2 * removed checking of file identifier tokens for configuration files
5 * fixed bug where player actions were only mapped in team mode
6 (this broke four tapes in automatic game engine unit test where
7 old levels contained a non-yellow player, like rnd_abby_king, 011)
10 * removed large parts of the preprocessor hell of old and unused code
13 * updated source file headers (mainly author contact information)
16 * added key shortcuts for window scaling and toggling fullscreen mode:
17 - Ctrl-'+', Ctrl-'-' and Ctrl-'0' for up/downscaling and normal size
18 - "F11" key for toggling fullscreen mode (in addition to Alt-Enter)
21 * fixed some drawing bugs when scaling graphics due to "game.tile_size"
22 * added some performance improvements when handling SDL surface scaling
25 * added custom graphics property "game.tile_size" to define in-game tile
26 size (this defines the tile size actually displayed on the playfield);
27 tile graphics will either be scaled to the defined game tile size or
28 have to be specified with the same image size (using ".tile_size")
31 * added custom graphics property ".tile_size" to define tile image size
32 for game element graphics (like "custom_1.tile_size"); non-standard
33 sized images will then be scaled accordingly to standard tile size
36 * fixed music still being played in Android version when in background
39 * added Android "menu" button to be treated as "yes" requester button
40 (while the Android "back" button was already treated as "no" button)
43 * added command line options "--version" / "-V" to show program version
44 (also shows SDL library versions when prefixed with "--debug" option)
47 * error file set to unbuffered to prevent truncation in case of crashes
50 * fixed bug causing wrong screen updates while playing (whole screen
51 update from backbuffer instead of playfield buffer if REDRAW_ALL set)
52 * fixed nasty (typo) bug in native EM engine causing broken player
53 graphics when using different (redefined) playfield size
56 * fixed bug causing EM/EMC graphics sets containing original 16x16 tiles
57 to be displayed incorrectly (with broken scaling) when switching
58 between small and normal game graphics (thanks a lot to filbo for
59 analyzing and describing how to exactly reproduce this bug)
62 * removed MS-DOS support
63 * removed native X11 support (X11 now only supported via SDL/SDL2)
66 * cleanup of functions RedrawPlayfield() and BlitScreenToBitmap()
69 * fixed level redraw after quick-loading tape with small tile graphics
72 * added compatibility code for existing request door animation settings
75 * added ultra-generic, ultra-flexible request door animation handling
78 * fixed major bugs in handling single-player and multi-player tapes
79 (for details, see http://www.artsoft.org/forum/viewtopic.php?t=2086)
82 * fixed various problems with playfield and requester/tape/editor doors
83 defined to be at non-standard screen positions in artwork config file
86 * added envelope style requester dialog (alternative to door requester)
89 * fixed problems with window scaling and updating related setup value
90 * added setup option to select anti-aliasing quality of scaled windows
93 * improved speed of displaying progress when loading levels and artwork
94 * changed fullscreen and window scaling changes in setup menu to have
95 immediate effect (instead of being effective after leaving setup menu)
98 * fixed toons stopping on continuous touch events on Mac OS X
101 * fixed bug when displaying game envelope with even sized playfield
102 * added graphic configuration options for request (dialog) buttons
105 * fixed some redraw bugs with window scaling under Mac OS X
108 * fixed problems with window scaling and updating related setup value
111 * fixed problems related to fullscreen switching and window scaling
114 * fixed inconsistent custom artwork constants numbering in src/main.h,
115 src/screen.c and src/conf_gfx.c (this really should be cleaned up)
116 (this bug caused custom artwork definition to set wrong variable)
119 * fixed using fullscreen mode on Android instead of pseudo-window mode
120 * fixed keeping desktop fullscreen mode when changing viewport size
123 * fixed remaining text input problems for non-ASCII keys with modifier
124 * added window scaling options to graphics setup menu
127 * fixed key code problems with certain keys for SDL2
128 (keypad keys not being in numerical order; number of function keys)
129 * fixed text input problems for text characters using modifier keys
132 * fixed fullscreen option for SDL2 (using only desktop fullscreen now)
135 * fixed graphical bugs when using renderer/texture based graphics
138 * fixed playing certain sounds (menu navigation sound and counting
139 score sound after solving a level) when "normal sounds" are disabled
142 * continued porting Rocks'n'Diamonds to Android (levels now playable)
145 * added SDL2 renderer/texture based graphics frame handling to allow for
146 "desktop" style fullscreen mode and scaling of game screen/window
149 * removed limitation of artwork files to selected file types (this means
150 that every file type supported by SDL_image and SDL_mixer can be used)
151 * changed default graphics from PCX to PNG (needed for Android version
152 to prevent painfully slow image loading, although not compressing PCX
153 files in the assets directory of the APK package might also work fine)
154 * fixed bug with SDL_BlitSurface creating garbage when source and target
155 surface are the same (this bug also existed in versions of SDL 1.2.x)
158 * started porting Rocks'n'Diamonds to Android (already shows main menu)
161 * ported Rocks'n'Diamonds to SDL2 (first simple version that works)
164 * version number set to 3.3.1.3
167 * version 3.3.1.2 released
170 * improved error handling: display error message on screen (not only in
171 the error file or on the console), and display path of the error file
174 * fixed problem with R'n'D restarting with same level set that may have
175 caused a problem (and therefore failing again and again); after an
176 error, the last level set is now deactivated in file "levelsetup.conf"
177 to restart with default level set (which should work without error)
180 * fixed determining main game data directory on Mac OS X "Mavericks"
183 * version number set to 3.3.1.2
186 * version 3.3.1.1 released
189 * added scripts directory to distribution package to enable building
190 element definitions after editing artwork config source code files
193 * added volume controls for sounds, loops and music to sound setup
196 * version number set to 3.3.1.1
199 * version 3.3.1.0 released
202 * version number set to 3.3.1.0
205 * fixed display of level time switching from ascending to descending
206 when making use of the "time orb bug" (see element setting in editor)
207 (see level 053 of set "rnd_equinox_tetrachloride_ii" for an example)
208 * fixed graphics performance problems (especially on Mac OS X) by using
209 whole-playfield redraw on SDL target, while still using the previous
210 single-tile redraw method on X11 target (using redraw tiles threshold)
213 * fixed code (esp. random/tape handling) when compiled on 64-bit systems
214 (by replacing all "long" types by "int" types)
217 * fixed nasty bug (affecting crumbled graphics) after adding new special
218 graphics suffix ".TAPE" (and messing some things up in src/main.c)
