graphics instead of EMC style graphics)
1657 * added scroll delay (as configured in setup) to EMC graphics engine
1660 * improved screen redraw for EMC graphics engine (faster and smoother)
1661 * when not scrolling, do not redraw the whole playfield if not needed
1664 * added multi-player mode for EMC game engine (with up to four players)
1667 * added android (can clone elements) from EMC engine to R'n'D engine
1670 * added spring bumper (reflects spring) from EMC engine to R'n'D engine
1673 * added selectbox for initial player speed to player settings in editor
1676 * version 3.1.2 created that is basically version 3.1.1, but with a
1677 major bug fixed that prevented editing your own private levels
1678 * version 3.1.2 released
1681 * added magic ball (creates elements) from EMC engine to R'n'D engine
1684 * uploaded fixed pre-release version 3.2.0-6 binary and source code
1687 * fixed bug when using "CE can leave behind <trigger element>"
1688 * added new change condition "(after/when) creation of <element>"
1689 * added new change condition "(after/when) digging <element>"
1690 * fixed bug accessing invalid gadget that caused crashes under Windows
1691 * deactivated new possibility for multiple CE changes per frame
1694 * uploaded pre-release (test) version 3.2.0-6 binary and source code
1697 * added animation types "ce_value" and "ce_score" to graphicsinfo.conf
1698 * fixed bug with not keeping CE value for moving CEs with only action
1699 * changed CE action selectboxes in editor to be only reset when needed
1702 * added option "use artwork from element" for custom player artwork
1703 * added option "use explosion from element" for player explosions
1706 * added cascaded element lists in the level editor
1707 * added persistence for cascaded element lists by "editorcascade.conf"
1708 * added dynamic element list with all elements used in current level
1709 * added possibility for multiple CE changes per frame (experimental)
1712 * uploaded pre-release (test) version 3.2.0-5 binary and source code
1715 * changed "score for each 10 seconds/steps left" to "1 second/step"
1716 * added own score for collecting "extra time" instead of sharing it
1717 * added change events "switched by player" and "player switches <e>"
1718 * added change events "snapped by player" and "player snaps <e>"
1719 * added "set player artwork: <element choice>" to CE action options
1720 * added change event "move of <element>"
1723 * added "set player shield: off / normal / deadly" to CE action options
1724 * added new player option "use level start element" in level editor
1725 to set the correct focus at level start to elements from which the
1726 player is created later (this did not work before for cascaded CE
1727 changes resulting in creation of the player; it is now also possible
1728 to create the player from a yam yam which is smashed at level start)
1731 * added "set player speed: frozen (not moving)" to CE action options
1732 * added "move player: l/r/u/d/trigger/-trigger" to CE action options
1735 * added new player option "block snap field" (enabled by default) to
1736 make it possible to show a snapping animation like in Emerald Mine
1739 * added dynamic selectboxes to custom element action settings in editor
1740 * added "CE value" counter for custom elements (instead of "CE count")
1741 * added option to use the last "CE value" after custom element change
1742 * added option to use the "CE value" of other elements in CE actions
1743 * fixed odd behaviour when pressing time orb in levels w/o time limit
1744 * added checkbox "use time orb bug" for older levels that use this bug
1747 * added missing configuration settings for the following elements:
1748 - EL_TIMEGATE_SWITCH (time of open time gate)
1749 - EL_LIGHT_SWITCH_ACTIVE (time of light switched on)
1750 - EL_SHIELD_NORMAL (time of shield duration)
1751 - EL_SHIELD_DEADLY (time of shield duration)
1752 - EL_EXTRA_TIME (time added to level time)
1753 - EL_TIME_ORB_FULL (time added to level time)
1756 * added "wind direction" as a movement pattern for custom elements
1757 * added initial wind direction for balloon / custom elements to editor
1758 * added functionality for EL_BALLOON_SWITCH_NONE to R'n'D game engine
1761 * added parameters for "game of life" and "biomaze" elements to editor
1764 * added level file chunk "CONF" for generic level and element settings
1767 * uploaded pre-release (test) version 3.2.0-4 binary and source code
1770 * skip empty level sets (with "levels: 0"; may be artwork base sets)
1771 * added sound action ".page[1]" to ".page[32]" for each CE change page
1774 * added image config suffix ".clone_from" to copy whole image settings
1775 * fixed bug with invalid ("undefined") CE settings in old level files
1778 * fixed graphical bug with smashing elements falling faster than player
1781 * fixed major bug which prevented private levels from being edited
1782 * fixed bug with precedence of general and special font definitions
1785 * fixed graphical bug with player animation when player moves slowly
1788 * uploaded pre-release (test) version 3.2.0-3 binary and source code
1791 * fixed bug which prevented "global.num_toons: 0" from working
1794 * major code cleanup (removed all these annoying "#if 0" blocks)
1797 * added custom element actions for CE change page in level editor
1800 * fixed music initialization bug in init.c (thanks to David Binderman)
1801 * fixed mouse wheel "button" bug in editor (thanks to Tomi Belan)
1802 (this bug must probably be fixed at other places, too)
1805 * fixed buggy '#include "SDL.h"' statements in src/libgame/sdl.h
1806 (should be '#include <SDL.h>' instead)
1809 * fixed bug which prevented "walkable from no direction" from working
1810 (due to compatibility code overwriting this setting after loading)
1813 * fixed bug on Mac OS X (use of reserved name "Random") in EM engine
1816 * version number temporarily set to 3.1.1 (intermediate bugfix release)
1817 * version 3.1.1 released
1820 * changed some va_arg() arguments from 'long' to 'int', fixing problems
1821 on 64-bit architecture systems with LP64 data model
1824 * fixed bug with bombs not exploding when hitting the last level line
1825 (introduced after the release of 3.1.0)
1828 * added support for dumping small-sized level sketches from editor
1831 * added recognition of "trigger element" for "change digged element to"
1832 (this is not really what the "trigger element" was made for, but its
1833 use may seem obvious for leaving back digged elements unchanged)
1836 * fixed multiple warnings about failed joystick device initialization
1839 * fixed bug with dynamite dropped on top of just dropped custom element
1840 (collect dynamite, collect CE, drop CE => dynamite was also dropped);
1841 dynamite can still be dropped, but drop key must be released before
