2 * fixed using buttons on main screen with size other than 32x32 pixels
3 * fixed some initialization bugs for scrollbars and main screen buttons
6 * removed some remaining unused X11 stuff
7 * fixed bug with potentially suppressed exit error message on startup
10 * fixed bug not loading tape when selecting level from level selection
11 screen (thanks to filbo for finding this bug and supplying a patch)
14 * fixed menu display bugs (drawing outside menu area with draw offset)
15 * fixed menu key navigation bugs (when using smaller menu list size)
18 * added support for animated door parts during opening/closing movement
21 * added automatic detection of normal/steel character elements in level
22 editor when drawing text (depending on currently selected element)
25 * eliminated historical ISO-8859-1 characters from source code files
26 (but still using them internally for special character encodings)
27 * changed output of special character for level sketch brushes to UTF-8
30 * added handling of unselectable selectbox options and option headlines
33 * fixed bug when changing between graphic sets with different tile size
34 * cleanup of handling the various graphic sizes for different purposes
35 (like 32x32, 16x16 etc.); this change was needed for the bugfix above
38 * added virtual keyboard on Android port when entering player name
41 * fixed "quick menu doors" and sounds for door and envelope requests
44 * fixed display bugs with certain custom menu definitions regarding the
45 hall of fame (high scores) and setup screens that require scrolling
46 (these display bugs showed up with custom menu graphics of R'n'D jue)
49 * fixed bug with animation frames per line with non-standard tile size
50 (relevant for example for 64x64 sized frames continued on next row)
53 * removed checking of file identifier tokens for configuration files
56 * fixed bug where player actions were only mapped in team mode
57 (this broke four tapes in automatic game engine unit test where
58 old levels contained a non-yellow player, like rnd_abby_king, 011)
61 * removed large parts of the preprocessor hell of old and unused code
64 * updated source file headers (mainly author contact information)
67 * added key shortcuts for window scaling and toggling fullscreen mode:
68 - Ctrl-'+', Ctrl-'-' and Ctrl-'0' for up/downscaling and normal size
69 - "F11" key for toggling fullscreen mode (in addition to Alt-Enter)
72 * fixed some drawing bugs when scaling graphics due to "game.tile_size"
73 * added some performance improvements when handling SDL surface scaling
76 * added custom graphics property "game.tile_size" to define in-game tile
77 size (this defines the tile size actually displayed on the playfield);
78 tile graphics will either be scaled to the defined game tile size or
79 have to be specified with the same image size (using ".tile_size")
82 * added custom graphics property ".tile_size" to define tile image size
83 for game element graphics (like "custom_1.tile_size"); non-standard
84 sized images will then be scaled accordingly to standard tile size
87 * fixed music still being played in Android version when in background
90 * added Android "menu" button to be treated as "yes" requester button
91 (while the Android "back" button was already treated as "no" button)
94 * added command line options "--version" / "-V" to show program version
95 (also shows SDL library versions when prefixed with "--debug" option)
98 * error file set to unbuffered to prevent truncation in case of crashes
101 * fixed bug causing wrong screen updates while playing (whole screen
102 update from backbuffer instead of playfield buffer if REDRAW_ALL set)
103 * fixed nasty (typo) bug in native EM engine causing broken player
104 graphics when using different (redefined) playfield size
107 * fixed bug causing EM/EMC graphics sets containing original 16x16 tiles
108 to be displayed incorrectly (with broken scaling) when switching
109 between small and normal game graphics (thanks a lot to filbo for
110 analyzing and describing how to exactly reproduce this bug)
113 * removed MS-DOS support
114 * removed native X11 support (X11 now only supported via SDL/SDL2)
117 * cleanup of functions RedrawPlayfield() and BlitScreenToBitmap()
120 * fixed level redraw after quick-loading tape with small tile graphics
123 * added compatibility code for existing request door animation settings
126 * added ultra-generic, ultra-flexible request door animation handling
129 * fixed major bugs in handling single-player and multi-player tapes
130 (for details, see http://www.artsoft.org/forum/viewtopic.php?t=2086)
133 * fixed various problems with playfield and requester/tape/editor doors
134 defined to be at non-standard screen positions in artwork config file
137 * added envelope style requester dialog (alternative to door requester)
140 * fixed problems with window scaling and updating related setup value
141 * added setup option to select anti-aliasing quality of scaled windows
144 * improved speed of displaying progress when loading levels and artwork
145 * changed fullscreen and window scaling changes in setup menu to have
146 immediate effect (instead of being effective after leaving setup menu)
149 * fixed toons stopping on continuous touch events on Mac OS X
152 * fixed bug when displaying game envelope with even sized playfield
153 * added graphic configuration options for request (dialog) buttons
156 * fixed some redraw bugs with window scaling under Mac OS X
159 * fixed problems with window scaling and updating related setup value
162 * fixed problems related to fullscreen switching and window scaling
165 * fixed inconsistent custom artwork constants numbering in src/main.h,
166 src/screen.c and src/conf_gfx.c (this really should be cleaned up)
167 (this bug caused custom artwork definition to set wrong variable)
170 * fixed using fullscreen mode on Android instead of pseudo-window mode
171 * fixed keeping desktop fullscreen mode when changing viewport size
174 * fixed remaining text input problems for non-ASCII keys with modifier
175 * added window scaling options to graphics setup menu
178 * fixed key code problems with certain keys for SDL2
179 (keypad keys not being in numerical order; number of function keys)
180 * fixed text input problems for text characters using modifier keys
183 * fixed fullscreen option for SDL2 (using only desktop fullscreen now)
186 * fixed graphical bugs when using renderer/texture based graphics
189 * fixed playing certain sounds (menu navigation sound and counting
190 score sound after solving a level) when "normal sounds" are disabled
193 * continued porting Rocks'n'Diamonds to Android (levels now playable)
196 * added SDL2 renderer/texture based graphics frame handling to allow for
197 "desktop" style fullscreen mode and scaling of game screen/window
200 * removed limitation of artwork files to selected file types (this means
201 that every file type supported by SDL_image and SDL_mixer can be used)
202 * changed default graphics from PCX to PNG (needed for Android version
203 to prevent painfully slow image loading, although not compressing PCX
204 files in the assets directory of the APK package might also work fine)
205 * fixed bug with SDL_BlitSurface creating garbage when source and target
206 surface are the same (this bug also existed in versions of SDL 1.2.x)
209 * started porting Rocks'n'Diamonds to Android (already shows main menu)
212 * ported Rocks'n'Diamonds to SDL2 (first simple version that works)
215 * version number set to 3.3.1.3
218 * version 3.3.1.2 released
221 * improved error handling: display error message on screen (not only in
222 the error file or on the console), and display path of the error file
225 * fixed problem with R'n'D restarting with same level set that may have
226 caused a problem (and therefore failing again and again); after an
227 error, the last level set is now deactivated in file "levelsetup.conf"
228 to restart with default level set (which should work without error)
231 * fixed determining main game data directory on Mac OS X "Mavericks"
234 * version number set to 3.3.1.2
237 * version 3.3.1.1 released
240 * added scripts directory to distribution package to enable building
241 element definitions after editing artwork config source code files
244 * added volume controls for sounds, loops and music to sound setup
247 * version number set to 3.3.1.1
250 * version 3.3.1.0 released
253 * version number set to 3.3.1.0
256 * fixed display of level time switching from ascending to descending
257 when making use of the "time orb bug" (see element setting in editor)
258 (see level 053 of set "rnd_equinox_tetrachloride_ii" for an example)
259 * fixed graphics performance problems (especially on Mac OS X) by using
260 whole-playfield redraw on SDL target, while still using the previous
261 single-tile redraw method on X11 target (using redraw tiles threshold)
264 * fixed code (esp. random/tape handling) when compiled on 64-bit systems
265 (by replacing all "long" types by "int" types)
268 * fixed nasty bug (affecting crumbled graphics) after adding new special
269 graphics suffix ".TAPE" (and messing some things up in src/main.c)
272 * fixed wrong argument order in DrawTextBuffer() in gadgets.c
273 (this caused fonts in envelope config in level editor being invisible)
276 * fixed some problems with half tile size and even tile sized playfields
279 * added level selection screen (when clicking on main menu level number)
280 * added level tracing (played, solved) for use in level selection screen
281 (to display already played or solved levels in different font color)
284 * added alternative game mode for playing with half size playfield tiles
285 * fixed another memory violation bug in the native Supaplex game engine
286 (this potential memory bug was also in the original Megaplex code, but
287 apparently only occured under rare conditions triggered by using the
288 additional added preceding playfield memory area to make a few strange
289 levels using dirty off-playfield tricks (bugs) like "12s033.sp" also
290 solvable (this all worked fine in the classic DOS version, of course))
293 * added graphics performance optimization to native Supaplex game engine
294 * fixed bug with accidentally removing preceding buffer in SP engine
295 * moved some editor graphics from "RocksDoor.pcx" to "RocksMore.pcx"
296 (to prevent compatibility mapping of these newer graphics to older
297 (custom) versions of "RocksDoor.pcx" which did not contain them yet)
300 * added separately configurable game panel background to graphics config
301 * fixed displaying Supaplex time (now based on 35 fps instead of 50 fps)
304 * added tape panel graphics and screen positions to graphics config
307 * added compatibility stuff for redefined "global.door" (which affects
308 all parts of that image that have their own graphics definition now)
311 * added sound button graphics to graphics config
314 * added tape button graphics and screen positions to graphics config
317 * improved single step mode in R'n'D, EM and SP engines
320 * version number set to 3.3.0.2
323 * version 3.3.0.1 released
326 * added configurable key shortcuts for snap+direction player actions
327 (probably most useful for recording tool-assisted speedrun (TAS)
328 tapes using the single-step mode of the tape recorder)
331 * version number set to 3.3.0.1
334 * version 3.3.0.0 released
337 * fixed missing memory allocation in SP engine when saving engine data
338 for non-SP game engine snapshots (which also stores SP engine part)
341 * fixed problem with scrolling in native EM engine in multi-user mode
342 (this bug was just introduced with the experimental viewport stuff)
343 * fixed animation of splashing acid in EM engine with classic artwork
344 * fixed animation of cracking nut in EM engine with classic artwork
345 * fixed (implemented) single step mode in native EM and SP engines
346 * fixed "latest_engine" flag in classic levels (moved to single sets)
347 * updated SDL library DLLs for Windows to the latest release versions
348 (this fixed some mysterious crashes of the game on Windows systems)
349 * replaced EM and SP set in classic level set with native level files
350 * finally added a newly written "CREDITS" file to the game package
351 * removed sampled music loops from classic music set
354 * changed native Emerald Mine engine to support different viewport sizes
357 * changed native Supaplex engine to support different viewport sizes
360 * added initial, experimental support for different viewport properties
361 (with "viewports" being menu/playfield area and doors; currently the
362 size of the menu/playfield area and door positions can be redefined)
365 * added initial, experimental support for different window sizes
368 * added support for native Sokoban solution files in pure 'udlrUDLR'
369 format with extension ".sln" instead of ".tape" for solution tapes
372 * added image config suffix ".class" to be able to define classes of
373 crumbled elements which are then separated against each others when
374 drawing crumbled borders (class names can freely be defined)
375 (Example: "sand.CRUMBLED.class: sand" and "emc_grass.CRUMBLED.class:
376 emc_grass" results in sand and emc_grass being crumbled separately,
377 even if directly adjacent on the playfield.)
378 * added image config suffix ".style" to use two new features for
380 - "accurate_borders": try to draw correctly crumbled corners (which
381 means that a row of crumbled elements does not have two crumbled
382 corners for each element in the row, but only at the "real" corners
383 at the start and the end of the row of elements)
384 - "inner_corners": also draw inner corners in concave constructions
385 of several crumbled elements -- this is currently a big kludge: the
386 number of frames for crumbled graphic must be "2", with the first
387 frame as usual (crumbled graphic), while the second frame contains
388 the graphic with inner (crumbled) corners for the crumbled graphic
389 (These two features are mainly intended for bevelled walls, not for
390 diggable elements like sand; "inner_corners" only works reliably for
391 static walls, not for in-game dynamically changing walls using CEs.)