221 * fixed wrong argument order in DrawTextBuffer() in gadgets.c
222 (this caused fonts in envelope config in level editor being invisible)
225 * fixed some problems with half tile size and even tile sized playfields
228 * added level selection screen (when clicking on main menu level number)
229 * added level tracing (played, solved) for use in level selection screen
230 (to display already played or solved levels in different font color)
233 * added alternative game mode for playing with half size playfield tiles
234 * fixed another memory violation bug in the native Supaplex game engine
235 (this potential memory bug was also in the original Megaplex code, but
236 apparently only occured under rare conditions triggered by using the
237 additional added preceding playfield memory area to make a few strange
238 levels using dirty off-playfield tricks (bugs) like "12s033.sp" also
239 solvable (this all worked fine in the classic DOS version, of course))
242 * added graphics performance optimization to native Supaplex game engine
243 * fixed bug with accidentally removing preceding buffer in SP engine
244 * moved some editor graphics from "RocksDoor.pcx" to "RocksMore.pcx"
245 (to prevent compatibility mapping of these newer graphics to older
246 (custom) versions of "RocksDoor.pcx" which did not contain them yet)
249 * added separately configurable game panel background to graphics config
250 * fixed displaying Supaplex time (now based on 35 fps instead of 50 fps)
253 * added tape panel graphics and screen positions to graphics config
256 * added compatibility stuff for redefined "global.door" (which affects
257 all parts of that image that have their own graphics definition now)
260 * added sound button graphics to graphics config
263 * added tape button graphics and screen positions to graphics config
266 * improved single step mode in R'n'D, EM and SP engines
269 * version number set to 3.3.0.2
272 * version 3.3.0.1 released
275 * added configurable key shortcuts for snap+direction player actions
276 (probably most useful for recording tool-assisted speedrun (TAS)
277 tapes using the single-step mode of the tape recorder)
280 * version number set to 3.3.0.1
283 * version 3.3.0.0 released
286 * fixed missing memory allocation in SP engine when saving engine data
287 for non-SP game engine snapshots (which also stores SP engine part)
290 * fixed problem with scrolling in native EM engine in multi-user mode
291 (this bug was just introduced with the experimental viewport stuff)
292 * fixed animation of splashing acid in EM engine with classic artwork
293 * fixed animation of cracking nut in EM engine with classic artwork
294 * fixed (implemented) single step mode in native EM and SP engines
295 * fixed "latest_engine" flag in classic levels (moved to single sets)
296 * updated SDL library DLLs for Windows to the latest release versions
297 (this fixed some mysterious crashes of the game on Windows systems)
298 * replaced EM and SP set in classic level set with native level files
299 * finally added a newly written "CREDITS" file to the game package
300 * removed sampled music loops from classic music set
303 * changed native Emerald Mine engine to support different viewport sizes
306 * changed native Supaplex engine to support different viewport sizes
309 * added initial, experimental support for different viewport properties
310 (with "viewports" being menu/playfield area and doors; currently the
311 size of the menu/playfield area and door positions can be redefined)
314 * added initial, experimental support for different window sizes
317 * added support for native Sokoban solution files in pure 'udlrUDLR'
318 format with extension ".sln" instead of ".tape" for solution tapes
321 * added image config suffix ".class" to be able to define classes of
322 crumbled elements which are then separated against each others when
323 drawing crumbled borders (class names can freely be defined)
324 (Example: "sand.CRUMBLED.class: sand" and "emc_grass.CRUMBLED.class:
325 emc_grass" results in sand and emc_grass being crumbled separately,
326 even if directly adjacent on the playfield.)
327 * added image config suffix ".style" to use two new features for
329 - "accurate_borders": try to draw correctly crumbled corners (which
330 means that a row of crumbled elements does not have two crumbled
331 corners for each element in the row, but only at the "real" corners
332 at the start and the end of the row of elements)
333 - "inner_corners": also draw inner corners in concave constructions
334 of several crumbled elements -- this is currently a big kludge: the
335 number of frames for crumbled graphic must be "2", with the first
336 frame as usual (crumbled graphic), while the second frame contains
337 the graphic with inner (crumbled) corners for the crumbled graphic
338 (These two features are mainly intended for bevelled walls, not for
339 diggable elements like sand; "inner_corners" only works reliably for
340 static walls, not for in-game dynamically changing walls using CEs.)
343 * finished code cleanup of native Supaplex game engine
346 * started code cleanup of native Supaplex game engine
349 * integrated playing sound effects into native Supaplex game engine
352 * added configurable key shortcuts for the tape recorder buttons
355 * added (hidden) function to save native Supaplex levels with tape as
356 native *.sp file containing level with demo (saved with a file name
357 similar to native R'n'D levels, but with ".sp" extension instead of
358 ".level"); to use this functionality, enter ":save-native-level" or
359 ":snl" from the main menu with the native Supaplex level loaded and
360 the appropriate tape loaded to the tape recorder
361 * fixed potential crash bug caused by illegal array access in engine
362 snapshot loading and saving code
363 * changed setting permissions of score files to be world-writable if
364 the program is not installed and running setgid to allow the program
365 to modify existing score files when run as a different user (which
366 allows cheating, of course, as the score files are not protected
367 against modification in this case)
368 * added (commented out) suggestions for RO_GAME_DIR and RW_GAME_DIR to
369 the top level Makefile for Debian / Ubuntu installations
370 * added saving read-only levels from editor into personal level set
371 (thanks to Bela Lubkin for the above four patches)
374 * added updating of game values on the panel to Supaplex game engine
377 * finished integrating R'n'D graphics engine into Supaplex game engine
378 (although some animations do not support full customizability yet)
381 * done integrating R'n'D graphics engine into file "Infotron.c"
382 * done integrating R'n'D graphics engine into file "OrangeDisk.c"
385 * integrated engine snapshot functionality into Supaplex game engine
388 * fixed bug in native Supaplex engine that broke several demo solutions
389 * fixed bug with re-initializing already existing elements in function
390 RelocatePlayer() in src/game.c (causing problems with Sokoban fields
391 counted a second time, making the currently playing level unsolvable)
392 * done integrating R'n'D graphics engine into file "SnikSnaks.c"
393 * done integrating R'n'D graphics engine into file "Electrons.c"
394 * done integrating R'n'D graphics engine into file "Zonk.c"
397 * done integrating R'n'D graphics engine into file "Murphy.c"