1844 * fixed bug with wrong start directory when started from file browser
1845 (due to this bug, R'n'D could not be started from KDE's Konqueror)
1848 * fixed bug causing "change when impact" on player not working
1849 * fixed wrong priority of "hitting something" over "hitting <element>"
1850 * fixed wrong priority of "hit by something" over "hit by <element>"
1853 * fixed graphical bug which caused the player (being Murphy) to show
1854 collecting animations although the element was collected by penguin
1857 * fixed two bugs causing wrong door background graphics in system.c
1858 (in functions "SetBackgroundBitmap()" and "DrawingOnBackground()")
1861 * fixed graphic bug with exploding bomb and R'n'D graphics in EM engine
1862 * added "no direction" to "walkable/passable from" selectbox options
1865 * enhanced tape autoplay to accept "autoplay <set> [<nr> ...]" format
1866 * in tape autoplay, not only report broken, but also missing tapes
1869 * uploaded pre-release (test) version 3.2.0-2 binary and source code
1872 * fixed small bug with "linear" animation not working for active lamp
1875 * fixed bug with moving up despite gravity due to "block last field"
1876 * fixed small bug with wrong draw offset when typing name in main menu
1877 * when reading user names from "passwd", ignore data after first comma
1878 * when creating new "levelinfo.conf", only write some selected entries
1881 * fixed displaying "imported from/by" on preview with empty string
1882 * fixed ignoring draw offset for fonts used for level preview texts
1885 * fixed a delay problem with SDL and too many mouse motion events
1886 * added setup option "skip levels" and level skipping functionality
1889 * added move speed "not moving" for non-moving CEs, but with direction
1892 * fixed mapping of obsolete element token names in "editorsetup.conf"
1893 * fixed bug with sound "acid.splashing" treated as a loop sound
1894 * fixed some little sound bugs in native EM engine
1897 * fixed small bug when dragging scrollbars to end positions
1900 * added editor element descriptions written by Aaron Davidson
1903 * improved fallback handling when configured artwork is not available
1904 (now using default artwork instead of exiting when files not found)
1907 * fixed bug on level selection screen when dragging scrollbar
1910 * fixed bug which caused broken tapes when appending to EM engine tapes
1913 * uploaded pre-release (test) version 3.2.0-1 binary and source code
1916 * added code to replace changed artwork config tokens with other tokens
1917 (needed for backwards compatibility, so that older tokens still work)
1920 * added native R'n'D graphics for some new EMC elements in EM engine
1923 * fixed some bugs in the EM engine integration code
1924 * changed EM engine code to allow diagonal movement
1925 * changed EM engine code to allow use of separate snap and drop keys
1928 * fixed some redraw bugs when using EM engine
1931 * fixed bug with not converting RND levels which are set to use native
1932 engine to native level structure when loading
1935 * uploaded pre-release (test) version 3.2.0-0 binary and source code
1938 * version number set to 3.2.0
1941 * level data now reset to defaults after attempt to load invalid file
1944 * added use of "editorsetup.conf" for different level sets
1947 * added auto-detection for various types of Emerald Mine level files
1950 * fixed bug with scrollbars getting too small when list is very large
1953 * fixed bug with 3+3 (cross) sized explosion not making explosion sound
1956 * added most level editor configuration gadgets for new EMC elements
1959 * added more element and graphic definitions for new EMC elements
1962 * modified native EM engine to use integrated R'n'D sound system
1965 * added SDL support to graphics functions in native EM engine
1966 (by always using generic libgame interface functions)
1969 * fixed bug in frame synchronization in native EM engine
1972 * added code to convert levels between R'n'D and native EM engine
1975 * new Emerald Mine engine can now play levels selected in main menu
1978 * fixed big memory leak in function "CreateBitmapWithSmallBitmaps()"
1979 (which creates scaled down graphics for level editor and preview);
1980 there's still a memory leak somewhere in the artwork handling code
1981 * added "scale image up" functionality to X11 version of zoom function
1984 * first attempts to integrate new, native Emerald Mine Club engine
1987 * fixed bug in gadget code which caused reset of CEs in level editor
1988 (example: pressing 'b' [grab brush] on CE config page erased values)
1989 (solution: check if gadgets in ClickOnGadget() are really mapped)
1990 * improved level change detection in editor (settings now also checked)
1991 * fixed bug with "can move into acid" and "don't collide with" state
1994 * fixed maze runner style CEs to use the configured move delay value
1997 * added Aaron Davidson's tutorial level set to the "Tutorials" section
2000 * fixed engine change that broke 3.0.8 levels like "Walpurgis Gardens"
2001 * fixed the above fix because it broke level set "machine" (*sigh*)
2002 * fixed random element placement in level editor to work as expected
2003 * fixed undefined graphic of runtime element "EL_AMOEBA_TO_DIAMOND"
2006 * re-recorded tape for BD2K3, level 010 (broken due to bugfix)
2009 * fixed bug (missing array boundary check) which caused broken tapes
2010 * fixed bug (when loading level template) which caused broken levels
2011 * fixed bug with new block last field code when using non-yellow player
2014 * fixed bug when pressing "stop, pause, stop, play" on tape recorder
2015 * internal change of how the player blocks the last field when moving
2016 * fixed blocking delay of last field for EM and SP style block delay
2017 * fixed bug where the player had to wait for the usual move delay after
2018 unsuccessfully trying to move, when he directly could move after that
2019 * the last two changes should make original Supaplex level 93 solvable
2020 * improved use of random number generator to make it less predictable
2021 * fixed behaviour of slippery SP elements to let slip left, then right
2024 * fixed bug with wrong door state after trying to quickload empty tape
2025 * fixed waste of static memory usage of the binary, making it smaller
2026 * fixed very little graphical bug in Supaplex explosion
2029 * version number set to 3.1.1
2032 * version 3.1.0 released
2035 * fixed bug with crash when writing user levelinfo.conf the first time
2038 * added option "convert LEVELDIR [NR]" to command line batch commands
2039 * re-converted Supaplex levels to apply latest engine fixes
2040 * changed "use graphic/sound of element" to "use graphic of element"
2041 due to compatibility problems with some levels ("bug machine" etc.)