394 * finished code cleanup of native Supaplex game engine
397 * started code cleanup of native Supaplex game engine
400 * integrated playing sound effects into native Supaplex game engine
403 * added configurable key shortcuts for the tape recorder buttons
406 * added (hidden) function to save native Supaplex levels with tape as
407 native *.sp file containing level with demo (saved with a file name
408 similar to native R'n'D levels, but with ".sp" extension instead of
409 ".level"); to use this functionality, enter ":save-native-level" or
410 ":snl" from the main menu with the native Supaplex level loaded and
411 the appropriate tape loaded to the tape recorder
412 * fixed potential crash bug caused by illegal array access in engine
413 snapshot loading and saving code
414 * changed setting permissions of score files to be world-writable if
415 the program is not installed and running setgid to allow the program
416 to modify existing score files when run as a different user (which
417 allows cheating, of course, as the score files are not protected
418 against modification in this case)
419 * added (commented out) suggestions for RO_GAME_DIR and RW_GAME_DIR to
420 the top level Makefile for Debian / Ubuntu installations
421 * added saving read-only levels from editor into personal level set
422 (thanks to Bela Lubkin for the above four patches)
425 * added updating of game values on the panel to Supaplex game engine
428 * finished integrating R'n'D graphics engine into Supaplex game engine
429 (although some animations do not support full customizability yet)
432 * done integrating R'n'D graphics engine into file "Infotron.c"
433 * done integrating R'n'D graphics engine into file "OrangeDisk.c"
436 * integrated engine snapshot functionality into Supaplex game engine
439 * fixed bug in native Supaplex engine that broke several demo solutions
440 * fixed bug with re-initializing already existing elements in function
441 RelocatePlayer() in src/game.c (causing problems with Sokoban fields
442 counted a second time, making the currently playing level unsolvable)
443 * done integrating R'n'D graphics engine into file "SnikSnaks.c"
444 * done integrating R'n'D graphics engine into file "Electrons.c"
445 * done integrating R'n'D graphics engine into file "Zonk.c"
448 * done integrating R'n'D graphics engine into file "Murphy.c"
449 * done integrating R'n'D graphics engine into file "BugsTerminals.c"
452 * started integrating R'n'D graphics engine into Supaplex game engine
455 * added small kludge that allows transparent pushing animation over
456 non-black background (by using "game.use_masked_pushing: true")
457 * added editor flag to Sokoban field/object elements to automatically
458 finish solved Sokoban style levels (even if they contain non-Sokoban
459 elements, which prevents auto-enabling this feature for such levels)
462 * added new element "from_level_template" which is replaced by element
463 from level template at same playfield position when loaded (currently
464 not accessible from level editor, but only used for special Sokoban
465 level conversion when using "special_flags: load_xsb_to_ces")
466 * added special behaviour for "special_flags: load_xsb_to_ces": global
467 settings of individual level files are overwritten by template level
468 (except playfield size, level name, level author and template flag)
471 * added handling of gravity ports when converting Supaplex style R'n'D
472 levels to native Supaplex levels for playing with Supaplex engine
475 * fixed bug in Supaplex engine regarding initial screen scroll position
478 * fixed EMC style pushing animations in the R'n'D graphics engine (when
479 using ".2nd_movement_tile" for animations having start and end tile)
480 * for this to work (look) properly for two-tile pushing animations with
481 non-black (i.e. opaque) background, the pushing graphics drawing order
482 was changed to first draw the pushed element, then the player (maybe
483 this should be controlled by an ".anim_mode" flag yet to be added)
484 * two-tile animations for moving or pushing should have 7 frames for
485 normal speed, 15 frames for half speed etc. to display correct frames
486 * two-tile animations are also displayed correctly with different speed
487 settings for the player (for pushing animations) or moving elements
490 * added searching for template level (file "template.level") not only
491 inside the level set directory, but also in above level directories;
492 this makes is possible to use the same single template level file
493 (placed in a level group directory) for many level sub-directories
496 * fixed bug with steel exit being destructible during opening phase
497 * added token "special_flags" to "levelinfo.conf" (currently with the
498 only recognized value "load_xsb_to_ces", doing the same as the flag
499 "-Dload_xsb_to_ces" on the command line, but as a permanent flag for
500 converting all elements in native (XSB) Sokoban level files to CEs)
503 * fixed some problems with Supaplex engine when compiling for Windows
506 * added special mode to convert elements of Sokoban XSB levels to CEs
507 by adding "-Dload_xsb_to_ces" to the command line starting the game
508 (also adding a dependency to a template level file "template.level")
511 * added reading native Sokoban levels and level packages (XSB files)
514 * fixed bugs in (auto)scrolling behaviour when passing ports or when
515 wrapping around the playfield through "holes" in the playfield border
518 * changed internal playfield bitmap handling from playfield sized bitmap
519 to screen sized bitmap (visible scrolling area), therefore speeding up
520 graphics operations (by eliminating bitmap updates in invisible areas)
521 and removing playfield size limitations due to increasing bitmap size
522 for larger playfield sizes (while the new implementation always uses
523 a fixed playfield bitmap size for arbitrary internal playfield sizes)
526 * fixed bug with single step mode (there were some cases where the game
527 did not automatically return to pause mode, e.g. when trying to push
528 things that cannot be pushed or when trying to run against a wall)
531 * added support for loading Supaplex levels in MPX level file format
534 * fixed SP engine to set "game over" not before lead out counter done
537 * fixed (potential) compile error when using GCC option "-std=gnu99"
538 (thanks to Tom "spot" Callaway)
541 * fixed array allocation in native Supaplex engine to correctly handle
542 preceding scratch buffers (needed because of missing border checking)
543 * fixed playfield initialization to correctly add raw header bytes as
544 subsequent scratch buffer (needed because of missing border checking)
547 * most important parts of native Supaplex engine integration working:
548 - native Supaplex levels can be played in native Supaplex engine
549 - native Supaplex level/demo files ("*.sp" files) can be re-played
550 - all 111 classic original Supaplex levels automatically solvable
551 - native Supaplex engine can be selected and used from level editor
552 - logic of re-playing Supaplex demos migrated to R'n'D tape logic
555 * fixed another translation problem from VisualBasic to C (where "int"
556 should be "short") causing unsolvable demos with bugs and terminals
557 ("bugs" being related to the Supaplex "buggy base" element here ;-) )
560 * fixed bug when reading Supaplex single level files (preventing loader
561 from seeking to level position like in Supaplex level package files)
564 * first classic Supaplex level running and solved by solution/demo tape
567 * started with integration of native Supaplex engine, using source code
568 of Megaplex from Frank Schindler, based on original Supaplex engine
571 * version number set to 3.2.6.2
574 * version 3.2.6.1 released
577 * fixed bug with element_info[e].gfx_element not being initialized in
578 early game stage, causing native graphics in EMC level sets to be
579 mapped completely to EL_EMPTY (causing a blank screen when playing)
580 (this only happened when starting the program with an EMC set with
581 native graphics, but not when switching to such a set at runtime)
584 * deactivated blit-to-same-surface workaround again (see 2009-03-24)
585 and using self-compiled, patched SDL.dll that solves this problem
586 (interim solution until release of SDL 1.2.14 that should fix this)
589 * extended backwards compatibility mode to allow already fixed bug with
590 change actions (see "2008-02-05") for existing levels (especially the
591 Zelda and Zelda II levels and other cool stuff by Alan Bond like FMV)
594 * reactivated workaround to prevent program crashes due to blitting to
595 the same SDL surface that apparently only occurs on Windows systems
596 (this is no final solution; this problem needs further investigation)
599 * version number set to 3.2.6.1
602 * version 3.2.6.0 released
605 * fixed behaviour of player option "no centering when relocating" which
606 was incorrect when disabled and relocation target inside visible area
607 and "no scrolling when relocating" enabled at the same time
610 * fixed problems with re-mapping players on playfield to input devices:
611 previously, players found on the level playfield were changed to the
612 players connected to input devices (for example, player 3 in the level
613 was changed to player 1 (using artwork of player 3, to be able to use
614 a player with a different color)); this had the disadvantage that CE
615 conditions using player elements did not work (because the players in
616 the level definition are different to those effectively used in-game);
617 the new system uses the same player elements as defined in the level
618 playfield and re-maps the input devices of connected players to the
619 corresponding player elements when playing the level (in the above
620 example, player 3 now really exists in the game and is moved using the
621 events from input device 1); level tapes still store the events from
622 input devices 1 to 4, which are then re-mapped to players accordingly
623 when re-playing the tape (just as it is done when playing the level)
626 * fixed bug with player relocation while the player switches an element
629 * fixed bug with EM/DC style exit and EM/DC style steel exit which was
630 not walkable (and did not let the player enter) when in process of
631 opening, but not fully open yet (which can cause the player not being
632 able to enter the exit in EM/DC style levels in time)
635 * fixed some bugs regarding the new level/CE random seed reset options
638 * moved "level settings" and "editor settings" to two tabbed screens in
639 level editor to gain space for additional level property settings
640 * added level setting to start a level with always the same random seed
641 * added CE action "set random seed" to re-initialize random seed in game
642 (this is the only CE action that gets executed before the CE changes,
643 which is needed to use the newly set random seed during the CE change)
646 * fixed redraw problem of special editor door when playing from editor
649 * fixed initialization of gfx_element for level sketch image creation
652 * added switch for EM style dynamite "[ ] explodes with chain reaction"
653 (with default set to "on" for existing levels, but "off" for all new
654 levels), as EM style dynamite does not chain-explode in original EM
657 * added optional initial inventory for players (pre-collected elements)
658 * added change page actions "set player inventory" and "set CE artwork"
659 * added recognition of "player" parameter on change pages when player
660 actions are defined, but no trigger player in corresponding condition
661 (this resulted in actions that only affected the first player before)
662 * fixed bug with change actions being executed for newly created custom
663 elements resulting from custom element changes, when the intention was
664 only to check for change actions for the previous custom element
667 * changed design and size of element drawing area in level editor
668 * added "element used as action parameter" to element change actions
671 * added possibility to reanimate player immediately after his death
672 (for example, by "change to <player> when explosion of <player>")
675 * fixed bug with "gray" white door not being uncovered by magnifier
676 * added score for collecting (any) key to the white key config page
679 * added condition "deadly when <getting hit by>" for custom elements
680 that behaves a bit like the existing "deadly when <colliding with>",
681 but with the following differences:
682 - it only kills players or friends when it was moving before it hits
683 - it does not kill players or friends that try to run into it
686 * fixed the following change conditions where a player element is used
687 as the "element that is triggering the custom element change":
690 - explosion of <element>
692 (the last two conditions already worked partially, but only for the
693 first player, and not for the "Murphy" player when using "move of")
696 * fixed crash bug caused by accessing invalid element (with value -1)
697 in UpdateGameControlValues()
698 * fixed graphical bug when using two-tile movement animations with EMC
699 game engine without explicitly using native EMC graphics engine
702 * fixed bug in new "can dig" feature (see below) so that an unsuccessful
703 try to push something (due to push delay) does not cause a dig action
706 * fixed bug with reference elements used as trigger elements on custom
707 element change pages not being recognized
708 * fixed bug with reference elements not being removed from the playfield
709 * added engine functionality that allows custom elements that "can dig"
710 other elements not only to do so when moving by themselves, but also
711 when being pushed by the player (therefore adding the functionality to
712 push one element over another element, replacing it with the new one)
715 * added command line function to write level sketch images to directory
718 * merged override and auto-override options into new override options
719 with a new data type than can take the values "no", "yes" and "auto"
722 * fixed growing steel wall to also leave behind steel wall instead of
723 normal, destructible wall
724 * fixed handling of rocks falling through stacks of quicksand with
725 different speed (before, the rocks just got stuck in the quicksand)
728 * fixed nasty bug with auto-override and normal override not working on
729 program startup (especially when current level set has custom artwork)
732 * version 3.2.5 released as special edition "R'n'D jue"
735 * fixed X11 crash bug when blitting masked title screens over background
738 * changed build system to support special editions (like "R'n'D jue")
739 * added (hardcoded) loading graphics for "R'n'D jue" special edition
740 * fixed X11 crash bug when scaling images with width/height less than 32
743 * added "background.PLAYING" (only visible as two-pixel border in game)
744 * added default level set for first start of special R'n'D version
745 * changed door animations for editor always behaving like "quick doors"
748 * added new custom artwork setup option "auto-override non-CE sets" for
749 automatic artwork override that is only used for level sets without
750 custom element artwork (as it does not make much sense to override
751 any artwork that redefines custom element artwork for sets using CEs)
752 * fixed default artwork for "special" R'n'D versions always using the
753 "classic" artwork as the base if base artwork is not explicitly
754 defined in "levelinfo.conf", regardless of different default artwork
755 used by the special R'n'D version -- this is needed because any such
756 custom artwork is designed using the "classic" artwork definitions as
757 the base (including menu definitions and screen positions etc., which
758 would otherwise be taken from the different special default artwork)
761 * fixed drawing of animated "quicksand.filling" and "quicksand.emptying"