398 * done integrating R'n'D graphics engine into file "BugsTerminals.c"
401 * started integrating R'n'D graphics engine into Supaplex game engine
404 * added small kludge that allows transparent pushing animation over
405 non-black background (by using "game.use_masked_pushing: true")
406 * added editor flag to Sokoban field/object elements to automatically
407 finish solved Sokoban style levels (even if they contain non-Sokoban
408 elements, which prevents auto-enabling this feature for such levels)
411 * added new element "from_level_template" which is replaced by element
412 from level template at same playfield position when loaded (currently
413 not accessible from level editor, but only used for special Sokoban
414 level conversion when using "special_flags: load_xsb_to_ces")
415 * added special behaviour for "special_flags: load_xsb_to_ces": global
416 settings of individual level files are overwritten by template level
417 (except playfield size, level name, level author and template flag)
420 * added handling of gravity ports when converting Supaplex style R'n'D
421 levels to native Supaplex levels for playing with Supaplex engine
424 * fixed bug in Supaplex engine regarding initial screen scroll position
427 * fixed EMC style pushing animations in the R'n'D graphics engine (when
428 using ".2nd_movement_tile" for animations having start and end tile)
429 * for this to work (look) properly for two-tile pushing animations with
430 non-black (i.e. opaque) background, the pushing graphics drawing order
431 was changed to first draw the pushed element, then the player (maybe
432 this should be controlled by an ".anim_mode" flag yet to be added)
433 * two-tile animations for moving or pushing should have 7 frames for
434 normal speed, 15 frames for half speed etc. to display correct frames
435 * two-tile animations are also displayed correctly with different speed
436 settings for the player (for pushing animations) or moving elements
439 * added searching for template level (file "template.level") not only
440 inside the level set directory, but also in above level directories;
441 this makes is possible to use the same single template level file
442 (placed in a level group directory) for many level sub-directories
445 * fixed bug with steel exit being destructible during opening phase
446 * added token "special_flags" to "levelinfo.conf" (currently with the
447 only recognized value "load_xsb_to_ces", doing the same as the flag
448 "-Dload_xsb_to_ces" on the command line, but as a permanent flag for
449 converting all elements in native (XSB) Sokoban level files to CEs)
452 * fixed some problems with Supaplex engine when compiling for Windows
455 * added special mode to convert elements of Sokoban XSB levels to CEs
456 by adding "-Dload_xsb_to_ces" to the command line starting the game
457 (also adding a dependency to a template level file "template.level")
460 * added reading native Sokoban levels and level packages (XSB files)
463 * fixed bugs in (auto)scrolling behaviour when passing ports or when
464 wrapping around the playfield through "holes" in the playfield border
467 * changed internal playfield bitmap handling from playfield sized bitmap
468 to screen sized bitmap (visible scrolling area), therefore speeding up
469 graphics operations (by eliminating bitmap updates in invisible areas)
470 and removing playfield size limitations due to increasing bitmap size
471 for larger playfield sizes (while the new implementation always uses
472 a fixed playfield bitmap size for arbitrary internal playfield sizes)
475 * fixed bug with single step mode (there were some cases where the game
476 did not automatically return to pause mode, e.g. when trying to push
477 things that cannot be pushed or when trying to run against a wall)
480 * added support for loading Supaplex levels in MPX level file format
483 * fixed SP engine to set "game over" not before lead out counter done
486 * fixed (potential) compile error when using GCC option "-std=gnu99"
487 (thanks to Tom "spot" Callaway)
490 * fixed array allocation in native Supaplex engine to correctly handle
491 preceding scratch buffers (needed because of missing border checking)
492 * fixed playfield initialization to correctly add raw header bytes as
493 subsequent scratch buffer (needed because of missing border checking)
496 * most important parts of native Supaplex engine integration working:
497 - native Supaplex levels can be played in native Supaplex engine
498 - native Supaplex level/demo files ("*.sp" files) can be re-played
499 - all 111 classic original Supaplex levels automatically solvable
500 - native Supaplex engine can be selected and used from level editor
501 - logic of re-playing Supaplex demos migrated to R'n'D tape logic
504 * fixed another translation problem from VisualBasic to C (where "int"
505 should be "short") causing unsolvable demos with bugs and terminals
506 ("bugs" being related to the Supaplex "buggy base" element here ;-) )
509 * fixed bug when reading Supaplex single level files (preventing loader
510 from seeking to level position like in Supaplex level package files)
513 * first classic Supaplex level running and solved by solution/demo tape
516 * started with integration of native Supaplex engine, using source code
517 of Megaplex from Frank Schindler, based on original Supaplex engine
520 * version number set to 3.2.6.2
523 * version 3.2.6.1 released
526 * fixed bug with element_info[e].gfx_element not being initialized in
527 early game stage, causing native graphics in EMC level sets to be
528 mapped completely to EL_EMPTY (causing a blank screen when playing)
529 (this only happened when starting the program with an EMC set with
530 native graphics, but not when switching to such a set at runtime)
533 * deactivated blit-to-same-surface workaround again (see 2009-03-24)
534 and using self-compiled, patched SDL.dll that solves this problem
535 (interim solution until release of SDL 1.2.14 that should fix this)
538 * extended backwards compatibility mode to allow already fixed bug with
539 change actions (see "2008-02-05") for existing levels (especially the
540 Zelda and Zelda II levels and other cool stuff by Alan Bond like FMV)
543 * reactivated workaround to prevent program crashes due to blitting to
544 the same SDL surface that apparently only occurs on Windows systems
545 (this is no final solution; this problem needs further investigation)
548 * version number set to 3.2.6.1
551 * version 3.2.6.0 released
554 * fixed behaviour of player option "no centering when relocating" which
555 was incorrect when disabled and relocation target inside visible area
556 and "no scrolling when relocating" enabled at the same time
559 * fixed problems with re-mapping players on playfield to input devices:
560 previously, players found on the level playfield were changed to the
561 players connected to input devices (for example, player 3 in the level
562 was changed to player 1 (using artwork of player 3, to be able to use
563 a player with a different color)); this had the disadvantage that CE
564 conditions using player elements did not work (because the players in
565 the level definition are different to those effectively used in-game);
566 the new system uses the same player elements as defined in the level
567 playfield and re-maps the input devices of connected players to the