2044 * fixed bug with CE change replacing player with same or other player
2047 * fixed bug with opaque font in envelope with background graphic when
2048 background graphic is not transparent itself
2051 * added "gravity on" and "gravity off" ports for Supaplex compatibility
2052 * corrected original Supaplex level loading code to use these new ports
2053 * also corrected Supaplex loader to auto-count infotrons if set to zero
2056 * fixed bug with missing initialization of "modified" flag for GEs
2059 * fixed bug that caused endless recursion loop when relocating player
2060 * fixed tape recorder bug in "step mode" when using "pause before end"
2061 * fixed tape recorder bug when changing from "warp forward" mode
2064 * fixed bug with "when touching" for pushed elements at last position
2067 * fixed bug that caused two activated toolbox buttons in level editor
2068 * fixed bug with exploding dynabomb under player due to other explosion
2071 * fixed bug with creating walkable custom element under player (again)
2072 * fixed bug with not copying explosion type when copying CEs in editor
2073 * fixed graphical bug when drawing player in setup menu (input devices)
2074 * fixed graphical bug when the player is pushing an accessible element
2075 * fixed bug with classic switchable elements triggering CE changes
2076 * fixed bug with entering/leaving walkable element in RelocatePlayer()
2077 * fixed crash bug when CE leaves behind the trigger player element
2080 * fixed bug with broken tubes after placing/exploding dynamite in them
2081 * fixed bug with exploding dynamite under player due to other explosion
2082 * fixed bug with not resetting push delay under certain circumstances
2085 * added option "handicap" for "levelinfo.conf" (thanks to Niko Böhm)
2086 * added network multiplayer code for Windows (thanks to Niko Böhm)
2089 * added option "reachable despite gravity" for gravity movement
2090 * changed gravity movement of most classic walkable and passable
2091 elements back to "not reachable" (for compatibility reasons)
2094 * fixed (removed) "indestructible" / "can explode" dependency in editor
2095 * fixed (removed) "accessible inside" / "protected" dependency
2096 * fixed (removed) "step mode" / "shield time" dependency
2099 * fixed dynabombs exploding now into anything diggable
2100 * fixed Supaplex style gravity movement into buggy base now impossible
2101 * added pressing key "space" as valid action to select menu options
2104 * added "replace when walkable" to relocate player to walkable element
2105 * added "enter"/"leave" event for elements affected by relocation
2106 * fixed "direct"/"indirect" change order also for "when change" event
2107 * fixed graphical bug when pushing things from elements walkable inside
2110 * fixed graphic bug when player is snapping while moving in old levels
2111 * fixed bug when a moving custom element leaves a player element behind
2112 * fixed bug with mole not disappearing when moving into acid pool
2113 * fixed bug with incomplete path setting when using "--basepath" option
2114 * moving CE can now leave walkable elements behind under the player
2115 * when relocating, player can be set on walkable element now
2116 * fixed another gravity movement bug
2119 * uploaded pre-release (test) version 3.1.0-2 binary and source code
2122 * added "collectible" and "removable" to extended replacement types
2123 (where "removable" replaces "diggable" and "collectible" elements)
2124 * added "collectible & throwable" (to throw element to the next field)
2125 * fixed bug with CEs digging elements that are just about to explode
2126 * changed mouse cursor now always being visible when game is paused
2129 * added possibility to push/press accessible elements from a side that
2131 * fixed bug with not setting actual date when appending to tape
2134 * fixed bug with incorrectly initialized custom element editor graphics
2137 * corrected set "Contributions_1995-2000/rnd_kjell_kristiansson":
2138 - number of levels corrected from 18 to 17 in "levelinfo.conf"
2141 * fixed bug with destroyed robot wheel still attracting robots forever
2142 * fixed bug with time gate switch deactivating after robot wheel time
2143 (while the time gate itself is not affected by this misbehaviour)
2144 * changed behaviour of BD style amoeba to always get blocked by player
2145 (before it was different when there were non-BD elements in level)
2146 * fixed bug with player destroying indestructable elements with shield
2149 * added option to make growing elements grow into anything diggable
2150 (for the various amoeba types, biomaze and "game of life")
2153 * fixed bug with movable elements not moving after left behind by CEs
2154 * changed gravity movement to anything diggable, not only sand/base
2155 * optionally allowing passing to walkable element, not only empty space
2156 * added option "can pass to walkable element" for players
2157 * finally fixed gravity movement (hopefully)
2160 * fixed bug with movable elements not moving anymore after falling down
2163 * fixed another bug with custom elements digging and leaving elements
2164 * fixed bug with "along left/right side" and automatic start direction
2165 * trigger elements now also displayed when "more custom" deactivated
2166 * fixed bug with clipboard element initialized when loading new level
2167 * added option "drop delay" to set delay before dropping next element
2170 * uploaded pre-release (test) version 3.1.0-1 binary and source code
2173 * added copy and paste functions for custom change pages
2174 * enhanced graphical display and functionality of tape recorder
2175 * fixed bug with custom elements digging and leaving elements
2178 * added move speed faster than "very fast" for custom elements
2179 * fixed bug with 3+3 style explosions and missing border content
2180 * fixed little bug when copying custom elements in the editor
2181 * enhanced custom element changes by more side trigger actions
2184 * added option "no scrolling when relocating" for instant teleporting
2185 * uploaded pre-release (test) version 3.1.0-0 binary and source code
2188 * added trigger element and trigger player to use as target elements
2189 * added copy and paste functions for custom and group elements
2192 * fixed graphical bug when displaying explosion animations
2193 * fixed bug when appending to tapes, resulting in broken tapes
2194 * re-recorded a few tapes broken by fixing gravity checking bug
2197 * "can move into acid" property now for all elements independently
2198 * "can fall into acid" property for player stored in same bitfield now
2199 * added option for deadliness of Supaplex 'sniksnak' and 'electron'
2200 * version number set to 3.1.0 (finally!)