762 for both EMC and R'n'D graphics engine (heavy workarounds needed due
763 to massively broken handling of quicksand in R'n'D game engine)
764 * fixed off-limits access to array in DrawLevelFieldCrumbledSandExt()
765 * fixed crash bug (hopefully) when scrolling with cursor keys in editor
768 * fixed small bug in toon drawing (introduced when fixing the crash bug)
771 * added graphics definition "game.panel.highscore" to display the
772 current levels current high score in the game panel
775 * version number set to 3.2.5
778 * version 3.2.4 released
781 * fixed crash bug in toon drawing functions for large step offset values
784 * fixed some problems with displaying game panel when quick-loading tape
787 * fixed (experimental only) redrawing of every tile per frame (even if
788 unneeded) for the extended (R'n'D based) EMC graphics engine
789 * added optimization to only calculate element count for panel display
790 if really needed (that is, if element count values defined on panel)
791 * fixed problem with special editor door redraw when entering main menu
794 * fixed bug with displaying background for title messages on info screen
795 * some code cleanup for the extended (R'n'D based) EMC graphics engine
798 * fixed bug with CE action "move player" always resulting in player 4
799 if there was a CE action with no trigger player (because the player
800 element was calculated by using log_2() from trigger player bits with
801 the value PLAYER_BITS_ANY) -- this is now fixed by also storing the
802 triggering player bit mask and handling all players in "move player"
803 * fixed bug when defined artwork cannot be found for artwork that has
804 default artwork cloned from other artwork (without default filename)
805 * added several fixes to the extended (R'n'D based) EMC graphics engine
808 * fixed broken editor copy and paste for custom elements between levels
811 * title messages are now also searched in graphics artwork directory;
812 those found in graphics directory have precendence over those found
813 in level directory -- this handles title messages stored in graphics
814 directories as part of the artwork set, just like title images; this
815 makes sense, as corresponding special font definitions for messages
816 are usually defined in the same graphics artwork directory, and also
817 because title images and title messages that are combined in a level
818 set introduction should usually not be separated when the level set
819 is used with a different artwork set (e.g. using "override graphics")
820 * fixed problem with door borders on main screen by first drawing doors
821 and then the corresponding border masks, but not vice versa
822 * fixed problem with artwork config entries using the value "[DEFAULT]";
823 this does not what one might expect, but sets the value to an invalid
824 value -- solution: simply ignore such entries, which results in this
825 value keeping its previous (real) default value (in general, entries
826 that should use their default value should just not be defined here)
827 * fixed problem with wrong fading area size from main menu to setup menu
830 * fixed problem with broken crumbled graphics after level set changes
831 when using R'n'D custom artwork with level sets using the EMC engine
834 * fixed invisible "joysticks deactivated ..." text on setup input screen
837 * added use of hashes created from static lists (element tokens, image
838 config, font tokens) to speed up lookup of configuration parameters
839 * fixed bug where element and graphic config token lookup was mixed up
842 * added "busy" animation when initializing program and loading artwork
843 * added initialization profiling for program startup (debugging only)
846 * fixed(?) very strange bug apparently triggered by memset() when code
847 was cross-compiled with MinGW cross-compiler for Windows XP platform
848 (this only happened when using SDL.dll also self-compiled with MinGW)
851 * added graphics engine directive "border.draw_masked_when_fading" that
852 enables/disables drawing of border mask over screen that is just faded
855 * fixed small problem with separate fading definition for game screen
858 * added additional configuration directives for setup screen draw offset
859 menu.draw_xoffset.SETUP[XXX] and menu.draw_yoffset.SETUP[XXX] with XXX
860 in GAME, EDITOR, GRAPHICS, SOUND, ARTWORK, INPUT, SHORTCUTS_1,
861 SHORTCUTS_2, CHOOSE_ARTWORK, CHOOSE_OTHER (where "CHOOSE_ARTWORK" is
862 used to define draw offset on custom artwork selection screens and
863 "CHOOSE_OTHER" is used on all other list style selection screens, like
864 choosing game speed or screen mode for fullscreen mode)
865 * added additional configuration directives to define main menu buttons:
866 - menu.button_name and menu.button_name.active
867 - menu.button_levels and menu.button_levels.active
868 - menu.button_scores and menu.button_scores.active
869 - menu.button_editor and menu.button_editor.active
870 - menu.button_info and menu.button_info.active
871 - menu.button_game and menu.button_game.active
872 - menu.button_setup and menu.button_setup.active
873 - menu.button_quit and menu.button_quit.active
874 * added eight pure decoration graphic definitions for the game panel
877 * added support for accessing native Diamond Caves II level packages
878 * fixed displaying of game panel values for Emerald Mine game engine
879 * fixed displaying end-of-level time and score values on new game panel
882 * added game panel control to display arbitrary elements on game panel
883 * added game panel control to display custom element score (globally
884 unique for identical custom elements) either as value or as element
885 * added ".draw_masked" and ".draw_order" to game panel control drawing
888 * fixed some general bugs with handling of ".active" elements and fonts
891 * cleanup of game panel elements (some elements were not really needed)
892 * added displaying of gravity state (on/off) as new game panel control
893 * added animation for game panel elements (similar to game elements)
896 * added new pseudo game mode "PANEL" to define panel fonts and graphics
897 - panel fonts now use ".PANEL" suffix instead of ".PLAYING" suffix
898 - panel graphics now use ".PANEL" suffix instead of ".DOOR" suffix
899 (else graphics would have to use ".PLAYING", which would be confusing)
900 * fixed bug when fading out to game screen with border mask defined
903 * added attribute ".tile_size" for element style game panel controls
906 * added <space> key as additional valid key to use for confirm requester
909 * improved menu fading, adding separate fading definitions for entering
910 and leaving a "content" screen (in general), and optional definitions
911 for the special "content" screens SCORES, EDITOR, INFO and PLAYING
914 * added (currently invisible) setup option to define scroll delay value
915 * fixed small bug in priority handling when auto-detecting level start
916 position in levels without player element (but player from CE etc.)
917 * added option "game.forced_scroll_delay_value" to override user choice
918 of scroll delay value for certain level sets with "graphicsinfo.conf"
919 * replaced setup option "scroll delay: on/off" by new setup option that
920 directly allows selecting the desired scroll delay value from 0 to 8
923 * added displaying of most game panel control elements (not animated)
926 * added new configuration directives to display additional game engine
927 values on the game control panel, like the following examples:
928 - game.panel.time_hh/time_mm/time_ss - level time in HH/MM/SS format
929 - game.panel.penguins - number of penguins to rescue
930 - game.panel.level_name - level name of current level
933 * added support for preview tile sizes "1" and "2" (1x1 and 2x2 pixels)
936 * added new player option "no centering when relocating" for "invisible"
937 teleportations to level areas that look exactly the same, giving the
938 illusion that the player did not relocate at all (this was the default
939 since 3.2.3, but caused visual problems with room creation in "Zelda")
940 * added new menu fading effect "melt", shamelessly stolen from "DOOM"
943 * improved menu fading, adding separate fading definitions for entering
944 and leaving a menu and for fading between menu and "content" screens
945 * fixed small bug with recognizing also ".font_xyz" style definitions
948 * improved menu fading, adding separate fading definitions for fading
949 between menu screens and fading between menu and "destination" screens
952 * titlemessage_initial_x and titlemessage_x set to "[DEFAULT]" in static
953 configuration (set from "[titlemessage_initial]" and "[titlemessage]")
954 * fading settings of "[titlemessage_initial]" and "[titlemessage]" set
955 to "[DEFAULT]" in static configuration (set from "[title_initial]" and
957 * improved title fading, allowing fading animation types "none", "fade"
958 and "crossfade" (including cross-fading of last title to main menu)
961 * added configurability of graphics, sounds and music for title screens,
962 which are separated into initial title screens (only shown once at
963 program startup) and title screens shown for a given level set; these
964 title screens can be composed of up to five title images and up to
965 five title text messages (each drawn using an optional background
966 image), also using background music and/or sounds; aspects like
967 background images, sounds and music of title screens can either be
968 defined generally (valid for all title screens) or specifically (and
969 therefore differently for each title screen) using these directives:
971 to define a background image, sound or music file for all screens:
972 - background.TITLE_INITIAL (for all title screens for game startup)
973 - background.TITLE (for all title screens for level sets)
975 to define a background image, sound or music file for a single screen:
976 - background.titlescreen_initial_x (with x in 1,2,3,4,5)
977 - background.titlescreen_x (with x in 1,2,3,4,5)
978 - background.titlemessage_initial_x (with x in 1,2,3,4,5)
979 - background.titlemessage_x (with x in 1,2,3,4,5)
981 to define the title screen images:
982 - titlescreen_initial_x (with x in 1,2,3,4,5)
983 - titlescreen_x (with x in 1,2,3,4,5)
985 to define the title text messages, place text files into the level set
986 directory that have the following file names:
987 - titlemessage_initial_x.txt (with x in 1,2,3,4,5)
988 - titlemessage_x.txt (with x in 1,2,3,4,5)
990 to define the properties of the text messages, either use directives
991 that affect all text messages:
992 - [titlemessage_initial].<suffix>
993 - [titlemessage].<suffix>
994 or use directives that affect single text messages:
995 - titlemessage_initial_x.<suffix> (with x in 1,2,3,4,5)
996 - titlemessage_x.<suffix> (with x in 1,2,3,4,5)
998 valid values for <suffix> are the same as for readme.<suffix> below;
999 use ".sort_priority" (default: 0) to define an arbitrary order for
1000 title images and title messages (which can therefore be mixed)
1003 * added full configurability of "readme.txt" screen appearance:
1004 - readme.x: <left position used with alignment>
1005 - readme.y: <top position>
1006 - readme.width: <maximim text width in pixels>
1007 - readme.height: <maximum text height in pixels>
1008 - readme.chars: <maximum number of chars per line>
1009 - readme.lines: <maximum number of lines displayed>
1010 - readme.align: left,center,right (default: center)
1011 - readme.top: top,middle,bottom (default: top)
1012 - readme.font: font name
1013 - readme.autowrap: true,false (default: true)
1014 - readme.centered: true,false (default: false)
1015 - readme.parse_comments: true,false (default: true)
1016 - readme.sort_priority: (not used here, but only for title screens)
1017 when "readme.chars" and/or "readme.lines" is set to "-1" (this is the
1018 default), they are automatically determined from "readme.width" and
1019 "readme.height" accordingly; when they are not "-1", they have
1020 precedence over "readme.width" and "readme.height"
1021 * added internal ad-hoc config settings for displaying text files like
1022 title messages or "readme.txt" style level set info files:
1023 - .font: font name (default: readme.font)
1024 - .autowrap: true,false (default: readme.autowrap)
1025 - .centered: true,false (default: readme.centered)
1026 - .parse_comments: true,false (default: readme.parse_comments)
1027 (the leading '.' and the separating ':' are mandatory here); to use
1028 these ad-hoc settings, they have to be written inside a comment, like
1029 "# .autowrap: false" or "# .centered: true"; these settings then
1030 override the above global settings (they can even be used more than
1031 once, like "# .centered: true", then some text that should be drawn
1032 centered, then "# .centered: false" to go back to non-centered text;
1033 important note: after using "# .parse_comments: false", or when using
1034 "readme.parse_comments: false", detecting and parsing comments inside
1035 the file is disabled and comments are just printed like normal text;
1036 also be aware that all automatic text size calculations are done with
1037 the font defined in "readme.font", while using different fonts using
1038 "# .font: <font>" inside the text file may cause unexpected results
1041 * changed some numerical limits in the level editor from 255 to 999
1044 * added option "system.sdl_videodriver" to select SDL video driver
1045 * added output of SDL video and audio driver to "version info" page
1048 * added group element drawing to IntelliDraw drawing functions
1049 * fixed animation resetting problem again (last try broke Snake Bite)
1050 * fixed diagonal scrolling in screen scrolling (last try broke Pac Man)
1053 * added new (special) "include: <filename>" directive that works in all
1054 configuration files (like "graphicsinfo.conf") and that has the same
1055 effect as if that directive would be replaced with the content of the
1056 specified file (this can be useful to split large configuration files
1057 into several smaller ones and include them from one main file, or to
1058 store configuration settings that always stay the same into a separate
1059 file, while including it and only add those parts that really change)
1062 * fixed minor bug (screen redraw of player tiles) in EMC graphics engine
1065 * fixed bug in "InitMovingField()" where treating an integer array as
1066 boolean caused wrong resetting of animations while elements are moving
1067 * fixed problem with resetting animations when starting element change
1070 * added sort priority for order of title screens and title messages
1073 * changed end of game again: do not wait for the user to press a key
1074 anymore, but directly ask/confirm tape saving and go to hall of fame
1075 * re-enabled quitting of lost game by pressing space or return again
1076 * added blanking of mouse pointer when displaying title screens
1077 * added remaining menu draw offset definitions for info sub-screens
1080 * added setup option to select game speed (from very slow to very fast)
1081 * improved handling of title text messages (initial and for level set)
1084 * added new options "auto-wrap" and "centered" for DC2 style envelopes
1087 * fixed displaying and typing of player name when it is centered
1088 * added special characters to be allowed for player name (not only A-Z)
1091 * fixed blit in ScrollLevel() to same bitmap to not overlap anymore
1092 (newer versions of the SDL library seem to not like this anymore)
1095 * added code for configuration directives for control of game panel
1098 * fixed small cosmetical bug with underlining property tabs in editor
1101 * fixed small drawing bug in X11FadeRectangle
1102 * added new elements for newly supported Diamond Caves II levels:
1103 - EM/DC style exits that disappear after passing
1104 - white key and gate (one white key needed for each white gate)
1105 - fake gate (there is no key to open/pass this kind of gate!)