568 corresponding player elements when playing the level (in the above
569 example, player 3 now really exists in the game and is moved using the
570 events from input device 1); level tapes still store the events from
571 input devices 1 to 4, which are then re-mapped to players accordingly
572 when re-playing the tape (just as it is done when playing the level)
575 * fixed bug with player relocation while the player switches an element
578 * fixed bug with EM/DC style exit and EM/DC style steel exit which was
579 not walkable (and did not let the player enter) when in process of
580 opening, but not fully open yet (which can cause the player not being
581 able to enter the exit in EM/DC style levels in time)
584 * fixed some bugs regarding the new level/CE random seed reset options
587 * moved "level settings" and "editor settings" to two tabbed screens in
588 level editor to gain space for additional level property settings
589 * added level setting to start a level with always the same random seed
590 * added CE action "set random seed" to re-initialize random seed in game
591 (this is the only CE action that gets executed before the CE changes,
592 which is needed to use the newly set random seed during the CE change)
595 * fixed redraw problem of special editor door when playing from editor
598 * fixed initialization of gfx_element for level sketch image creation
601 * added switch for EM style dynamite "[ ] explodes with chain reaction"
602 (with default set to "on" for existing levels, but "off" for all new
603 levels), as EM style dynamite does not chain-explode in original EM
606 * added optional initial inventory for players (pre-collected elements)
607 * added change page actions "set player inventory" and "set CE artwork"
608 * added recognition of "player" parameter on change pages when player
609 actions are defined, but no trigger player in corresponding condition
610 (this resulted in actions that only affected the first player before)
611 * fixed bug with change actions being executed for newly created custom
612 elements resulting from custom element changes, when the intention was
613 only to check for change actions for the previous custom element
616 * changed design and size of element drawing area in level editor
617 * added "element used as action parameter" to element change actions
620 * added possibility to reanimate player immediately after his death
621 (for example, by "change to <player> when explosion of <player>")
624 * fixed bug with "gray" white door not being uncovered by magnifier
625 * added score for collecting (any) key to the white key config page
628 * added condition "deadly when <getting hit by>" for custom elements
629 that behaves a bit like the existing "deadly when <colliding with>",
630 but with the following differences:
631 - it only kills players or friends when it was moving before it hits
632 - it does not kill players or friends that try to run into it
635 * fixed the following change conditions where a player element is used
636 as the "element that is triggering the custom element change":
639 - explosion of <element>
641 (the last two conditions already worked partially, but only for the
642 first player, and not for the "Murphy" player when using "move of")
645 * fixed crash bug caused by accessing invalid element (with value -1)
646 in UpdateGameControlValues()
647 * fixed graphical bug when using two-tile movement animations with EMC
648 game engine without explicitly using native EMC graphics engine
651 * fixed bug in new "can dig" feature (see below) so that an unsuccessful
652 try to push something (due to push delay) does not cause a dig action
655 * fixed bug with reference elements used as trigger elements on custom
656 element change pages not being recognized
657 * fixed bug with reference elements not being removed from the playfield
658 * added engine functionality that allows custom elements that "can dig"
659 other elements not only to do so when moving by themselves, but also
660 when being pushed by the player (therefore adding the functionality to
661 push one element over another element, replacing it with the new one)
664 * added command line function to write level sketch images to directory
667 * merged override and auto-override options into new override options
668 with a new data type than can take the values "no", "yes" and "auto"
671 * fixed growing steel wall to also leave behind steel wall instead of
672 normal, destructible wall
673 * fixed handling of rocks falling through stacks of quicksand with
674 different speed (before, the rocks just got stuck in the quicksand)
677 * fixed nasty bug with auto-override and normal override not working on
678 program startup (especially when current level set has custom artwork)
681 * version 3.2.5 released as special edition "R'n'D jue"
684 * fixed X11 crash bug when blitting masked title screens over background
687 * changed build system to support special editions (like "R'n'D jue")
688 * added (hardcoded) loading graphics for "R'n'D jue" special edition
689 * fixed X11 crash bug when scaling images with width/height less than 32
692 * added "background.PLAYING" (only visible as two-pixel border in game)
693 * added default level set for first start of special R'n'D version
694 * changed door animations for editor always behaving like "quick doors"
697 * added new custom artwork setup option "auto-override non-CE sets" for
698 automatic artwork override that is only used for level sets without
699 custom element artwork (as it does not make much sense to override
700 any artwork that redefines custom element artwork for sets using CEs)
701 * fixed default artwork for "special" R'n'D versions always using the
702 "classic" artwork as the base if base artwork is not explicitly
703 defined in "levelinfo.conf", regardless of different default artwork
704 used by the special R'n'D version -- this is needed because any such
705 custom artwork is designed using the "classic" artwork definitions as
706 the base (including menu definitions and screen positions etc., which
707 would otherwise be taken from the different special default artwork)
710 * fixed drawing of animated "quicksand.filling" and "quicksand.emptying"
711 for both EMC and R'n'D graphics engine (heavy workarounds needed due
712 to massively broken handling of quicksand in R'n'D game engine)
713 * fixed off-limits access to array in DrawLevelFieldCrumbledSandExt()
714 * fixed crash bug (hopefully) when scrolling with cursor keys in editor
717 * fixed small bug in toon drawing (introduced when fixing the crash bug)
720 * added graphics definition "game.panel.highscore" to display the
721 current levels current high score in the game panel
724 * version number set to 3.2.5
727 * version 3.2.4 released
730 * fixed crash bug in toon drawing functions for large step offset values
733 * fixed some problems with displaying game panel when quick-loading tape
736 * fixed (experimental only) redrawing of every tile per frame (even if
737 unneeded) for the extended (R'n'D based) EMC graphics engine
738 * added optimization to only calculate element count for panel display
739 if really needed (that is, if element count values defined on panel)
740 * fixed problem with special editor door redraw when entering main menu
743 * fixed bug with displaying background for title messages on info screen