2203 * changed tape recording to only record input, not programmed actions
2206 * fixed totally broken (every 8th frame skipped) step-by-step recording
2207 * fixed bug with requester not displayed when quick-loading interrupted
2208 * added option "can fall into acid (with gravity)" for players
2209 * fixed bug with player not falling when snapping down with gravity
2212 * fixed bug which messed up key config when using keypad number keys
2215 * fixed bug which allowed moving upwards even when gravity was active
2216 * fixed bug with missing error handling when dumping levels or tapes
2219 * added different colored editor graphics for Supaplex gravity tubes
2222 * fixed bug that allowed solvable tapes for unsolvable levels
2225 * use unlimited number of droppable elements when "count" set to zero
2226 * added option to use step limit instead of time limit for level
2229 * added player and change page as trigger for custom element change
2232 * fixed bug with exploding amoeba (explosion 3x3 instead of 1x1)
2235 * fixed bug with dark yamyam changing to acid when moving over acid
2236 * fixed handling of levels with more than 999 seconds level time
2237 (example: level 76 of "Denmine")
2240 * "spring push bug" reintroduced as configurable element property
2241 * fixed bug with missing properties for "mole"
2242 * fixed bug that showed up when fixing the above "mole" properties bug
2243 * added option "can move into acid" for all movable elements
2244 * fixed graphical bug for elements moving into acid
2245 * changed event handling to handle all pending events before going on
2248 * fixed bug which caused all CE change pages to be ignored which had
2249 the same change event, but used a different element side
2250 (reported by Simon Forsberg)
2252 * fixed bug which caused elements that can move and fall and that are
2253 transported by a conveyor belt to continue moving into that direction
2254 after leaving the conveyor belt, regardless of their own movement
2255 type; only elements which can not move are transported now
2256 (reported by Simon Forsberg)
2258 * fixed bug which could cause an array overflow in RelocatePlayer()
2259 (reported by Niko Böhm)
2261 * changed Emerald Mine style "passable / over" elements to "protected"
2262 (fixing unsolvable level 10 of "Bondmine 9" with bug beside gate)
2264 * added new option to select from which side a "walkable/passable"
2265 element can be entered
2268 * added explosion and ignition delay for elements that can explode
2271 * fixed bug which caused player not being protected against enemies
2272 when a CE was "walkable / inside" and was not "indestructible"
2273 * added "walkable/passable" fields to be "protected/unprotected"
2274 against enemies, even if not accessible "inside" but "over/under"
2277 * corrected move pattern to 32 bit and initial move direction to 8 bit
2280 * added second custom element base configuration page
2283 * added some special EMC mappings to Emerald Mine level loader
2284 (also covering previously unknown element in level 0 of "Bondmine 8")
2287 * added option to block last field when player is moving (for Supaplex)
2288 * adjusted push delay of Supaplex elements
2289 * removed delays for envelopes etc. when replaying with maximum speed
2290 * fixed bug when dropping element on a field that just changed to empty
2293 * fixed bug: infotrons can now smash yellow disks
2294 * fixed bug: when gravity active, port above player can now be entered
2295 * removed "one white dot" mouse pointer which irritated some people
2298 * added "choice type" for group element selection
2301 * fixed bug with initial invulnerability of non-yellow player
2304 * added level loader for loading native Supaplex packed levels
2305 (including multi-part levels like the "splvls99" levels)
2308 * fixed bug which allowed creating emeralds by escaping explosions
2311 * custom elements can change (limited) or leave (unlimited) elements
2312 * finally added multiple matches using group elements
2313 * added shortcut to dump brush (type ":DB" in editor) for use in forum
2316 * added new start movement type "previous" for continued CE movement
2317 * added new start movement type "random" for random CE movement start
2320 * added new element "sokoban_field_player" needed for Sokoban levels
2321 (thanks to Ed Booker for pointing this out!)
2324 * added elements that can be digged or left behind by custom elements
2327 * added group elements for multiple matches and random element creation
2330 * fixed some graphical errors displayed in old levels
2333 * fixed wrong double speed movement after passing closing gates
2336 * added level loader for loading native Emerald Mine levels
2339 * changes for "shooting" style CE movement
2342 * Happy New Year! ;-)
2345 * changed default snap/drop keys from left/right Shift to Control keys
2348 * fixed bug with dead player getting reanimated from custom element
2351 * fixed bug with wrong penguin graphics (when entering exit)
2354 * fixed bug with wrong "Murphy" graphics (when digging etc.)