1106 - extended magic wall which also handles pearls and crystals
1110 * changed maximum value for endless loop detection to a higher value
1111 (some levels really used very deep recursion without being endless)
1114 * added new elements for newly supported Diamond Caves II levels:
1115 - growing steel walls
1116 - snappable land mine
1119 * added new elements for newly supported Diamond Caves II levels:
1120 - steel text elements
1123 * added level file loader for native Diamond Caves II levels
1126 * version number set to 3.2.4
1129 * version 3.2.3 released
1132 * fixed malloc/free bug when updating EMC artwork entries in level list
1133 * added workaround (warning and request to quit the current game) when
1134 changing elements cause endless recursion loop (which would otherwise
1135 freeze the game, causing a crash-like program exit on some systems)
1138 * fixed nasty string overflow bug when entering too long envelope text
1141 * added feedback sounds for menu navigation "menu.item.activating" and
1142 "menu.item.selecting" (for highlighting and executing menu entries)
1145 * improved "no scrolling when relocating" to also consider scroll delay
1146 (meaning that the player is not automatically centered in this case;
1147 this makes it possible to "invisibly" relocate the player to a region
1148 of the level playfield which looks the same as the old level region)
1149 * fixed bug with not recognizing "main.input.name.align" when active
1152 * fixed bug with displaying masked borders over title screens when
1153 screen fading is disabled
1156 * fixed infinite loop / crash bug when killing the player while having
1157 a CE with the setting "kill player X when explosion of <player X>"
1158 * added special editor graphic for "char_space" to distinguish it from
1159 "empty_space" when editing a level (in-game graphics still the same)
1162 * fixed nasty bug with initialization only done for the first player
1165 * small change to handle loading empty element/content list micro chunks
1168 * uploaded pre-release (test) version 3.2.3-0 binary and source code
1171 * some optimizations on startup speed by reducing initial text output
1174 * added caching of custom artwork information for faster startup times
1177 * fixed graphical bug when using fewer menu entries on level selection
1178 screen than usual (with "menu.list_size.LEVELS" directive)
1179 * fixed crash bug (Windows/SDL only) caused by BlitBitmap blitting from
1180 the backbuffer to the backbuffer by error (with identical rectangle)
1183 * fixed bug when displaying titlescreen with size less than element tile
1184 * fixed bug that caused elements with "change when digging <e>" event
1185 to change for _every_ digged element, not only those specified in <e>
1186 * fixed bug that caused impact style collision when dropping element one
1187 tile over the player that can both fall down and smash players
1188 * fixed bug that caused impact style collision when element changed to
1189 falling/smashing element over the player immediately after movement
1192 * fixed bug that allowed making engine snapshots from the level editor
1195 * fixed bugs with player name and current level positions on main screen
1198 * added configuration directives for control of title screens:
1199 - "title.fade_delay" for fading time
1200 - "title.post_delay" for pause between screens (when not crossfading)
1201 - "title.auto_delay" to automatically continue after some time
1202 these settings can each be overridden by specifying them with titles:
1203 - "titlescreen_initial_{1-5}.{fade_delay,post_delay,auto_delay}"
1204 - "titlescreen_{1-5}.{fade_delay,post_delay,auto_delay}"
1205 fading mode can also be specified:
1206 - "titlescreen_initial_{1-5}.anim_mode: {fade,crossfade}
1207 - "titlescreen_{1-5}.anim_mode: {fade,crossfade}
1208 default is using normal fading for menues and initial title screens,
1209 while using cross-fading for level set title screens
1210 * fixed bug with background not drawn in Hall of Fame after game was won
1213 * added configuration directives for the remaining main menu items
1216 * added additional configuration directives for info screen draw offset:
1217 menu.draw_{x,y}offset.INFO[{ELEMENTS,MUSIC,CREDITS,PROGRAM,LEVELSET}]
1218 * added additional configuration directives for preview info text
1219 * limited mouse wheel sensitive screen area to scrollable screen area
1222 * added highlighted menu text entries to menu navigation when selected
1225 * fixed bug that prevented player from correctly being created in the
1226 top left corner by a custom element change in a level without player
1227 * fixed bug that prevented player from being killed when indestructible,
1228 non-walkable element is placed on player position by extended change
1229 * added configurable menu button, text and input positions to main menu
1232 * added page fading effects for remaining info sub-screens
1233 * fixed small bug that caused some delays when answering door request
1236 * added directives "border.draw_masked.*" for menu/playfield area and
1237 door areas to display overlapping/masked borders from "global.border"
1240 * fixed bug with CE with move speed "not moving" not being animated
1241 * when changing player artwork by CE action, reset animation frame
1244 * fixed bug with not unmapping main menu screen gadgets on other screens
1245 * fixed bug with un-pausing a paused game by releasing still pressed key
1246 * fixed bug with not redrawing screen when toggling to/from fullscreen
1247 mode while fast reloading tape (without redrawing playfield contents)
1248 * fixed bug with quick-saving tape snapshot despite answering with "no"
1251 * version number set to 3.2.3
1254 * version 3.2.2 released
1257 * fixed bug with redrawing screen in fullscreen mode after quick tape
1258 reloading when using the EMC game engine
1259 * changed token names from "last_ce_[1-8]" to "prev_ce_[1-8]"
1262 * fixed bug in GameWon() when level contains no exit (like in Sokoban)
1265 * added engine snapshot functionality for instant tape reloading (this
1266 only works for the last tape saved using "quick save", and does not
1267 work across program restarts, because it completely works in memory)
1270 * version number set to 3.2.2
1273 * version 3.2.1 released
1276 * fixed nasty bugs with handling error message file on Mac OS X systems
1279 * general code cleanup (removing many annoying "#if 0" blocks etc.)
1282 * fixed bug that caused broken tapes when manually appending to tapes
1283 using the "pause before death" functionality, followed by recording
1284 * added setup option to disable fading of screens for faster testing
1287 * code cleanup of new fading functions
1290 * changed behaviour after solved game -- do not immediately stop engine
1291 * added some more smooth screen fadings (game start, hall of fame etc.)
1294 * fixed bug with displaying pushed CE with value/score/delay anim_mode
1297 * added configurable level preview position, tile size and dimensions
1298 * added configurable game panel value positions (gems, time, score etc.)
1301 * fixed small bug with time displayed incorrectly when collecting CEs
1304 * fixed bug with bumpy scrolling with EM engine in double player mode
1307 * added compatibility code to fix "Snake Bite" style levels that were
1308 broken due to a bugfix regarding EL_SOKOBAN_FIELD_PLAYER in 3.2.0
1311 * fixed bug with scrollbars inside editor when using the Windows mouse
1312 enhancement tool "True X-Mouse" (which injects key events to the event
1313 queue to insert selected stuff into the Windows clipboard, which gets
1314 confused with the "Insert" key for jumping to the last editor cascade
1315 block in the element list)
1316 * added Rocks'n'Diamonds icon for use as window icon to SDL version
1317 * added key shortcut "Alt + Enter" to toggle fullscreen mode at any time
1320 * added selection of preferred fullscreen mode to setup / graphics menu
1321 (useful if default mode 800 x 600 does not match screen aspect ratio)
1324 * improved down-scaling of images for better editor and preview graphics
1325 * changed user data directory for Mac OS X from Unix style to new place
1328 * improved level number selection in main menu and player selection in
1329 setup menu (input devices section) by using standard button gadgets
1330 * added support for mouse scroll wheel (caused buggy behaviour before)
1331 * added support for scrolling horizontal scrollbars with mouse wheel by
1332 holding "Shift" key pressed while scrolling the wheel
1333 * added support for single step mouse wheel scrolling by holding "Alt"
1334 key pressed while scrolling the wheel (can be combined with "Shift")
1335 * changed output file "stderr.txt" on Windows platform now always to be
1336 created in the R'n'D sub-directory of the personal documents directory
1337 * added Windows message box to direct to "stderr.txt" after error aborts
1340 * improved general scrollbar handling (when jump-scrolling scrollbars)
1343 * changed scrollbars to always show last line as first after scrolling
1344 (that means jumping n - 1 screen lines instead of n screen lines)
1347 * fixed level versions of EMC level loader (from V4 to V1, V2 and V3)
1348 * fixed level time for EMC levels for V2 engine (V2 and V5 levels)
1349 * fixed special handling of vertically stacked acid becoming fake acid
1352 * fixed bug (very special case) with CE_SCORE_GETS_ZERO, which can
1353 affect multiple instances of the same CE, although this kind of
1354 change condition usually only affects one single custom element
1357 * version number set to 3.2.1
1360 * version 3.2.0 released
1363 * reorganized level editor element list a bit to match engines better
1366 * fixed newly introduced bug with wrongly initializing clipboard element
1369 * fixed bug with displaying visible/invisible level border in editor
1372 * reorganized some elements in the level editor element list
1375 * fixed bug with displaying any player as "yellow" when moving into acid
1376 * fixed bug with displaying running player when player stopped at border
1379 * fixed bug with player exploding when moving into acid
1380 * fixed bug with level settings being reset in editor and when playing
1381 (some compatibility settings being set not only after level loading)
1382 * fixed crash bug when number of custom graphic frames was set to zero
1383 * fixed bug with teleporting player on walkable tile not working anymore
1384 * added partial compatibility support for pre-release-only "CONF" chunk
1385 (to make Alan Bond's "color cycle" demo work again :-) )
1388 * fixed some bugs when displaying title screens from info screen menu
1389 * fixed bug which caused EMC doors #5 to #8 to be passable without keys
1392 * changed file major version to 3 to reflect level file format changes
1393 * uploaded pre-release (test) version 3.2.0-8 binary and source code
1396 * added new chunk "NAME" to level file format for level name settings
1397 * added new chunk "NOTE" to level file format for envelope settings
1398 * changed name of chunk "CONF" to "ELEM" (for normal element settings)
1399 * updated magic(5) file to recognize changed and new level file chunks
1400 * removed change events "change when CE value/score changes" as unneeded
1403 * changed gravity (which only affects the player) from level property
1404 to player property (only makes a difference in multi-player levels)
1405 * added change events "change when CE value/score changes"
1406 * added change events "change when CE value/score changes of <element>"
1409 * added new chunk "INFO" to level file format for global level settings
1410 * added all element settings from "HEAD" chunk to "CONF" chunk
1411 * added all global level settings from "HEAD" chunk to "INFO" chunk
1414 * changed level file format by adding two new chunks "CUSX" (for custom
1415 elements, replacing the previous "CUS4" chunk) and "GRPX" (for group
1416 elements, replacing the previous "GRP1" chunk); these new IFF style
1417 chunks use the new and flexible "micro chunks inside chunks" technique
1418 already used with the new "CONF" chunk (for normal element properties)
1419 which makes it possible to easily extend the existing level format
1420 (instead of using fixed-length chunks like before, which are either
1421 too big due to reserved bytes for future use, or too small when those
1422 reserved bytes have all been used and even more data should be stored,
1423 requiring the replacement by new and larger chunks just like it went
1424 with "CUS1" to "CUS4"); this whole problem now does not exist anymore
1427 * added credits pages to the "credits" section that were really missing
1428 * added some missing element descriptions to the level editor
1429 * added down position of switchgate switch to the level editor
1430 and allowed the use of both switch positions at the same time
1431 * changed use of "Insert" and "Delete" keys to navigate element list in
1432 level editor to start of previous or next cascading block of elements
1435 * added the possibility to view the title screen to the info screen menu
1436 * fixed some minor bugs with viewing title screens
1439 * fixed bug with title (cross)fading in/out when using fullscreen mode
1442 * fixed bug that forced re-defining of menu settings in local graphics
1443 config file which are already defined in existing base config file
1444 * fixed small bug that caused door sounds playing when music is enabled
1447 * added the possibility to define up to five title screens for each
1448 level set that are displayed after loading using (cross)fading in/out
1449 (this was added to display the various start images of the EMC sets)
1452 * added "CE score gets zero [of]" to custom element trigger conditions
1453 * added setup option to display element token name in level editor
1456 * added compatibility code for Juergen Bonhagen's menu artwork settings
1459 * fixed bug with displaying wrong animation frame 0 after CE changes
1460 * fixed bug with creating invisible elements when light switch is on
1463 * added selection between ECS and AGA graphics for EMC levels to setup
1466 * adjusted font handling for various narrow EMC style fonts
1469 * changed EM engine behaviour back to re-allow initial rolling springs
1472 * fixed handling of over-large selectboxes (less error-prone now)
1473 * fixed bug when creating GE with walkable element under the player
1476 * added use of "Insert" and "Delete" keys to navigate element list in
1477 level editor to start of custom elements or start of group elements
1478 * added virtual elements to access CE value and CE score of elements:
1479 - "CE value of triggering element"
1480 - "CE score of triggering element"
1481 - "CE value of current element"
1482 - "CE score of current element"
1485 * fixed "grass" to "sand" in older EM levels (up to file version V4)
1488 * changed behaviour of network games with internal errors (because of
1489 different client frame counters) from immediately terminating R'n'D
1490 to displaying an error message requester and stopping only the game
1491 (also to prevent impression of crashes under non command-line runs)
1492 * fixed playing network games with the EMC engine (did not work before)
1493 * fixed bug with not scrolling the screen in multi-player mode with the
1494 focus on player 1 when all players are moving in different directions
1495 * fixed bug with keeping pointer to gadget even after its deallocation
1496 * fixed bug with allowing "focus on all players" in network games
1497 * fixed bug with player focus when playing tapes from network games
1500 * uploaded pre-release (test) version 3.2.0-7 binary and source code
1503 * code cleanup for game action control for R'n'D and EMC game engine
1506 * fixed bug in multi-player movement with focus on both players
1507 * added option to control only the focussed player with all input
1510 * added player focus switching to level tape recording and re-playing
1513 * fixed some bugs in player focus switching in EMC and RND game engine