744 * some code cleanup for the extended (R'n'D based) EMC graphics engine
747 * fixed bug with CE action "move player" always resulting in player 4
748 if there was a CE action with no trigger player (because the player
749 element was calculated by using log_2() from trigger player bits with
750 the value PLAYER_BITS_ANY) -- this is now fixed by also storing the
751 triggering player bit mask and handling all players in "move player"
752 * fixed bug when defined artwork cannot be found for artwork that has
753 default artwork cloned from other artwork (without default filename)
754 * added several fixes to the extended (R'n'D based) EMC graphics engine
757 * fixed broken editor copy and paste for custom elements between levels
760 * title messages are now also searched in graphics artwork directory;
761 those found in graphics directory have precendence over those found
762 in level directory -- this handles title messages stored in graphics
763 directories as part of the artwork set, just like title images; this
764 makes sense, as corresponding special font definitions for messages
765 are usually defined in the same graphics artwork directory, and also
766 because title images and title messages that are combined in a level
767 set introduction should usually not be separated when the level set
768 is used with a different artwork set (e.g. using "override graphics")
769 * fixed problem with door borders on main screen by first drawing doors
770 and then the corresponding border masks, but not vice versa
771 * fixed problem with artwork config entries using the value "[DEFAULT]";
772 this does not what one might expect, but sets the value to an invalid
773 value -- solution: simply ignore such entries, which results in this
774 value keeping its previous (real) default value (in general, entries
775 that should use their default value should just not be defined here)
776 * fixed problem with wrong fading area size from main menu to setup menu
779 * fixed problem with broken crumbled graphics after level set changes
780 when using R'n'D custom artwork with level sets using the EMC engine
783 * fixed invisible "joysticks deactivated ..." text on setup input screen
786 * added use of hashes created from static lists (element tokens, image
787 config, font tokens) to speed up lookup of configuration parameters
788 * fixed bug where element and graphic config token lookup was mixed up
791 * added "busy" animation when initializing program and loading artwork
792 * added initialization profiling for program startup (debugging only)
795 * fixed(?) very strange bug apparently triggered by memset() when code
796 was cross-compiled with MinGW cross-compiler for Windows XP platform
797 (this only happened when using SDL.dll also self-compiled with MinGW)
800 * added graphics engine directive "border.draw_masked_when_fading" that
801 enables/disables drawing of border mask over screen that is just faded
804 * fixed small problem with separate fading definition for game screen
807 * added additional configuration directives for setup screen draw offset
808 menu.draw_xoffset.SETUP[XXX] and menu.draw_yoffset.SETUP[XXX] with XXX
809 in GAME, EDITOR, GRAPHICS, SOUND, ARTWORK, INPUT, SHORTCUTS_1,
810 SHORTCUTS_2, CHOOSE_ARTWORK, CHOOSE_OTHER (where "CHOOSE_ARTWORK" is
811 used to define draw offset on custom artwork selection screens and
812 "CHOOSE_OTHER" is used on all other list style selection screens, like
813 choosing game speed or screen mode for fullscreen mode)
814 * added additional configuration directives to define main menu buttons:
815 - menu.button_name and menu.button_name.active
816 - menu.button_levels and menu.button_levels.active
817 - menu.button_scores and menu.button_scores.active
818 - menu.button_editor and menu.button_editor.active
819 - menu.button_info and menu.button_info.active
820 - menu.button_game and menu.button_game.active
821 - menu.button_setup and menu.button_setup.active
822 - menu.button_quit and menu.button_quit.active
823 * added eight pure decoration graphic definitions for the game panel
826 * added support for accessing native Diamond Caves II level packages
827 * fixed displaying of game panel values for Emerald Mine game engine
828 * fixed displaying end-of-level time and score values on new game panel
831 * added game panel control to display arbitrary elements on game panel
832 * added game panel control to display custom element score (globally
833 unique for identical custom elements) either as value or as element
834 * added ".draw_masked" and ".draw_order" to game panel control drawing
837 * fixed some general bugs with handling of ".active" elements and fonts
840 * cleanup of game panel elements (some elements were not really needed)
841 * added displaying of gravity state (on/off) as new game panel control
842 * added animation for game panel elements (similar to game elements)
845 * added new pseudo game mode "PANEL" to define panel fonts and graphics
846 - panel fonts now use ".PANEL" suffix instead of ".PLAYING" suffix
847 - panel graphics now use ".PANEL" suffix instead of ".DOOR" suffix
848 (else graphics would have to use ".PLAYING", which would be confusing)
849 * fixed bug when fading out to game screen with border mask defined
852 * added attribute ".tile_size" for element style game panel controls
855 * added <space> key as additional valid key to use for confirm requester
858 * improved menu fading, adding separate fading definitions for entering
859 and leaving a "content" screen (in general), and optional definitions
860 for the special "content" screens SCORES, EDITOR, INFO and PLAYING
863 * added (currently invisible) setup option to define scroll delay value
864 * fixed small bug in priority handling when auto-detecting level start
865 position in levels without player element (but player from CE etc.)
866 * added option "game.forced_scroll_delay_value" to override user choice
867 of scroll delay value for certain level sets with "graphicsinfo.conf"
868 * replaced setup option "scroll delay: on/off" by new setup option that
869 directly allows selecting the desired scroll delay value from 0 to 8
872 * added displaying of most game panel control elements (not animated)
875 * added new configuration directives to display additional game engine
876 values on the game control panel, like the following examples:
877 - game.panel.time_hh/time_mm/time_ss - level time in HH/MM/SS format
878 - game.panel.penguins - number of penguins to rescue
879 - game.panel.level_name - level name of current level
882 * added support for preview tile sizes "1" and "2" (1x1 and 2x2 pixels)
885 * added new player option "no centering when relocating" for "invisible"
886 teleportations to level areas that look exactly the same, giving the
887 illusion that the player did not relocate at all (this was the default
888 since 3.2.3, but caused visual problems with room creation in "Zelda")
889 * added new menu fading effect "melt", shamelessly stolen from "DOOM"
892 * improved menu fading, adding separate fading definitions for entering
893 and leaving a menu and for fading between menu and "content" screens
894 * fixed small bug with recognizing also ".font_xyz" style definitions
897 * improved menu fading, adding separate fading definitions for fading
898 between menu screens and fading between menu and "destination" screens