2357 * version number set to 3.0.9
2360 * version 3.0.8 released
2363 * added function checked_free()
2366 * fixed bug with double nut cracking sound
2367 (by eliminating "default element action sound" assignment in init.c)
2370 * fixed crash when no music info files are available
2373 * fixed boring and sleeping sounds
2376 * added "maze runner" and "maze hunter" movement types
2377 * added extended collision conditions for custom elements
2380 * added warnings for undefined token values in artwork config files
2383 * added menu entry for level set information to the info screen
2386 * fixed bug with wrong default impact sound for colored emeralds
2389 * added several sub-screens for the info screen
2390 * menu text now also clickable (not only blue/red sphere left of it)
2393 * added configurable "bored" and "sleeping" animations for the player
2394 * added "awakening" sound for player when waking up after sleeping
2397 * added "copy" and "exchange" functions for custom elements to editor
2400 * added configurable element animations for info screen
2403 * added configurable music credits for info screen
2406 * finally fixed tape recording when player is created from CE change
2409 * added "editorsetup.conf" for editor element list configuration
2412 * added "musicinfo.conf" for menu and level music configuration
2415 * fixed a very nasty bug in dragon turning code in TurnRoundExt()
2416 (that only showed up on Linux, but not on Windows systems)
2419 * fixed turning movement of butterflies and fireflies (no frame reset)
2420 * enhanced sniksnak turning movement (two steps instead of only one)
2423 * version number set to 3.0.8
2426 * version 3.0.7 released
2429 * fixed reset of player animation frame when, for example,
2430 walking, digging or collecting share the same animation
2431 * fixed CE with "deadly when touching" exploding when touching amoeba
2434 * fixed tape recording when player is created from CE element change
2437 * introduced "turning..." action graphic for elements with move delay
2438 (non-CE: bug, spaceship, sniksnak, mole, pacman, yamyam)
2439 * added turning animations for bug, spaceship and sniksnak
2442 * prevent "extended" changed elements from delay change in same frame
2445 * fixed bug when pushing element that can move away to the side
2446 (like pushing falling elements, but now with moving elements)
2449 * finally fixed serious bug in code for delayed element pushing (again)
2452 * unavailable setup options now marked as "n/a" instead of "off"
2453 * new boolean directive "latest_engine" for "levelinfo.conf": when set
2454 to "true", levels are always played with the latest game engine,
2455 which is desired for levels that are imported from other games; all
2456 other levels are played with the engine version stored in level file
2457 (which is normally the engine version the level was created with)
2460 * fixed serious bug in code for delayed element pushing
2461 * fixed little bug in animation frame selection for pushed elements
2462 * speed-up of reading config file for verbose output
2465 * added configuration option for opening and closing Supaplex exit
2466 * added configuration option for moving up/down animation for Murphy
2467 * fixed incorrectly displayed animation for attacking dragon
2468 * fixed bug with not setting initial gravity for each new game
2469 * fixed bug with teleportation of player by custom element change
2470 * fixed bug with player not getting smashed by rock sometimes
2473 * version number set to 3.0.7
2476 * version 3.0.6 released
2479 * added support for MP3 music for SDL version through SMPEG library
2482 * fixed bug when initializing font graphic structure
2483 * fixed bug with animation mode "pingpong" when using only 1 frame
2484 * fixed bug with extended change target introduced in 3.0.5
2485 * fixed bug where passing over moving element doubles player speed
2486 * fixed bug with elements continuing to move into push direction
2487 * fixed bug with duplicated player when dropping bomb with shield on
2488 * added "switching" event for custom elements ("pressing" only once)
2489 * fixed switching bug (resetting flag when not switching but not idle)
2492 * fixed element tokens for certain file elements with ".active" etc.
2495 * version number set to 3.0.6
2498 * version 3.0.5 released
2501 * now four envelope elements available
2502 * font, background, animation and sound for envelope now configurable
2503 * main menu doors opening/closing animation type now configurable
2506 * active/inactive sides configurable for custom element changes
2507 * new movement type "move when pushed" available for custom elements
2510 * fixed bug in multiple config pages loader code that caused crashes
2513 * enhanced (remaining low-resolution) Supaplex graphics
2516 * version number set to 3.0.5
2519 * version 3.0.4 released
2521 2003-09-12 src/tools.c
2522 * fixed bug in custom definition of crumbled element graphics
2524 2003-09-11 src/files.c
2525 * fixed bug in multiple config pages code that caused crashes
2528 * version number set to 3.0.4
2531 * version 3.0.3 released
2534 * added music to Supaplex classic level set
2536 2003-09-07 src/libgame/misc.c
2537 * added support for loading various music formats through SDL_mixer
2539 2003-09-06 (various source files)
2540 * fixed several nasty bugs that may have caused crashes on some systems
2541 * added envelope content which gets displayed when collecting envelope
2542 * added multiple change event pages for custom elements
2544 2003-08-24 src/game.c
2545 * fixed problem with player animation when snapping and moving
2547 2003-08-23 src/screens.c, src/cartoons.c, src/libgame/toons.c
2548 * fixed problem with flickering when drawing toon animations
2550 2003-08-23 src/libgame/sdl.c
2551 * fixed problem with setting mouse cursor in SDL version in fullscreen
2553 2003-08-23 src/game.c
2554 * fixed bug (missing array boundary check) which could crash the game
2557 * version number set to 3.0.3
2560 * version 3.0.2 released
2562 2003-08-21 src/game.c
2563 * fixed bug with creating inaccessible elements at player position
2565 2003-08-20 src/init.c
2566 * fixed bug with not finding current level artwork directory
2568 2003-08-20 src/files.c
2569 * fixed bug with choosing wrong engine version when playing tapes
2570 * fixed bug with messing up custom element properties in 3.0.0 levels
2573 * version number set to 3.0.2
2576 * version 3.0.1 released
2578 2003-08-17 (no source files affected)
2579 * changed all "classic" PCX image files with 16 colors or less to
2580 256 color (8 bit) storage format, because the Allegro game library
2581 cannot handle PCX files with less than 256 colors (contributed
2582 graphics are not affected and might look wrong in the DOS version)
2584 2003-08-16 src/init.c
2585 * fixed bug which (for example) crashed the level editor when defining
2586 "dynamite.EDITOR: [NONE]", because graphics may not be undefined
2587 (only set to default) -- invalid graphics now set to default graphic
2589 2003-08-16 src/init.c
2590 * fixed graphical bug of player digging/collecting/snapping element
2591 when no corresponding graphic/animation is defined for this action,
2592 resulting in player being drawn as EL_EMPTY (which should only be
2593 done to elements being collected, but not to the player)
2595 2003-08-16 src/game.c
2596 * fixed small graphical bug of player not totally moving into exit
2598 2003-08-16 src/libgame/setup.c
2599 * fixed bug with wrong MS-DOS 8.3 filename conversion
2601 2003-08-16 src/tools.c
2602 * fixed bug with invisible mouse cursor when pressing ESC while playing
2604 2003-08-16 (various source files)
2605 * added another 128 custom elements (disabled in editor by default)
2607 2003-08-16 src/editor.c
2608 * fixed NULL string bug causing Solaris to crash in sprintf()
2610 2003-08-16 src/screen.c
2611 * fixed drawing over scrollbar on level selection with custom fonts
2613 2003-08-15 src/game.c
2614 * cleanup of simple sounds / loop sounds / music settings
2616 2003-08-08 (various source files)
2617 * added custom element property for dropping collected elements
2619 2003-08-08 src/conf_gfx.c
2620 * fixed bug with missing graphic for active red disk bomb
2622 2003-08-07 src/files.c, src/editor.c src/game.c, src/main.h
2623 * extended variable "level.gravity" to "level.initial_gravity" and
2624 "game.current_gravity" to prevent level setting from being changed
2625 by playing the level (keeping the runtime value after playing)
2627 * fixed graphics bug when digging element that has 'crumbled' graphic
2628 definition, but not 'diggable' graphic definition
2631 * version number set to 3.0.1
2634 * version 3.0.0 released
2637 * various bug fixes; among others:
2638 - fixed bug with pushing spring over empty space
2639 - fixed bug with leaving tube while placing dynamite
2640 - fixed bug with explosion of smashed penguins
2641 - allow Murphy player graphic in levels with non-Supaplex elements
2645 * I have forgotten to document changes for some time
2648 * pre-release version 2.2.0rc1 released
2650 2002-08-25 src/libgame/setup.c, src/libgame/sound.c
2651 * Level series artwork now configurable via level series config file.