1516 * added special Supaplex animations for Murphy digging and snapping
1517 * added special Supaplex animations for Murphy being bored and sleeping
1520 * added four new yam yams with explicit start direction for EMC engine
1521 * fixed bug in src/libgame/text.c with printing text outside the window
1524 * fixed small bug in EMC level loader (copyright sign in EM II levels)
1527 * added delayed ignition of EM style dynamite when used in R'n'D engine
1528 * added limited movement range to EMC engine when focus on all players
1531 * fixed bug with missing (zero) score values for native Supaplex levels
1534 * added "continuous snapping" (snapping many elements while holding the
1535 snap key pressed, without releasing the snap key after each element)
1536 as a new player setting for more compatibility with the classic games
1539 * finished scrolling for "focus on all players" in EMC graphics engine
1542 * level sets with "levels: 0" are ignored for levels, but not artwork
1543 * fixed bug when scanning empty level group directories (endless loop)
1546 * fixed bug with explosion graphic for player using "Murphy" graphic
1547 * fixed bug with explosion graphic if player leaves explosion in time
1548 * changed some descriptive text in setup menu to use medium-width font
1549 * added key shortcut settings for switching player focus to setup menu
1552 * fixed bug with random value initialization when recording tapes
1553 * fixed bug with playing single player tapes when team mode activated
1556 * fixed little bug when trying to switch to player that does not exist
1559 * added player switching (visual and quick) to R'n'D and EM game engine
1560 * added setup option to select visual or quick in-game player switching
1563 * added use of "Home" and "End" keys to handle element list in editor
1566 * fixed bug with adding score when playing tape with EMC game engine
1567 * added steel wall border for levels using EMC engine without border
1568 * finally fixed delayed scrolling in EMC engine also for small levels
1571 * fixed potential crash bug in WarnBuggyBase() (missing boundary check)
1574 * fixed bug with CE change order in TestIfElementTouchesCustomElement()
1575 * fixed bug when displaying info element without action, but direction
1578 * fixed minor graphical problems with springs smashing and slurping
1579 (when using R'n'D style graphics instead of EMC style graphics)
1582 * added scroll delay (as configured in setup) to EMC graphics engine
1585 * improved screen redraw for EMC graphics engine (faster and smoother)
1586 * when not scrolling, do not redraw the whole playfield if not needed
1589 * added multi-player mode for EMC game engine (with up to four players)
1592 * added android (can clone elements) from EMC engine to R'n'D engine
1595 * added spring bumper (reflects spring) from EMC engine to R'n'D engine
1598 * added selectbox for initial player speed to player settings in editor
1601 * version 3.1.2 created that is basically version 3.1.1, but with a
1602 major bug fixed that prevented editing your own private levels
1603 * version 3.1.2 released
1606 * added magic ball (creates elements) from EMC engine to R'n'D engine
1609 * uploaded fixed pre-release version 3.2.0-6 binary and source code
1612 * fixed bug when using "CE can leave behind <trigger element>"
1613 * added new change condition "(after/when) creation of <element>"
1614 * added new change condition "(after/when) digging <element>"
1615 * fixed bug accessing invalid gadget that caused crashes under Windows
1616 * deactivated new possibility for multiple CE changes per frame
1619 * uploaded pre-release (test) version 3.2.0-6 binary and source code
1622 * added animation types "ce_value" and "ce_score" to graphicsinfo.conf
1623 * fixed bug with not keeping CE value for moving CEs with only action
1624 * changed CE action selectboxes in editor to be only reset when needed
1627 * added option "use artwork from element" for custom player artwork
1628 * added option "use explosion from element" for player explosions
1631 * added cascaded element lists in the level editor
1632 * added persistence for cascaded element lists by "editorcascade.conf"
1633 * added dynamic element list with all elements used in current level
1634 * added possibility for multiple CE changes per frame (experimental)
1637 * uploaded pre-release (test) version 3.2.0-5 binary and source code
1640 * changed "score for each 10 seconds/steps left" to "1 second/step"
1641 * added own score for collecting "extra time" instead of sharing it
1642 * added change events "switched by player" and "player switches <e>"
1643 * added change events "snapped by player" and "player snaps <e>"
1644 * added "set player artwork: <element choice>" to CE action options
1645 * added change event "move of <element>"
1648 * added "set player shield: off / normal / deadly" to CE action options
1649 * added new player option "use level start element" in level editor
1650 to set the correct focus at level start to elements from which the
1651 player is created later (this did not work before for cascaded CE
1652 changes resulting in creation of the player; it is now also possible
1653 to create the player from a yam yam which is smashed at level start)
1656 * added "set player speed: frozen (not moving)" to CE action options
1657 * added "move player: l/r/u/d/trigger/-trigger" to CE action options
1660 * added new player option "block snap field" (enabled by default) to
1661 make it possible to show a snapping animation like in Emerald Mine
1664 * added dynamic selectboxes to custom element action settings in editor
1665 * added "CE value" counter for custom elements (instead of "CE count")
1666 * added option to use the last "CE value" after custom element change
1667 * added option to use the "CE value" of other elements in CE actions
1668 * fixed odd behaviour when pressing time orb in levels w/o time limit
1669 * added checkbox "use time orb bug" for older levels that use this bug
1672 * added missing configuration settings for the following elements:
1673 - EL_TIMEGATE_SWITCH (time of open time gate)
1674 - EL_LIGHT_SWITCH_ACTIVE (time of light switched on)
1675 - EL_SHIELD_NORMAL (time of shield duration)
1676 - EL_SHIELD_DEADLY (time of shield duration)
1677 - EL_EXTRA_TIME (time added to level time)
1678 - EL_TIME_ORB_FULL (time added to level time)
1681 * added "wind direction" as a movement pattern for custom elements
1682 * added initial wind direction for balloon / custom elements to editor
1683 * added functionality for EL_BALLOON_SWITCH_NONE to R'n'D game engine
1686 * added parameters for "game of life" and "biomaze" elements to editor
1689 * added level file chunk "CONF" for generic level and element settings
1692 * uploaded pre-release (test) version 3.2.0-4 binary and source code
1695 * skip empty level sets (with "levels: 0"; may be artwork base sets)
1696 * added sound action ".page[1]" to ".page[32]" for each CE change page
1699 * added image config suffix ".clone_from" to copy whole image settings
1700 * fixed bug with invalid ("undefined") CE settings in old level files
1703 * fixed graphical bug with smashing elements falling faster than player
1706 * fixed major bug which prevented private levels from being edited
1707 * fixed bug with precedence of general and special font definitions
1710 * fixed graphical bug with player animation when player moves slowly
1713 * uploaded pre-release (test) version 3.2.0-3 binary and source code
1716 * fixed bug which prevented "global.num_toons: 0" from working
1719 * major code cleanup (removed all these annoying "#if 0" blocks)
1722 * added custom element actions for CE change page in level editor
1725 * fixed music initialization bug in init.c (thanks to David Binderman)
1726 * fixed mouse wheel "button" bug in editor (thanks to Tomi Belan)
1727 (this bug must probably be fixed at other places, too)
1730 * fixed buggy '#include "SDL.h"' statements in src/libgame/sdl.h
1731 (should be '#include <SDL.h>' instead)
1734 * fixed bug which prevented "walkable from no direction" from working
1735 (due to compatibility code overwriting this setting after loading)
1738 * fixed bug on Mac OS X (use of reserved name "Random") in EM engine
1741 * version number temporarily set to 3.1.1 (intermediate bugfix release)
1742 * version 3.1.1 released
1745 * changed some va_arg() arguments from 'long' to 'int', fixing problems
1746 on 64-bit architecture systems with LP64 data model
1749 * fixed bug with bombs not exploding when hitting the last level line
1750 (introduced after the release of 3.1.0)
1753 * added support for dumping small-sized level sketches from editor
1756 * added recognition of "trigger element" for "change digged element to"
1757 (this is not really what the "trigger element" was made for, but its
1758 use may seem obvious for leaving back digged elements unchanged)
1761 * fixed multiple warnings about failed joystick device initialization
1764 * fixed bug with dynamite dropped on top of just dropped custom element
1765 (collect dynamite, collect CE, drop CE => dynamite was also dropped);
1766 dynamite can still be dropped, but drop key must be released before
1769 * fixed bug with wrong start directory when started from file browser
1770 (due to this bug, R'n'D could not be started from KDE's Konqueror)
1773 * fixed bug causing "change when impact" on player not working
1774 * fixed wrong priority of "hitting something" over "hitting <element>"
1775 * fixed wrong priority of "hit by something" over "hit by <element>"
1778 * fixed graphical bug which caused the player (being Murphy) to show
1779 collecting animations although the element was collected by penguin
1782 * fixed two bugs causing wrong door background graphics in system.c
1783 (in functions "SetBackgroundBitmap()" and "DrawingOnBackground()")
1786 * fixed graphic bug with exploding bomb and R'n'D graphics in EM engine
1787 * added "no direction" to "walkable/passable from" selectbox options
1790 * enhanced tape autoplay to accept "autoplay <set> [<nr> ...]" format
1791 * in tape autoplay, not only report broken, but also missing tapes
1794 * uploaded pre-release (test) version 3.2.0-2 binary and source code
1797 * fixed small bug with "linear" animation not working for active lamp
1800 * fixed bug with moving up despite gravity due to "block last field"
1801 * fixed small bug with wrong draw offset when typing name in main menu
1802 * when reading user names from "passwd", ignore data after first comma
1803 * when creating new "levelinfo.conf", only write some selected entries
1806 * fixed displaying "imported from/by" on preview with empty string
1807 * fixed ignoring draw offset for fonts used for level preview texts
1810 * fixed a delay problem with SDL and too many mouse motion events
1811 * added setup option "skip levels" and level skipping functionality
1814 * added move speed "not moving" for non-moving CEs, but with direction
1817 * fixed mapping of obsolete element token names in "editorsetup.conf"
1818 * fixed bug with sound "acid.splashing" treated as a loop sound
1819 * fixed some little sound bugs in native EM engine
1822 * fixed small bug when dragging scrollbars to end positions
1825 * added editor element descriptions written by Aaron Davidson
1828 * improved fallback handling when configured artwork is not available
1829 (now using default artwork instead of exiting when files not found)
1832 * fixed bug on level selection screen when dragging scrollbar
1835 * fixed bug which caused broken tapes when appending to EM engine tapes
1838 * uploaded pre-release (test) version 3.2.0-1 binary and source code
1841 * added code to replace changed artwork config tokens with other tokens
1842 (needed for backwards compatibility, so that older tokens still work)
1845 * added native R'n'D graphics for some new EMC elements in EM engine
1848 * fixed some bugs in the EM engine integration code
1849 * changed EM engine code to allow diagonal movement
1850 * changed EM engine code to allow use of separate snap and drop keys
1853 * fixed some redraw bugs when using EM engine
1856 * fixed bug with not converting RND levels which are set to use native
1857 engine to native level structure when loading
1860 * uploaded pre-release (test) version 3.2.0-0 binary and source code
1863 * version number set to 3.2.0
1866 * level data now reset to defaults after attempt to load invalid file
1869 * added use of "editorsetup.conf" for different level sets
1872 * added auto-detection for various types of Emerald Mine level files
1875 * fixed bug with scrollbars getting too small when list is very large
1878 * fixed bug with 3+3 (cross) sized explosion not making explosion sound
1881 * added most level editor configuration gadgets for new EMC elements
1884 * added more element and graphic definitions for new EMC elements
1887 * modified native EM engine to use integrated R'n'D sound system
1890 * added SDL support to graphics functions in native EM engine
1891 (by always using generic libgame interface functions)
1894 * fixed bug in frame synchronization in native EM engine
1897 * added code to convert levels between R'n'D and native EM engine
1900 * new Emerald Mine engine can now play levels selected in main menu
1903 * fixed big memory leak in function "CreateBitmapWithSmallBitmaps()"
1904 (which creates scaled down graphics for level editor and preview);
1905 there's still a memory leak somewhere in the artwork handling code
1906 * added "scale image up" functionality to X11 version of zoom function
1909 * first attempts to integrate new, native Emerald Mine Club engine
1912 * fixed bug in gadget code which caused reset of CEs in level editor
1913 (example: pressing 'b' [grab brush] on CE config page erased values)
1914 (solution: check if gadgets in ClickOnGadget() are really mapped)
1915 * improved level change detection in editor (settings now also checked)
1916 * fixed bug with "can move into acid" and "don't collide with" state
1919 * fixed maze runner style CEs to use the configured move delay value
1922 * added Aaron Davidson's tutorial level set to the "Tutorials" section
1925 * fixed engine change that broke 3.0.8 levels like "Walpurgis Gardens"
1926 * fixed the above fix because it broke level set "machine" (*sigh*)
1927 * fixed random element placement in level editor to work as expected
1928 * fixed undefined graphic of runtime element "EL_AMOEBA_TO_DIAMOND"
1931 * re-recorded tape for BD2K3, level 010 (broken due to bugfix)
1934 * fixed bug (missing array boundary check) which caused broken tapes
1935 * fixed bug (when loading level template) which caused broken levels
1936 * fixed bug with new block last field code when using non-yellow player
1939 * fixed bug when pressing "stop, pause, stop, play" on tape recorder
1940 * internal change of how the player blocks the last field when moving
1941 * fixed blocking delay of last field for EM and SP style block delay
1942 * fixed bug where the player had to wait for the usual move delay after
1943 unsuccessfully trying to move, when he directly could move after that
1944 * the last two changes should make original Supaplex level 93 solvable
1945 * improved use of random number generator to make it less predictable
1946 * fixed behaviour of slippery SP elements to let slip left, then right
1949 * fixed bug with wrong door state after trying to quickload empty tape
1950 * fixed waste of static memory usage of the binary, making it smaller
1951 * fixed very little graphical bug in Supaplex explosion
1954 * version number set to 3.1.1
1957 * version 3.1.0 released
1960 * fixed bug with crash when writing user levelinfo.conf the first time
1963 * added option "convert LEVELDIR [NR]" to command line batch commands
1964 * re-converted Supaplex levels to apply latest engine fixes
1965 * changed "use graphic/sound of element" to "use graphic of element"
1966 due to compatibility problems with some levels ("bug machine" etc.)