901 * titlemessage_initial_x and titlemessage_x set to "[DEFAULT]" in static
902 configuration (set from "[titlemessage_initial]" and "[titlemessage]")
903 * fading settings of "[titlemessage_initial]" and "[titlemessage]" set
904 to "[DEFAULT]" in static configuration (set from "[title_initial]" and
906 * improved title fading, allowing fading animation types "none", "fade"
907 and "crossfade" (including cross-fading of last title to main menu)
910 * added configurability of graphics, sounds and music for title screens,
911 which are separated into initial title screens (only shown once at
912 program startup) and title screens shown for a given level set; these
913 title screens can be composed of up to five title images and up to
914 five title text messages (each drawn using an optional background
915 image), also using background music and/or sounds; aspects like
916 background images, sounds and music of title screens can either be
917 defined generally (valid for all title screens) or specifically (and
918 therefore differently for each title screen) using these directives:
920 to define a background image, sound or music file for all screens:
921 - background.TITLE_INITIAL (for all title screens for game startup)
922 - background.TITLE (for all title screens for level sets)
924 to define a background image, sound or music file for a single screen:
925 - background.titlescreen_initial_x (with x in 1,2,3,4,5)
926 - background.titlescreen_x (with x in 1,2,3,4,5)
927 - background.titlemessage_initial_x (with x in 1,2,3,4,5)
928 - background.titlemessage_x (with x in 1,2,3,4,5)
930 to define the title screen images:
931 - titlescreen_initial_x (with x in 1,2,3,4,5)
932 - titlescreen_x (with x in 1,2,3,4,5)
934 to define the title text messages, place text files into the level set
935 directory that have the following file names:
936 - titlemessage_initial_x.txt (with x in 1,2,3,4,5)
937 - titlemessage_x.txt (with x in 1,2,3,4,5)
939 to define the properties of the text messages, either use directives
940 that affect all text messages:
941 - [titlemessage_initial].<suffix>
942 - [titlemessage].<suffix>
943 or use directives that affect single text messages:
944 - titlemessage_initial_x.<suffix> (with x in 1,2,3,4,5)
945 - titlemessage_x.<suffix> (with x in 1,2,3,4,5)
947 valid values for <suffix> are the same as for readme.<suffix> below;
948 use ".sort_priority" (default: 0) to define an arbitrary order for
949 title images and title messages (which can therefore be mixed)
952 * added full configurability of "readme.txt" screen appearance:
953 - readme.x: <left position used with alignment>
954 - readme.y: <top position>
955 - readme.width: <maximim text width in pixels>
956 - readme.height: <maximum text height in pixels>
957 - readme.chars: <maximum number of chars per line>
958 - readme.lines: <maximum number of lines displayed>
959 - readme.align: left,center,right (default: center)
960 - readme.top: top,middle,bottom (default: top)
961 - readme.font: font name
962 - readme.autowrap: true,false (default: true)
963 - readme.centered: true,false (default: false)
964 - readme.parse_comments: true,false (default: true)
965 - readme.sort_priority: (not used here, but only for title screens)
966 when "readme.chars" and/or "readme.lines" is set to "-1" (this is the
967 default), they are automatically determined from "readme.width" and
968 "readme.height" accordingly; when they are not "-1", they have
969 precedence over "readme.width" and "readme.height"
970 * added internal ad-hoc config settings for displaying text files like
971 title messages or "readme.txt" style level set info files:
972 - .font: font name (default: readme.font)
973 - .autowrap: true,false (default: readme.autowrap)
974 - .centered: true,false (default: readme.centered)
975 - .parse_comments: true,false (default: readme.parse_comments)
976 (the leading '.' and the separating ':' are mandatory here); to use
977 these ad-hoc settings, they have to be written inside a comment, like
978 "# .autowrap: false" or "# .centered: true"; these settings then
979 override the above global settings (they can even be used more than
980 once, like "# .centered: true", then some text that should be drawn
981 centered, then "# .centered: false" to go back to non-centered text;
982 important note: after using "# .parse_comments: false", or when using
983 "readme.parse_comments: false", detecting and parsing comments inside
984 the file is disabled and comments are just printed like normal text;
985 also be aware that all automatic text size calculations are done with
986 the font defined in "readme.font", while using different fonts using
987 "# .font: <font>" inside the text file may cause unexpected results
990 * changed some numerical limits in the level editor from 255 to 999
993 * added option "system.sdl_videodriver" to select SDL video driver
994 * added output of SDL video and audio driver to "version info" page
997 * added group element drawing to IntelliDraw drawing functions
998 * fixed animation resetting problem again (last try broke Snake Bite)
999 * fixed diagonal scrolling in screen scrolling (last try broke Pac Man)
1002 * added new (special) "include: <filename>" directive that works in all
1003 configuration files (like "graphicsinfo.conf") and that has the same
1004 effect as if that directive would be replaced with the content of the
1005 specified file (this can be useful to split large configuration files
1006 into several smaller ones and include them from one main file, or to
1007 store configuration settings that always stay the same into a separate
1008 file, while including it and only add those parts that really change)
1011 * fixed minor bug (screen redraw of player tiles) in EMC graphics engine
1014 * fixed bug in "InitMovingField()" where treating an integer array as
1015 boolean caused wrong resetting of animations while elements are moving
1016 * fixed problem with resetting animations when starting element change
1019 * added sort priority for order of title screens and title messages
1022 * changed end of game again: do not wait for the user to press a key
1023 anymore, but directly ask/confirm tape saving and go to hall of fame
1024 * re-enabled quitting of lost game by pressing space or return again
1025 * added blanking of mouse pointer when displaying title screens
1026 * added remaining menu draw offset definitions for info sub-screens
1029 * added setup option to select game speed (from very slow to very fast)
1030 * improved handling of title text messages (initial and for level set)
1033 * added new options "auto-wrap" and "centered" for DC2 style envelopes
1036 * fixed displaying and typing of player name when it is centered
1037 * added special characters to be allowed for player name (not only A-Z)
1040 * fixed blit in ScrollLevel() to same bitmap to not overlap anymore
1041 (newer versions of the SDL library seem to not like this anymore)
1044 * added code for configuration directives for control of game panel
1047 * fixed small cosmetical bug with underlining property tabs in editor
1050 * fixed small drawing bug in X11FadeRectangle
1051 * added new elements for newly supported Diamond Caves II levels:
1052 - EM/DC style exits that disappear after passing
1053 - white key and gate (one white key needed for each white gate)
1054 - fake gate (there is no key to open/pass this kind of gate!)