2652 "levelinfo.conf" may now contain directives "graphics_set",
2653 "sounds_set" and "music_set" to select artwork sets which are
2654 globally defined or which are included into other level series.
2657 * version number set to 2.1.2
2660 * version 2.1.1 released
2662 2002-08-10 src/libgame/system.h
2663 * Default "snap" and "bomb" keys for Mac OS X set to left control key
2664 and keypad enter key -- Macs seem not to distinguish between left
2665 and right modifier keys (both generate scan code for left key). :-(
2667 2002-08-10 src/libgame/sound.c
2668 * Fixed small NetBSD compilation bug.
2669 Thanks to Adam Ciarcinski for the bug report.
2671 2002-08-10 src/libgame/sound.c
2672 * Added support for audio device "/dev/sound/dsp" (devfs).
2673 Thanks to Christoph Bauer for the corresponding report.
2675 2002-08-10 src/libgame/sound.c
2676 * Bug fixed that caused regular crashes under SDL/Windows version.
2677 Mixer_InsertSound(): Always stop music before playing new music,
2678 else "mixer_active_channels" can get fucked up.
2679 Thanks to Keith Peterston for the bug report.
2682 * version number set to 2.1.1
2685 * version 2.1.0 released
2687 2002-05-31 src/libgame/image.c
2688 * Read_PCX_to_Pixmap(): Fixed bad memory leak by freeing "ximageinfo"
2689 and "image" after converting loaded PCX image file to X11 Pixmap.
2690 This really showed up when reloading custom artwork several times.
2692 2002-05-20 src/libgame/sound.c
2693 * added support for 16 bit WAV sound files
2696 * version number set to 2.1.0
2698 2002-04-03 to 2002-05-19 (various source files)
2699 * graphics, sounds and music now fully configurable
2700 * bug fixed that prevented walking through tubes when gravity on
2701 * added support for TrueColor PCX graphics files
2702 * enhanced sound system (especially regarding stereo and loop sounds)
2704 2002-04-02 src/events.c, src/editor.c
2705 * Make Escape key less aggressive when playing or when editing level.
2706 This can be configured as an option in the setup menu. (Default is
2707 "less aggressive" which means "ask user if something can be lost"
2708 when pressing the Escape key.)
2710 2002-04-02 src/screen.c
2711 * Added "graphics setup" screen.
2713 2002-04-01 src/screen.c
2714 * Changed "choose level" setup screen stuff to be more generic (to
2715 make it easier to add more "choose from generic tree" setup screens).
2717 2002-04-01 src/config.c, src/timestamp.h
2718 * Added source files "src/config.[ch]" and "src/timestamp.h" (which
2719 automatically gets created by "src/Makefile" and contains an actual
2720 compile-time timestamp to identify development versions of the game).
2722 2002-04-01 src/libgame/misc.c
2723 * Added (currently incomplete) function "getKeyFromKeyName()" simply
2724 for orthogonality. When really needed, this function must be
2725 extended accordingly (analog to "getKeyFromX11KeyName()").
2727 2002-04-01 src/libgame/setup.c
2728 * Changed setup "TYPE_KEY" (internal, X11 style key symbol name) to
2729 "TYPE_KEY_X11" and added "TYPE_KEY" (human readable key symbol name).
2730 (This was needed for custom key setup handling in "src/screens.c".)
2732 2002-03-31 src/tape.c, src/events.c
2733 * Added quick game/tape save/load functions to tape stuff which can be
2734 invoked by a keyboard shortcut. Default: "F1" saves game/tape, "F2"
2735 loads previously recorded tape and directly goes into recording mode
2736 from the end of the tape (therefore appending to the tape).
2738 2002-03-31 src/tape.c
2739 * Added "index mark" function to tape recorder. When playing or
2740 recording, "eject" button changes to "index" button. Setting index
2741 mark is not yet implemented, but pressing index button when playing
2742 allows very quick advancing to end of tape (when normal playing),
2743 very fast forward mode (when playing with normal fast forward) or
2744 very fast reaching of "pause before end of tape" (when playing with
2745 "pause before end" playing mode).
2747 2002-03-30 src/cartoons.c
2748 * Moved some stuff from cartoons.c to the new "src/libgame/toons.c".