1969 * fixed bug with CE change replacing player with same or other player
1972 * fixed bug with opaque font in envelope with background graphic when
1973 background graphic is not transparent itself
1976 * added "gravity on" and "gravity off" ports for Supaplex compatibility
1977 * corrected original Supaplex level loading code to use these new ports
1978 * also corrected Supaplex loader to auto-count infotrons if set to zero
1981 * fixed bug with missing initialization of "modified" flag for GEs
1984 * fixed bug that caused endless recursion loop when relocating player
1985 * fixed tape recorder bug in "step mode" when using "pause before end"
1986 * fixed tape recorder bug when changing from "warp forward" mode
1989 * fixed bug with "when touching" for pushed elements at last position
1992 * fixed bug that caused two activated toolbox buttons in level editor
1993 * fixed bug with exploding dynabomb under player due to other explosion
1996 * fixed bug with creating walkable custom element under player (again)
1997 * fixed bug with not copying explosion type when copying CEs in editor
1998 * fixed graphical bug when drawing player in setup menu (input devices)
1999 * fixed graphical bug when the player is pushing an accessible element
2000 * fixed bug with classic switchable elements triggering CE changes
2001 * fixed bug with entering/leaving walkable element in RelocatePlayer()
2002 * fixed crash bug when CE leaves behind the trigger player element
2005 * fixed bug with broken tubes after placing/exploding dynamite in them
2006 * fixed bug with exploding dynamite under player due to other explosion
2007 * fixed bug with not resetting push delay under certain circumstances
2010 * added option "handicap" for "levelinfo.conf" (thanks to Niko Böhm)
2011 * added network multiplayer code for Windows (thanks to Niko Böhm)
2014 * added option "reachable despite gravity" for gravity movement
2015 * changed gravity movement of most classic walkable and passable
2016 elements back to "not reachable" (for compatibility reasons)
2019 * fixed (removed) "indestructible" / "can explode" dependency in editor
2020 * fixed (removed) "accessible inside" / "protected" dependency
2021 * fixed (removed) "step mode" / "shield time" dependency
2024 * fixed dynabombs exploding now into anything diggable
2025 * fixed Supaplex style gravity movement into buggy base now impossible
2026 * added pressing key "space" as valid action to select menu options
2029 * added "replace when walkable" to relocate player to walkable element
2030 * added "enter"/"leave" event for elements affected by relocation
2031 * fixed "direct"/"indirect" change order also for "when change" event
2032 * fixed graphical bug when pushing things from elements walkable inside
2035 * fixed graphic bug when player is snapping while moving in old levels
2036 * fixed bug when a moving custom element leaves a player element behind
2037 * fixed bug with mole not disappearing when moving into acid pool
2038 * fixed bug with incomplete path setting when using "--basepath" option
2039 * moving CE can now leave walkable elements behind under the player
2040 * when relocating, player can be set on walkable element now
2041 * fixed another gravity movement bug
2044 * uploaded pre-release (test) version 3.1.0-2 binary and source code
2047 * added "collectible" and "removable" to extended replacement types
2048 (where "removable" replaces "diggable" and "collectible" elements)
2049 * added "collectible & throwable" (to throw element to the next field)
2050 * fixed bug with CEs digging elements that are just about to explode
2051 * changed mouse cursor now always being visible when game is paused
2054 * added possibility to push/press accessible elements from a side that
2056 * fixed bug with not setting actual date when appending to tape
2059 * fixed bug with incorrectly initialized custom element editor graphics
2062 * corrected set "Contributions_1995-2000/rnd_kjell_kristiansson":
2063 - number of levels corrected from 18 to 17 in "levelinfo.conf"
2066 * fixed bug with destroyed robot wheel still attracting robots forever
2067 * fixed bug with time gate switch deactivating after robot wheel time
2068 (while the time gate itself is not affected by this misbehaviour)
2069 * changed behaviour of BD style amoeba to always get blocked by player
2070 (before it was different when there were non-BD elements in level)
2071 * fixed bug with player destroying indestructable elements with shield
2074 * added option to make growing elements grow into anything diggable
2075 (for the various amoeba types, biomaze and "game of life")
2078 * fixed bug with movable elements not moving after left behind by CEs
2079 * changed gravity movement to anything diggable, not only sand/base
2080 * optionally allowing passing to walkable element, not only empty space
2081 * added option "can pass to walkable element" for players
2082 * finally fixed gravity movement (hopefully)
2085 * fixed bug with movable elements not moving anymore after falling down
2088 * fixed another bug with custom elements digging and leaving elements
2089 * fixed bug with "along left/right side" and automatic start direction
2090 * trigger elements now also displayed when "more custom" deactivated
2091 * fixed bug with clipboard element initialized when loading new level
2092 * added option "drop delay" to set delay before dropping next element
2095 * uploaded pre-release (test) version 3.1.0-1 binary and source code
2098 * added copy and paste functions for custom change pages
2099 * enhanced graphical display and functionality of tape recorder
2100 * fixed bug with custom elements digging and leaving elements
2103 * added move speed faster than "very fast" for custom elements
2104 * fixed bug with 3+3 style explosions and missing border content
2105 * fixed little bug when copying custom elements in the editor
2106 * enhanced custom element changes by more side trigger actions
2109 * added option "no scrolling when relocating" for instant teleporting
2110 * uploaded pre-release (test) version 3.1.0-0 binary and source code
2113 * added trigger element and trigger player to use as target elements
2114 * added copy and paste functions for custom and group elements
2117 * fixed graphical bug when displaying explosion animations
2118 * fixed bug when appending to tapes, resulting in broken tapes
2119 * re-recorded a few tapes broken by fixing gravity checking bug
2122 * "can move into acid" property now for all elements independently
2123 * "can fall into acid" property for player stored in same bitfield now
2124 * added option for deadliness of Supaplex 'sniksnak' and 'electron'
2125 * version number set to 3.1.0 (finally!)
2128 * changed tape recording to only record input, not programmed actions
2131 * fixed totally broken (every 8th frame skipped) step-by-step recording
2132 * fixed bug with requester not displayed when quick-loading interrupted
2133 * added option "can fall into acid (with gravity)" for players
2134 * fixed bug with player not falling when snapping down with gravity
2137 * fixed bug which messed up key config when using keypad number keys
2140 * fixed bug which allowed moving upwards even when gravity was active
2141 * fixed bug with missing error handling when dumping levels or tapes
2144 * added different colored editor graphics for Supaplex gravity tubes
2147 * fixed bug that allowed solvable tapes for unsolvable levels
2150 * use unlimited number of droppable elements when "count" set to zero
2151 * added option to use step limit instead of time limit for level
2154 * added player and change page as trigger for custom element change
2157 * fixed bug with exploding amoeba (explosion 3x3 instead of 1x1)
2160 * fixed bug with dark yamyam changing to acid when moving over acid
2161 * fixed handling of levels with more than 999 seconds level time
2162 (example: level 76 of "Denmine")
2165 * "spring push bug" reintroduced as configurable element property
2166 * fixed bug with missing properties for "mole"
2167 * fixed bug that showed up when fixing the above "mole" properties bug
2168 * added option "can move into acid" for all movable elements
2169 * fixed graphical bug for elements moving into acid
2170 * changed event handling to handle all pending events before going on
2173 * fixed bug which caused all CE change pages to be ignored which had
2174 the same change event, but used a different element side
2175 (reported by Simon Forsberg)
2177 * fixed bug which caused elements that can move and fall and that are
2178 transported by a conveyor belt to continue moving into that direction
2179 after leaving the conveyor belt, regardless of their own movement
2180 type; only elements which can not move are transported now
2181 (reported by Simon Forsberg)
2183 * fixed bug which could cause an array overflow in RelocatePlayer()
2184 (reported by Niko Böhm)
2186 * changed Emerald Mine style "passable / over" elements to "protected"
2187 (fixing unsolvable level 10 of "Bondmine 9" with bug beside gate)
2189 * added new option to select from which side a "walkable/passable"
2190 element can be entered
2193 * added explosion and ignition delay for elements that can explode
2196 * fixed bug which caused player not being protected against enemies
2197 when a CE was "walkable / inside" and was not "indestructible"
2198 * added "walkable/passable" fields to be "protected/unprotected"
2199 against enemies, even if not accessible "inside" but "over/under"
2202 * corrected move pattern to 32 bit and initial move direction to 8 bit
2205 * added second custom element base configuration page
2208 * added some special EMC mappings to Emerald Mine level loader
2209 (also covering previously unknown element in level 0 of "Bondmine 8")
2212 * added option to block last field when player is moving (for Supaplex)
2213 * adjusted push delay of Supaplex elements
2214 * removed delays for envelopes etc. when replaying with maximum speed
2215 * fixed bug when dropping element on a field that just changed to empty
2218 * fixed bug: infotrons can now smash yellow disks
2219 * fixed bug: when gravity active, port above player can now be entered
2220 * removed "one white dot" mouse pointer which irritated some people
2223 * added "choice type" for group element selection
2226 * fixed bug with initial invulnerability of non-yellow player
2229 * added level loader for loading native Supaplex packed levels
2230 (including multi-part levels like the "splvls99" levels)
2233 * fixed bug which allowed creating emeralds by escaping explosions
2236 * custom elements can change (limited) or leave (unlimited) elements
2237 * finally added multiple matches using group elements
2238 * added shortcut to dump brush (type ":DB" in editor) for use in forum
2241 * added new start movement type "previous" for continued CE movement
2242 * added new start movement type "random" for random CE movement start
2245 * added new element "sokoban_field_player" needed for Sokoban levels
2246 (thanks to Ed Booker for pointing this out!)