1055 - extended magic wall which also handles pearls and crystals
1059 * changed maximum value for endless loop detection to a higher value
1060 (some levels really used very deep recursion without being endless)
1063 * added new elements for newly supported Diamond Caves II levels:
1064 - growing steel walls
1065 - snappable land mine
1068 * added new elements for newly supported Diamond Caves II levels:
1069 - steel text elements
1072 * added level file loader for native Diamond Caves II levels
1075 * version number set to 3.2.4
1078 * version 3.2.3 released
1081 * fixed malloc/free bug when updating EMC artwork entries in level list
1082 * added workaround (warning and request to quit the current game) when
1083 changing elements cause endless recursion loop (which would otherwise
1084 freeze the game, causing a crash-like program exit on some systems)
1087 * fixed nasty string overflow bug when entering too long envelope text
1090 * added feedback sounds for menu navigation "menu.item.activating" and
1091 "menu.item.selecting" (for highlighting and executing menu entries)
1094 * improved "no scrolling when relocating" to also consider scroll delay
1095 (meaning that the player is not automatically centered in this case;
1096 this makes it possible to "invisibly" relocate the player to a region
1097 of the level playfield which looks the same as the old level region)
1098 * fixed bug with not recognizing "main.input.name.align" when active
1101 * fixed bug with displaying masked borders over title screens when
1102 screen fading is disabled
1105 * fixed infinite loop / crash bug when killing the player while having
1106 a CE with the setting "kill player X when explosion of <player X>"
1107 * added special editor graphic for "char_space" to distinguish it from
1108 "empty_space" when editing a level (in-game graphics still the same)
1111 * fixed nasty bug with initialization only done for the first player
1114 * small change to handle loading empty element/content list micro chunks
1117 * uploaded pre-release (test) version 3.2.3-0 binary and source code
1120 * some optimizations on startup speed by reducing initial text output
1123 * added caching of custom artwork information for faster startup times
1126 * fixed graphical bug when using fewer menu entries on level selection
1127 screen than usual (with "menu.list_size.LEVELS" directive)
1128 * fixed crash bug (Windows/SDL only) caused by BlitBitmap blitting from
1129 the backbuffer to the backbuffer by error (with identical rectangle)
1132 * fixed bug when displaying titlescreen with size less than element tile
1133 * fixed bug that caused elements with "change when digging <e>" event
1134 to change for _every_ digged element, not only those specified in <e>
1135 * fixed bug that caused impact style collision when dropping element one
1136 tile over the player that can both fall down and smash players
1137 * fixed bug that caused impact style collision when element changed to
1138 falling/smashing element over the player immediately after movement
1141 * fixed bug that allowed making engine snapshots from the level editor
1144 * fixed bugs with player name and current level positions on main screen
1147 * added configuration directives for control of title screens:
1148 - "title.fade_delay" for fading time
1149 - "title.post_delay" for pause between screens (when not crossfading)
1150 - "title.auto_delay" to automatically continue after some time
1151 these settings can each be overridden by specifying them with titles:
1152 - "titlescreen_initial_{1-5}.{fade_delay,post_delay,auto_delay}"
1153 - "titlescreen_{1-5}.{fade_delay,post_delay,auto_delay}"
1154 fading mode can also be specified:
1155 - "titlescreen_initial_{1-5}.anim_mode: {fade,crossfade}
1156 - "titlescreen_{1-5}.anim_mode: {fade,crossfade}
1157 default is using normal fading for menues and initial title screens,
1158 while using cross-fading for level set title screens
1159 * fixed bug with background not drawn in Hall of Fame after game was won
1162 * added configuration directives for the remaining main menu items
1165 * added additional configuration directives for info screen draw offset:
1166 menu.draw_{x,y}offset.INFO[{ELEMENTS,MUSIC,CREDITS,PROGRAM,LEVELSET}]
1167 * added additional configuration directives for preview info text
1168 * limited mouse wheel sensitive screen area to scrollable screen area
1171 * added highlighted menu text entries to menu navigation when selected
1174 * fixed bug that prevented player from correctly being created in the
1175 top left corner by a custom element change in a level without player
1176 * fixed bug that prevented player from being killed when indestructible,
1177 non-walkable element is placed on player position by extended change
1178 * added configurable menu button, text and input positions to main menu
1181 * added page fading effects for remaining info sub-screens
1182 * fixed small bug that caused some delays when answering door request
1185 * added directives "border.draw_masked.*" for menu/playfield area and
1186 door areas to display overlapping/masked borders from "global.border"
1189 * fixed bug with CE with move speed "not moving" not being animated
1190 * when changing player artwork by CE action, reset animation frame
1193 * fixed bug with not unmapping main menu screen gadgets on other screens
1194 * fixed bug with un-pausing a paused game by releasing still pressed key
1195 * fixed bug with not redrawing screen when toggling to/from fullscreen
1196 mode while fast reloading tape (without redrawing playfield contents)
1197 * fixed bug with quick-saving tape snapshot despite answering with "no"
1200 * version number set to 3.2.3
1203 * version 3.2.2 released
1206 * fixed bug with redrawing screen in fullscreen mode after quick tape
1207 reloading when using the EMC game engine
1208 * changed token names from "last_ce_[1-8]" to "prev_ce_[1-8]"
1211 * fixed bug in GameWon() when level contains no exit (like in Sokoban)
1214 * added engine snapshot functionality for instant tape reloading (this
1215 only works for the last tape saved using "quick save", and does not
1216 work across program restarts, because it completely works in memory)
1219 * version number set to 3.2.2
1222 * version 3.2.1 released
1225 * fixed nasty bugs with handling error message file on Mac OS X systems
1228 * general code cleanup (removing many annoying "#if 0" blocks etc.)
1231 * fixed bug that caused broken tapes when manually appending to tapes
1232 using the "pause before death" functionality, followed by recording
1233 * added setup option to disable fading of screens for faster testing
1236 * code cleanup of new fading functions
1239 * changed behaviour after solved game -- do not immediately stop engine
1240 * added some more smooth screen fadings (game start, hall of fame etc.)
1243 * fixed bug with displaying pushed CE with value/score/delay anim_mode
1246 * added configurable level preview position, tile size and dimensions
1247 * added configurable game panel value positions (gems, time, score etc.)