2750 2002-03-30 src/libgame/toons.c
2751 * New libgame source file "toons.c" for the program independant part
2754 2002-03-29 src/screen.c
2755 * Changed setup screen stuff to be more generic (to make it easier
2756 to add more setup screens).
2758 2002-03-29 src/libgame/setup.c
2759 * Changed "LoadLevelInfoFromLevelDir()" so that not only directories
2760 with level sub-directories are recognized, but also directories
2761 that directly contain level files.
2763 2002-03-29 src/libgame/sound.c
2764 * Changed "boolean stereo = TRUE;" to "static boolean stereo = TRUE;".
2765 (This was a bug that showed up only when in mono audio mode.)
2767 2002-03-24 src/libgame/x11.c, src/libgame/sdl.c, src/libgame/image.c
2768 * Changed image loading code to not exit on error, but set error by
2769 using "SetError()" accordingly. Image loading errors must now be
2770 catched by above layers (src/init.c for example).
2772 2002-03-24 src/libgame/misc.c
2773 * New functions "SetError()" and "GetError()" to provide more
2774 flexible error handling.
2776 2002-03-23 src/main.c, src/main.h
2777 * Various changes due to the introduction of the new libgame files
2778 "setup.c" and "joystick.c".
2780 2002-03-23 src/files.c
2781 * Generic parts of "src/files.c" (mainly setup and level directory
2782 stuff) moved to new libgame file "src/libgame/setup.c".
2784 2002-03-23 src/joystick.c
2785 * File "src/joystick.c" moved to libgame source tree, with
2786 correspondig changes.
2788 2002-03-23 src/libgame/system.c, src/libgame/system.h
2789 * Various changes due to the introduction of the new files "setup.c"
2792 2002-03-23 src/libgame/setup.c
2793 * New libgame source file "setup.c" that contains now most setup and
2794 level directory stuff previously handled in "src/files.c".
2796 2002-03-23 src/libgame/joystick.c
2797 * New libgame source file "joystick.c" that contains now all joystick
2798 stuff previously handled in "src/joystick.c" of "Rocks'n'Diamonds".
2800 2002-03-22 src/screens.c
2801 * "HandleChooseLevel()": Another bug in level series navigation fixed.
2802 (Wrong level series information displayed when entering main group.)
2804 2002-03-22 src/editor.c
2805 * Slight change to support new gadget event "GD_EVENT_INFO_LEAVING".
2807 2002-03-22 src/editor.c
2808 * Changed behaviour of "Escape" key in level editor to be more
2809 intuitive: When in "Element Properties" or "Level Info" mode,
2810 return to "Drawing Mode" instead of leaving the level editor.
2812 2002-03-22 src/libgame/misc.c, src/libgame/sound.c
2813 * Added command line option "-s" / "--sounds" and "-m" / "--music"
2814 to specify alternative sound and music directories. (The former
2815 shortcut "-s" for "--serveronly" has changed accordingly.)
2817 2002-03-22 src/libgame/gadgets.c
2818 * Added new gadget events for displaying gadget info texts:
2819 "GD_EVENT_INFO_ENTERING" and "GD_EVENT_INFO_LEAVING". Before,
2820 the info text callback function was only called when entering
2821 a gadget (implicit "GD_EVENT_INFO_ENTERING"). But the info text
2822 was never erased. This can now be done by checking the event type
2823 in the info callback function.
2825 2002-03-21 src/game.c, src/editor.c, src/files.c
2826 * 2.0.1 introduced the corrected "Emerald Mine" style behaviour of
2827 gems (emeralds, diamonds, ...) slipping down from normal wall,
2828 steel wall and growing wall (as in E.M.C. style levels). Although
2829 the behaviour of contributed and private levels wasn't changed (due
2830 to the use of "level.game_version"; see previous entry), editing
2831 those levels will (of course) change the behaviour accordingly.
2833 This change seems a bit too hard after thinking about it, because
2834 the EM style behaviour is not the "expected" behaviour (gems would
2835 normally only slip down from "rounded" walls). Therefore this was
2836 now changed to an element property for gem style elements, with the
2837 default setting "off" (which means: no special EM style behaviour).
2838 To fix older converted levels, this flag is set to "on" for pre-2.0
2839 levels that are neither contributed nor private levels.
2841 2002-03-20 src/files.h
2842 * Corrected settings for "level.game_version" depending of level type.
2843 (Contributed and private levels always get played with game engine
2844 version they were created with, while converted levels always get
2845 played with the most recent version of the game engine, to let new
2846 corrections of the emulation behaviour take effect.)
2848 2002-03-20 src/main.h
2849 * Added "#include <time.h>". This seems to be needed by "tape.c" for
2850 compiling the SDL version on some systems.
2851 Thanks to the several people who pointed this out.
2853 2002-03-20 src/libgame/gadgets.c
2854 * "va_arg(ap, boolean)" changed to "(boolean)va_arg(ap, int)";
2855 this caused problems especially on PowerPC architecture (although
2856 it is wrong on i386 and other architectures, too)
2858 2002-03-20 src/libgame/pcx.c, src/libgame/image.c
2859 * Added support for loading and displaying true-color PCX files.
2861 2002-03-20 src/libgame/misc.c, src/libgame/x11.c
2862 * Added command line option "-g" / "--graphics" to specify an
2863 alternative graphics directory.
2866 * Version number set to 2.0.2.
2869 * Version 2.0.1 released.
2871 2002-03-19 src/libgame/system.c, src/libgame/sdl.c [src/tools.c]
2872 * Moved function "GetPixel()" from src/tools.c ("Mirror Magic" code)
2873 to libgame source files; needed for SDL fullscreen bug workaround
2876 2002-03-18 src/screens.c
2877 * "HandleChooseLevel()": Small bug in level series navigation fixed.
2879 2002-03-18 src/files.c [src/libgame/misc.c]
2880 * Moved some common functions from src/files.c to src/libgame/misc.c.