2249 * added elements that can be digged or left behind by custom elements
2252 * added group elements for multiple matches and random element creation
2255 * fixed some graphical errors displayed in old levels
2258 * fixed wrong double speed movement after passing closing gates
2261 * added level loader for loading native Emerald Mine levels
2264 * changes for "shooting" style CE movement
2267 * Happy New Year! ;-)
2270 * changed default snap/drop keys from left/right Shift to Control keys
2273 * fixed bug with dead player getting reanimated from custom element
2276 * fixed bug with wrong penguin graphics (when entering exit)
2279 * fixed bug with wrong "Murphy" graphics (when digging etc.)
2282 * version number set to 3.0.9
2285 * version 3.0.8 released
2288 * added function checked_free()
2291 * fixed bug with double nut cracking sound
2292 (by eliminating "default element action sound" assignment in init.c)
2295 * fixed crash when no music info files are available
2298 * fixed boring and sleeping sounds
2301 * added "maze runner" and "maze hunter" movement types
2302 * added extended collision conditions for custom elements
2305 * added warnings for undefined token values in artwork config files
2308 * added menu entry for level set information to the info screen
2311 * fixed bug with wrong default impact sound for colored emeralds
2314 * added several sub-screens for the info screen
2315 * menu text now also clickable (not only blue/red sphere left of it)
2318 * added configurable "bored" and "sleeping" animations for the player
2319 * added "awakening" sound for player when waking up after sleeping
2322 * added "copy" and "exchange" functions for custom elements to editor
2325 * added configurable element animations for info screen
2328 * added configurable music credits for info screen
2331 * finally fixed tape recording when player is created from CE change
2334 * added "editorsetup.conf" for editor element list configuration
2337 * added "musicinfo.conf" for menu and level music configuration
2340 * fixed a very nasty bug in dragon turning code in TurnRoundExt()
2341 (that only showed up on Linux, but not on Windows systems)
2344 * fixed turning movement of butterflies and fireflies (no frame reset)
2345 * enhanced sniksnak turning movement (two steps instead of only one)
2348 * version number set to 3.0.8
2351 * version 3.0.7 released
2354 * fixed reset of player animation frame when, for example,
2355 walking, digging or collecting share the same animation
2356 * fixed CE with "deadly when touching" exploding when touching amoeba
2359 * fixed tape recording when player is created from CE element change
2362 * introduced "turning..." action graphic for elements with move delay
2363 (non-CE: bug, spaceship, sniksnak, mole, pacman, yamyam)
2364 * added turning animations for bug, spaceship and sniksnak
2367 * prevent "extended" changed elements from delay change in same frame
2370 * fixed bug when pushing element that can move away to the side
2371 (like pushing falling elements, but now with moving elements)
2374 * finally fixed serious bug in code for delayed element pushing (again)
2377 * unavailable setup options now marked as "n/a" instead of "off"
2378 * new boolean directive "latest_engine" for "levelinfo.conf": when set
2379 to "true", levels are always played with the latest game engine,
2380 which is desired for levels that are imported from other games; all
2381 other levels are played with the engine version stored in level file
2382 (which is normally the engine version the level was created with)
2385 * fixed serious bug in code for delayed element pushing
2386 * fixed little bug in animation frame selection for pushed elements
2387 * speed-up of reading config file for verbose output
2390 * added configuration option for opening and closing Supaplex exit
2391 * added configuration option for moving up/down animation for Murphy
2392 * fixed incorrectly displayed animation for attacking dragon
2393 * fixed bug with not setting initial gravity for each new game
2394 * fixed bug with teleportation of player by custom element change
2395 * fixed bug with player not getting smashed by rock sometimes
2398 * version number set to 3.0.7
2401 * version 3.0.6 released
2404 * added support for MP3 music for SDL version through SMPEG library
2407 * fixed bug when initializing font graphic structure
2408 * fixed bug with animation mode "pingpong" when using only 1 frame
2409 * fixed bug with extended change target introduced in 3.0.5
2410 * fixed bug where passing over moving element doubles player speed
2411 * fixed bug with elements continuing to move into push direction
2412 * fixed bug with duplicated player when dropping bomb with shield on
2413 * added "switching" event for custom elements ("pressing" only once)
2414 * fixed switching bug (resetting flag when not switching but not idle)
2417 * fixed element tokens for certain file elements with ".active" etc.
2420 * version number set to 3.0.6
2423 * version 3.0.5 released
2426 * now four envelope elements available
2427 * font, background, animation and sound for envelope now configurable
2428 * main menu doors opening/closing animation type now configurable
2431 * active/inactive sides configurable for custom element changes
2432 * new movement type "move when pushed" available for custom elements
2435 * fixed bug in multiple config pages loader code that caused crashes
2438 * enhanced (remaining low-resolution) Supaplex graphics
2441 * version number set to 3.0.5
2444 * version 3.0.4 released
2446 2003-09-12 src/tools.c
2447 * fixed bug in custom definition of crumbled element graphics
2449 2003-09-11 src/files.c
2450 * fixed bug in multiple config pages code that caused crashes
2453 * version number set to 3.0.4
2456 * version 3.0.3 released
2459 * added music to Supaplex classic level set
2461 2003-09-07 src/libgame/misc.c
2462 * added support for loading various music formats through SDL_mixer
2464 2003-09-06 (various source files)
2465 * fixed several nasty bugs that may have caused crashes on some systems
2466 * added envelope content which gets displayed when collecting envelope
2467 * added multiple change event pages for custom elements
2469 2003-08-24 src/game.c
2470 * fixed problem with player animation when snapping and moving
2472 2003-08-23 src/screens.c, src/cartoons.c, src/libgame/toons.c
2473 * fixed problem with flickering when drawing toon animations
2475 2003-08-23 src/libgame/sdl.c
2476 * fixed problem with setting mouse cursor in SDL version in fullscreen
2478 2003-08-23 src/game.c
2479 * fixed bug (missing array boundary check) which could crash the game
2482 * version number set to 3.0.3
2485 * version 3.0.2 released
2487 2003-08-21 src/game.c
2488 * fixed bug with creating inaccessible elements at player position
2490 2003-08-20 src/init.c
2491 * fixed bug with not finding current level artwork directory
2493 2003-08-20 src/files.c
2494 * fixed bug with choosing wrong engine version when playing tapes
2495 * fixed bug with messing up custom element properties in 3.0.0 levels
2498 * version number set to 3.0.2
2501 * version 3.0.1 released
2503 2003-08-17 (no source files affected)
2504 * changed all "classic" PCX image files with 16 colors or less to
2505 256 color (8 bit) storage format, because the Allegro game library
2506 cannot handle PCX files with less than 256 colors (contributed
2507 graphics are not affected and might look wrong in the DOS version)
2509 2003-08-16 src/init.c
2510 * fixed bug which (for example) crashed the level editor when defining
2511 "dynamite.EDITOR: [NONE]", because graphics may not be undefined
2512 (only set to default) -- invalid graphics now set to default graphic
2514 2003-08-16 src/init.c
2515 * fixed graphical bug of player digging/collecting/snapping element
2516 when no corresponding graphic/animation is defined for this action,
2517 resulting in player being drawn as EL_EMPTY (which should only be
2518 done to elements being collected, but not to the player)
2520 2003-08-16 src/game.c
2521 * fixed small graphical bug of player not totally moving into exit
2523 2003-08-16 src/libgame/setup.c
2524 * fixed bug with wrong MS-DOS 8.3 filename conversion
2526 2003-08-16 src/tools.c
2527 * fixed bug with invisible mouse cursor when pressing ESC while playing
2529 2003-08-16 (various source files)
2530 * added another 128 custom elements (disabled in editor by default)
2532 2003-08-16 src/editor.c
2533 * fixed NULL string bug causing Solaris to crash in sprintf()
2535 2003-08-16 src/screen.c
2536 * fixed drawing over scrollbar on level selection with custom fonts
2538 2003-08-15 src/game.c
2539 * cleanup of simple sounds / loop sounds / music settings
2541 2003-08-08 (various source files)
2542 * added custom element property for dropping collected elements
2544 2003-08-08 src/conf_gfx.c
2545 * fixed bug with missing graphic for active red disk bomb
2547 2003-08-07 src/files.c, src/editor.c src/game.c, src/main.h
2548 * extended variable "level.gravity" to "level.initial_gravity" and
2549 "game.current_gravity" to prevent level setting from being changed
2550 by playing the level (keeping the runtime value after playing)
2552 * fixed graphics bug when digging element that has 'crumbled' graphic
2553 definition, but not 'diggable' graphic definition
2556 * version number set to 3.0.1
2559 * version 3.0.0 released
2562 * various bug fixes; among others:
2563 - fixed bug with pushing spring over empty space
2564 - fixed bug with leaving tube while placing dynamite
2565 - fixed bug with explosion of smashed penguins
2566 - allow Murphy player graphic in levels with non-Supaplex elements
2570 * I have forgotten to document changes for some time
2573 * pre-release version 2.2.0rc1 released
2575 2002-08-25 src/libgame/setup.c, src/libgame/sound.c
2576 * Level series artwork now configurable via level series config file.
2577 "levelinfo.conf" may now contain directives "graphics_set",
2578 "sounds_set" and "music_set" to select artwork sets which are
2579 globally defined or which are included into other level series.
2582 * version number set to 2.1.2
2585 * version 2.1.1 released
2587 2002-08-10 src/libgame/system.h
2588 * Default "snap" and "bomb" keys for Mac OS X set to left control key
2589 and keypad enter key -- Macs seem not to distinguish between left
2590 and right modifier keys (both generate scan code for left key). :-(
2592 2002-08-10 src/libgame/sound.c
2593 * Fixed small NetBSD compilation bug.
2594 Thanks to Adam Ciarcinski for the bug report.
2596 2002-08-10 src/libgame/sound.c
2597 * Added support for audio device "/dev/sound/dsp" (devfs).
2598 Thanks to Christoph Bauer for the corresponding report.
2600 2002-08-10 src/libgame/sound.c
2601 * Bug fixed that caused regular crashes under SDL/Windows version.
2602 Mixer_InsertSound(): Always stop music before playing new music,
2603 else "mixer_active_channels" can get fucked up.
2604 Thanks to Keith Peterston for the bug report.
2607 * version number set to 2.1.1
2610 * version 2.1.0 released
2612 2002-05-31 src/libgame/image.c
2613 * Read_PCX_to_Pixmap(): Fixed bad memory leak by freeing "ximageinfo"
2614 and "image" after converting loaded PCX image file to X11 Pixmap.
2615 This really showed up when reloading custom artwork several times.
2617 2002-05-20 src/libgame/sound.c
2618 * added support for 16 bit WAV sound files
2621 * version number set to 2.1.0
2623 2002-04-03 to 2002-05-19 (various source files)
2624 * graphics, sounds and music now fully configurable
2625 * bug fixed that prevented walking through tubes when gravity on
2626 * added support for TrueColor PCX graphics files
2627 * enhanced sound system (especially regarding stereo and loop sounds)
2629 2002-04-02 src/events.c, src/editor.c
2630 * Make Escape key less aggressive when playing or when editing level.
2631 This can be configured as an option in the setup menu. (Default is
2632 "less aggressive" which means "ask user if something can be lost"
2633 when pressing the Escape key.)
2635 2002-04-02 src/screen.c
2636 * Added "graphics setup" screen.
2638 2002-04-01 src/screen.c
2639 * Changed "choose level" setup screen stuff to be more generic (to
2640 make it easier to add more "choose from generic tree" setup screens).
2642 2002-04-01 src/config.c, src/timestamp.h
2643 * Added source files "src/config.[ch]" and "src/timestamp.h" (which
2644 automatically gets created by "src/Makefile" and contains an actual
2645 compile-time timestamp to identify development versions of the game).
2647 2002-04-01 src/libgame/misc.c
2648 * Added (currently incomplete) function "getKeyFromKeyName()" simply
2649 for orthogonality. When really needed, this function must be
2650 extended accordingly (analog to "getKeyFromX11KeyName()").
2652 2002-04-01 src/libgame/setup.c
2653 * Changed setup "TYPE_KEY" (internal, X11 style key symbol name) to
2654 "TYPE_KEY_X11" and added "TYPE_KEY" (human readable key symbol name).