2882 2002-03-18 src/files.c [src/libgame/misc.c]
2883 * Changed permissions for new directories and saved files (especially
2884 score files) according to suggestions of Debian users and mantainers.
2885 Thanks to Drew Parsons <dparsons@emerall.com> for the patch.
2887 2002-03-18 src/libgame/misc.c [src/files.c]
2888 * Moved some common functions from src/files.c to src/libgame/misc.c.
2890 2002-03-18 src/libgame/misc.c [src/files.c]
2891 * Changed permissions for new directories and saved files (especially
2892 score files) according to suggestions of Debian users and mantainers.
2893 Thanks to Drew Parsons <dparsons@emerall.com> for the patch.
2895 2002-03-17 src/files.c
2896 * Changed "{Load|Save}{Level|Tape}()" to IFF style file format:
2897 Replaced "cookie" header string ("ROCKSNDIAMONDS_...\n") with
2898 real IFF style header "RND1....XXXX" (where "XXXX" is "CAVE"
2899 for levels and "TAPE" for tapes). Old "cookie" style format is
2900 still supported for reading. New level and tape files are written
2903 * New IFF chunk "VERS" contains version numbers for file and game
2904 (where "game version" is the version of the program that wrote the
2905 file, and "file version" is a version number to distinguish files
2906 with different format, for example after adding new features).
2908 2002-03-17 src/libgame/sound.c
2909 * Bug in "StopMusic()" fixed: SDL_mixer functions may be called
2910 even when sound not available.
2911 Thanks to Drew Parsons <dparsons@emerall.com> for the patch.
2913 2002-03-15 src/screen.c
2914 * "DrawHallOfFame()": "FadeSounds()" when entering the hall of fame.
2915 (Before, you heard a mixture of the in-game music and the
2916 hall-of-fame music.)
2918 2002-03-15 src/libgame/sound.c, src/libgame/platform.h
2919 * Added /dev/dsp (streaming audio) support for NetBSD (instead of the
2920 /dev/audio (ulaw) based Unix audio interface).
2921 Thanks to Krister Walfridsson <cato@df.lth.se> for the patches.
2923 2002-03-15 src/libgame/sdl.c
2924 * Workaround for fullscreen bug in WIN32 version of SDL (at least
2925 in the currently actual version 1.2.3) by using "standard" screen
2926 resolutions like 800x600 and mapping all input (mouse events) and
2927 output (screen drawing) accordingly.
2929 2002-03-14 src/events.c
2930 * Function "DumpTape()" (files.c) now available by pressing 't' from
2931 main menu (when in DEBUG mode).
2933 2002-03-14 src/game.c
2934 * "GameWon()": When game was won playing a tape, now there is no delay
2935 raising the score and no corresponding sound is played.
2937 2002-03-14 src/files.c
2938 * Changed "LoadTape()" for real chunk support and also adjusted
2939 "SaveTape()" accordingly.
2941 2002-03-14 src/game.c, src/tape.c, src/files.c
2942 * Important changes to tape format: The old tape format stored all
2943 actions with a real effect with a corresponding delay between the
2944 stored actions. This had some major disadvantages (for example,
2945 push delays had to be ignored, pressing a button for some seconds
2946 mutated to several single button presses because of the non-action
2947 delays between two action frames etc.). The new tape format just
2948 stupidly records all device actions and replays them later. I really
2949 don't know why I haven't solved it that way before?! Old-style tapes
2950 (with tape file version less than 2.0) get converted to the new
2951 format on-the-fly when loading and can therefore still be played;
2952 only some minor parts of the old-style tape handling code was needed.
2953 (A perfect conversion is not possible, because there is information
2954 missing about the device actions between two action frames.)
2956 2002-03-14 src/files.c
2957 * New function "DumpTape()" to dump the contents of the current tape
2958 in a human readable format.
2960 2002-03-14 src/game.c
2961 * Small tape bug fixed: When automatically advancing to next level
2962 after a game was won, the tape from the previous level still was
2963 loaded as a tape for the new level.
2965 2002-03-14 src/tape.c
2966 * Small graphical bug fixed: When pressing ""Record" or "Play" on
2967 tape, cartoons did not get completely removed because
2968 StopAnimation() was not called.
2970 2002-03-13 src/files.c
2971 * Changed "LoadLevel()" and "SaveLevel()" to add new chunk "CNT2".
2972 Fixed bug of "CONT" and "BODY" (chunk size was set to 8-bit element
2973 size even when using 16-bit elements). Added new chunk "CNT2" for
2974 16-bit amoeba content (previously written in 8-bit field in "HEAD"
2975 chunk even when content was 16-bit element). "CNT2" should now be
2976 able to store content for arbitrary elements (up to eight blocks of
2977 3 x 3 element arrays). All "CNT2" elements will always be stored as
2978 16-bit elements. "CONT" (with 8/16-bit elements) now obsolete.
2980 2002-03-13 src/files.c
2981 * Changed "LoadLevel()" for real chunk support.
2983 2002-03-12 src/game.c
2984 * Fixed problem (introduced after 2.0.0 release) with penguins
2985 not getting killed by enemies
2987 2002-02-28 src/libgame/sound.c
2988 * Fixed small problem with new SDL_Mixer 1.2.1:
2989 Mix_VolumeMusic() must be called _after_ Mix_PlayMusic(),
2990 or it has no effect.
2992 2002-02-24 src/game.c, src/main.h
2993 * Added "player->is_moving"; now "player->last_move_dir" does
2994 not contain any information if the player is just moving at
2996 Before, "player->last_move_dir" was misused for this purpose
2997 for the robot stuff (robots don't kill players when they are
2998 moving). But setting "player->last_move_dir" to MV_NO_MOVING
2999 broke tapes when walking through pipes!
3000 ("IS_MOVING()" uses "MovPos[][]", but this fails when it is 0
3001 in a continuous movement. This fact is ignored for friends and