2655 (This was needed for custom key setup handling in "src/screens.c".)
2657 2002-03-31 src/tape.c, src/events.c
2658 * Added quick game/tape save/load functions to tape stuff which can be
2659 invoked by a keyboard shortcut. Default: "F1" saves game/tape, "F2"
2660 loads previously recorded tape and directly goes into recording mode
2661 from the end of the tape (therefore appending to the tape).
2663 2002-03-31 src/tape.c
2664 * Added "index mark" function to tape recorder. When playing or
2665 recording, "eject" button changes to "index" button. Setting index
2666 mark is not yet implemented, but pressing index button when playing
2667 allows very quick advancing to end of tape (when normal playing),
2668 very fast forward mode (when playing with normal fast forward) or
2669 very fast reaching of "pause before end of tape" (when playing with
2670 "pause before end" playing mode).
2672 2002-03-30 src/cartoons.c
2673 * Moved some stuff from cartoons.c to the new "src/libgame/toons.c".
2675 2002-03-30 src/libgame/toons.c
2676 * New libgame source file "toons.c" for the program independant part
2679 2002-03-29 src/screen.c
2680 * Changed setup screen stuff to be more generic (to make it easier
2681 to add more setup screens).
2683 2002-03-29 src/libgame/setup.c
2684 * Changed "LoadLevelInfoFromLevelDir()" so that not only directories
2685 with level sub-directories are recognized, but also directories
2686 that directly contain level files.
2688 2002-03-29 src/libgame/sound.c
2689 * Changed "boolean stereo = TRUE;" to "static boolean stereo = TRUE;".
2690 (This was a bug that showed up only when in mono audio mode.)
2692 2002-03-24 src/libgame/x11.c, src/libgame/sdl.c, src/libgame/image.c
2693 * Changed image loading code to not exit on error, but set error by
2694 using "SetError()" accordingly. Image loading errors must now be
2695 catched by above layers (src/init.c for example).
2697 2002-03-24 src/libgame/misc.c
2698 * New functions "SetError()" and "GetError()" to provide more
2699 flexible error handling.
2701 2002-03-23 src/main.c, src/main.h
2702 * Various changes due to the introduction of the new libgame files
2703 "setup.c" and "joystick.c".
2705 2002-03-23 src/files.c
2706 * Generic parts of "src/files.c" (mainly setup and level directory
2707 stuff) moved to new libgame file "src/libgame/setup.c".
2709 2002-03-23 src/joystick.c
2710 * File "src/joystick.c" moved to libgame source tree, with
2711 correspondig changes.
2713 2002-03-23 src/libgame/system.c, src/libgame/system.h
2714 * Various changes due to the introduction of the new files "setup.c"
2717 2002-03-23 src/libgame/setup.c
2718 * New libgame source file "setup.c" that contains now most setup and
2719 level directory stuff previously handled in "src/files.c".
2721 2002-03-23 src/libgame/joystick.c
2722 * New libgame source file "joystick.c" that contains now all joystick
2723 stuff previously handled in "src/joystick.c" of "Rocks'n'Diamonds".
2725 2002-03-22 src/screens.c
2726 * "HandleChooseLevel()": Another bug in level series navigation fixed.
2727 (Wrong level series information displayed when entering main group.)
2729 2002-03-22 src/editor.c
2730 * Slight change to support new gadget event "GD_EVENT_INFO_LEAVING".
2732 2002-03-22 src/editor.c
2733 * Changed behaviour of "Escape" key in level editor to be more
2734 intuitive: When in "Element Properties" or "Level Info" mode,
2735 return to "Drawing Mode" instead of leaving the level editor.
2737 2002-03-22 src/libgame/misc.c, src/libgame/sound.c
2738 * Added command line option "-s" / "--sounds" and "-m" / "--music"
2739 to specify alternative sound and music directories. (The former
2740 shortcut "-s" for "--serveronly" has changed accordingly.)
2742 2002-03-22 src/libgame/gadgets.c
2743 * Added new gadget events for displaying gadget info texts:
2744 "GD_EVENT_INFO_ENTERING" and "GD_EVENT_INFO_LEAVING". Before,
2745 the info text callback function was only called when entering
2746 a gadget (implicit "GD_EVENT_INFO_ENTERING"). But the info text
2747 was never erased. This can now be done by checking the event type
2748 in the info callback function.
2750 2002-03-21 src/game.c, src/editor.c, src/files.c
2751 * 2.0.1 introduced the corrected "Emerald Mine" style behaviour of
2752 gems (emeralds, diamonds, ...) slipping down from normal wall,
2753 steel wall and growing wall (as in E.M.C. style levels). Although
2754 the behaviour of contributed and private levels wasn't changed (due
2755 to the use of "level.game_version"; see previous entry), editing
2756 those levels will (of course) change the behaviour accordingly.
2758 This change seems a bit too hard after thinking about it, because
2759 the EM style behaviour is not the "expected" behaviour (gems would
2760 normally only slip down from "rounded" walls). Therefore this was
2761 now changed to an element property for gem style elements, with the
2762 default setting "off" (which means: no special EM style behaviour).
2763 To fix older converted levels, this flag is set to "on" for pre-2.0
2764 levels that are neither contributed nor private levels.
2766 2002-03-20 src/files.h
2767 * Corrected settings for "level.game_version" depending of level type.
2768 (Contributed and private levels always get played with game engine
2769 version they were created with, while converted levels always get
2770 played with the most recent version of the game engine, to let new
2771 corrections of the emulation behaviour take effect.)
2773 2002-03-20 src/main.h
2774 * Added "#include <time.h>". This seems to be needed by "tape.c" for
2775 compiling the SDL version on some systems.
2776 Thanks to the several people who pointed this out.
2778 2002-03-20 src/libgame/gadgets.c
2779 * "va_arg(ap, boolean)" changed to "(boolean)va_arg(ap, int)";
2780 this caused problems especially on PowerPC architecture (although
2781 it is wrong on i386 and other architectures, too)
2783 2002-03-20 src/libgame/pcx.c, src/libgame/image.c
2784 * Added support for loading and displaying true-color PCX files.
2786 2002-03-20 src/libgame/misc.c, src/libgame/x11.c
2787 * Added command line option "-g" / "--graphics" to specify an
2788 alternative graphics directory.
2791 * Version number set to 2.0.2.
2794 * Version 2.0.1 released.
2796 2002-03-19 src/libgame/system.c, src/libgame/sdl.c [src/tools.c]
2797 * Moved function "GetPixel()" from src/tools.c ("Mirror Magic" code)
2798 to libgame source files; needed for SDL fullscreen bug workaround
2801 2002-03-18 src/screens.c
2802 * "HandleChooseLevel()": Small bug in level series navigation fixed.
2804 2002-03-18 src/files.c [src/libgame/misc.c]
2805 * Moved some common functions from src/files.c to src/libgame/misc.c.
2807 2002-03-18 src/files.c [src/libgame/misc.c]
2808 * Changed permissions for new directories and saved files (especially
2809 score files) according to suggestions of Debian users and mantainers.
2810 Thanks to Drew Parsons <dparsons@emerall.com> for the patch.
2812 2002-03-18 src/libgame/misc.c [src/files.c]
2813 * Moved some common functions from src/files.c to src/libgame/misc.c.
2815 2002-03-18 src/libgame/misc.c [src/files.c]
2816 * Changed permissions for new directories and saved files (especially
2817 score files) according to suggestions of Debian users and mantainers.
2818 Thanks to Drew Parsons <dparsons@emerall.com> for the patch.
2820 2002-03-17 src/files.c
2821 * Changed "{Load|Save}{Level|Tape}()" to IFF style file format:
2822 Replaced "cookie" header string ("ROCKSNDIAMONDS_...\n") with
2823 real IFF style header "RND1....XXXX" (where "XXXX" is "CAVE"
2824 for levels and "TAPE" for tapes). Old "cookie" style format is
2825 still supported for reading. New level and tape files are written
2828 * New IFF chunk "VERS" contains version numbers for file and game
2829 (where "game version" is the version of the program that wrote the
2830 file, and "file version" is a version number to distinguish files
2831 with different format, for example after adding new features).
2833 2002-03-17 src/libgame/sound.c
2834 * Bug in "StopMusic()" fixed: SDL_mixer functions may be called
2835 even when sound not available.
2836 Thanks to Drew Parsons <dparsons@emerall.com> for the patch.
2838 2002-03-15 src/screen.c
2839 * "DrawHallOfFame()": "FadeSounds()" when entering the hall of fame.
2840 (Before, you heard a mixture of the in-game music and the
2841 hall-of-fame music.)
2843 2002-03-15 src/libgame/sound.c, src/libgame/platform.h
2844 * Added /dev/dsp (streaming audio) support for NetBSD (instead of the
2845 /dev/audio (ulaw) based Unix audio interface).
2846 Thanks to Krister Walfridsson <cato@df.lth.se> for the patches.
2848 2002-03-15 src/libgame/sdl.c
2849 * Workaround for fullscreen bug in WIN32 version of SDL (at least
2850 in the currently actual version 1.2.3) by using "standard" screen
2851 resolutions like 800x600 and mapping all input (mouse events) and
2852 output (screen drawing) accordingly.
2854 2002-03-14 src/events.c
2855 * Function "DumpTape()" (files.c) now available by pressing 't' from
2856 main menu (when in DEBUG mode).
2858 2002-03-14 src/game.c
2859 * "GameWon()": When game was won playing a tape, now there is no delay
2860 raising the score and no corresponding sound is played.
2862 2002-03-14 src/files.c
2863 * Changed "LoadTape()" for real chunk support and also adjusted
2864 "SaveTape()" accordingly.
2866 2002-03-14 src/game.c, src/tape.c, src/files.c
2867 * Important changes to tape format: The old tape format stored all
2868 actions with a real effect with a corresponding delay between the
2869 stored actions. This had some major disadvantages (for example,
2870 push delays had to be ignored, pressing a button for some seconds
2871 mutated to several single button presses because of the non-action
2872 delays between two action frames etc.). The new tape format just
2873 stupidly records all device actions and replays them later. I really
2874 don't know why I haven't solved it that way before?! Old-style tapes
2875 (with tape file version less than 2.0) get converted to the new
2876 format on-the-fly when loading and can therefore still be played;
2877 only some minor parts of the old-style tape handling code was needed.
2878 (A perfect conversion is not possible, because there is information
2879 missing about the device actions between two action frames.)
2881 2002-03-14 src/files.c
2882 * New function "DumpTape()" to dump the contents of the current tape
2883 in a human readable format.
2885 2002-03-14 src/game.c
2886 * Small tape bug fixed: When automatically advancing to next level
2887 after a game was won, the tape from the previous level still was
2888 loaded as a tape for the new level.
2890 2002-03-14 src/tape.c
2891 * Small graphical bug fixed: When pressing ""Record" or "Play" on
2892 tape, cartoons did not get completely removed because
2893 StopAnimation() was not called.
2895 2002-03-13 src/files.c
2896 * Changed "LoadLevel()" and "SaveLevel()" to add new chunk "CNT2".
2897 Fixed bug of "CONT" and "BODY" (chunk size was set to 8-bit element
2898 size even when using 16-bit elements). Added new chunk "CNT2" for
2899 16-bit amoeba content (previously written in 8-bit field in "HEAD"
2900 chunk even when content was 16-bit element). "CNT2" should now be
2901 able to store content for arbitrary elements (up to eight blocks of
2902 3 x 3 element arrays). All "CNT2" elements will always be stored as
2903 16-bit elements. "CONT" (with 8/16-bit elements) now obsolete.
2905 2002-03-13 src/files.c
2906 * Changed "LoadLevel()" for real chunk support.
2908 2002-03-12 src/game.c
2909 * Fixed problem (introduced after 2.0.0 release) with penguins
2910 not getting killed by enemies
2912 2002-02-28 src/libgame/sound.c
2913 * Fixed small problem with new SDL_Mixer 1.2.1:
2914 Mix_VolumeMusic() must be called _after_ Mix_PlayMusic(),
2915 or it has no effect.
2917 2002-02-24 src/game.c, src/main.h
2918 * Added "player->is_moving"; now "player->last_move_dir" does
2919 not contain any information if the player is just moving at
2921 Before, "player->last_move_dir" was misused for this purpose
2922 for the robot stuff (robots don't kill players when they are
2923 moving). But setting "player->last_move_dir" to MV_NO_MOVING
2924 broke tapes when walking through pipes!
2925 ("IS_MOVING()" uses "MovPos[][]", but this fails when it is 0
2926 in a continuous movement. This fact is ignored for friends and