1250 * fixed small bug with time displayed incorrectly when collecting CEs
1253 * fixed bug with bumpy scrolling with EM engine in double player mode
1256 * added compatibility code to fix "Snake Bite" style levels that were
1257 broken due to a bugfix regarding EL_SOKOBAN_FIELD_PLAYER in 3.2.0
1260 * fixed bug with scrollbars inside editor when using the Windows mouse
1261 enhancement tool "True X-Mouse" (which injects key events to the event
1262 queue to insert selected stuff into the Windows clipboard, which gets
1263 confused with the "Insert" key for jumping to the last editor cascade
1264 block in the element list)
1265 * added Rocks'n'Diamonds icon for use as window icon to SDL version
1266 * added key shortcut "Alt + Enter" to toggle fullscreen mode at any time
1269 * added selection of preferred fullscreen mode to setup / graphics menu
1270 (useful if default mode 800 x 600 does not match screen aspect ratio)
1273 * improved down-scaling of images for better editor and preview graphics
1274 * changed user data directory for Mac OS X from Unix style to new place
1277 * improved level number selection in main menu and player selection in
1278 setup menu (input devices section) by using standard button gadgets
1279 * added support for mouse scroll wheel (caused buggy behaviour before)
1280 * added support for scrolling horizontal scrollbars with mouse wheel by
1281 holding "Shift" key pressed while scrolling the wheel
1282 * added support for single step mouse wheel scrolling by holding "Alt"
1283 key pressed while scrolling the wheel (can be combined with "Shift")
1284 * changed output file "stderr.txt" on Windows platform now always to be
1285 created in the R'n'D sub-directory of the personal documents directory
1286 * added Windows message box to direct to "stderr.txt" after error aborts
1289 * improved general scrollbar handling (when jump-scrolling scrollbars)
1292 * changed scrollbars to always show last line as first after scrolling
1293 (that means jumping n - 1 screen lines instead of n screen lines)
1296 * fixed level versions of EMC level loader (from V4 to V1, V2 and V3)
1297 * fixed level time for EMC levels for V2 engine (V2 and V5 levels)
1298 * fixed special handling of vertically stacked acid becoming fake acid
1301 * fixed bug (very special case) with CE_SCORE_GETS_ZERO, which can
1302 affect multiple instances of the same CE, although this kind of
1303 change condition usually only affects one single custom element
1306 * version number set to 3.2.1
1309 * version 3.2.0 released
1312 * reorganized level editor element list a bit to match engines better
1315 * fixed newly introduced bug with wrongly initializing clipboard element
1318 * fixed bug with displaying visible/invisible level border in editor
1321 * reorganized some elements in the level editor element list
1324 * fixed bug with displaying any player as "yellow" when moving into acid
1325 * fixed bug with displaying running player when player stopped at border
1328 * fixed bug with player exploding when moving into acid
1329 * fixed bug with level settings being reset in editor and when playing
1330 (some compatibility settings being set not only after level loading)
1331 * fixed crash bug when number of custom graphic frames was set to zero
1332 * fixed bug with teleporting player on walkable tile not working anymore
1333 * added partial compatibility support for pre-release-only "CONF" chunk
1334 (to make Alan Bond's "color cycle" demo work again :-) )
1337 * fixed some bugs when displaying title screens from info screen menu
1338 * fixed bug which caused EMC doors #5 to #8 to be passable without keys
1341 * changed file major version to 3 to reflect level file format changes
1342 * uploaded pre-release (test) version 3.2.0-8 binary and source code
1345 * added new chunk "NAME" to level file format for level name settings
1346 * added new chunk "NOTE" to level file format for envelope settings
1347 * changed name of chunk "CONF" to "ELEM" (for normal element settings)
1348 * updated magic(5) file to recognize changed and new level file chunks
1349 * removed change events "change when CE value/score changes" as unneeded
1352 * changed gravity (which only affects the player) from level property
1353 to player property (only makes a difference in multi-player levels)
1354 * added change events "change when CE value/score changes"
1355 * added change events "change when CE value/score changes of <element>"
1358 * added new chunk "INFO" to level file format for global level settings
1359 * added all element settings from "HEAD" chunk to "CONF" chunk
1360 * added all global level settings from "HEAD" chunk to "INFO" chunk
1363 * changed level file format by adding two new chunks "CUSX" (for custom
1364 elements, replacing the previous "CUS4" chunk) and "GRPX" (for group
1365 elements, replacing the previous "GRP1" chunk); these new IFF style
1366 chunks use the new and flexible "micro chunks inside chunks" technique
1367 already used with the new "CONF" chunk (for normal element properties)
1368 which makes it possible to easily extend the existing level format
1369 (instead of using fixed-length chunks like before, which are either
1370 too big due to reserved bytes for future use, or too small when those
1371 reserved bytes have all been used and even more data should be stored,
1372 requiring the replacement by new and larger chunks just like it went
1373 with "CUS1" to "CUS4"); this whole problem now does not exist anymore
1376 * added credits pages to the "credits" section that were really missing
1377 * added some missing element descriptions to the level editor
1378 * added down position of switchgate switch to the level editor
1379 and allowed the use of both switch positions at the same time
1380 * changed use of "Insert" and "Delete" keys to navigate element list in
1381 level editor to start of previous or next cascading block of elements
1384 * added the possibility to view the title screen to the info screen menu
1385 * fixed some minor bugs with viewing title screens
1388 * fixed bug with title (cross)fading in/out when using fullscreen mode
1391 * fixed bug that forced re-defining of menu settings in local graphics
1392 config file which are already defined in existing base config file
1393 * fixed small bug that caused door sounds playing when music is enabled
1396 * added the possibility to define up to five title screens for each
1397 level set that are displayed after loading using (cross)fading in/out
1398 (this was added to display the various start images of the EMC sets)
1401 * added "CE score gets zero [of]" to custom element trigger conditions
1402 * added setup option to display element token name in level editor
1405 * added compatibility code for Juergen Bonhagen's menu artwork settings
1408 * fixed bug with displaying wrong animation frame 0 after CE changes
1409 * fixed bug with creating invisible elements when light switch is on
1412 * added selection between ECS and AGA graphics for EMC levels to setup
1415 * adjusted font handling for various narrow EMC style fonts
1418 * changed EM engine behaviour back to re-allow initial rolling springs
1421 * fixed handling of over-large selectboxes (less error-prone now)
1422 * fixed bug when creating GE with walkable element under the player
1425 * added use of "Insert" and "Delete" keys to navigate element list in
1426 level editor to start of custom elements or start of group elements
1427 * added virtual elements to access CE value and CE score of elements:
1428 - "CE value of triggering element"
1429 - "CE score of triggering element"
1430 - "CE value of current element"
1431 - "CE score of current element"
1434 * fixed "grass" to "sand" in older EM levels (up to file version V4)
1437 * changed behaviour of network games with internal errors (because of
1438 different client frame counters) from immediately terminating R'n'D
1439 to displaying an error message requester and stopping only the game
1440 (also to prevent impression of crashes under non command-line runs)
1441 * fixed playing network games with the EMC engine (did not work before)
1442 * fixed bug with not scrolling the screen in multi-player mode with the
1443 focus on player 1 when all players are moving in different directions
1444 * fixed bug with keeping pointer to gadget even after its deallocation
1445 * fixed bug with allowing "focus on all players" in network games
1446 * fixed bug with player focus when playing tapes from network games
1449 * uploaded pre-release (test) version 3.2.0-7 binary and source code
1452 * code cleanup for game action control for R'n'D and EMC game engine
1455 * fixed bug in multi-player movement with focus on both players
1456 * added option to control only the focussed player with all input
1459 * added player focus switching to level tape recording and re-playing
1462 * fixed some bugs in player focus switching in EMC and RND game engine
1465 * added special Supaplex animations for Murphy digging and snapping
1466 * added special Supaplex animations for Murphy being bored and sleeping
1469 * added four new yam yams with explicit start direction for EMC engine
1470 * fixed bug in src/libgame/text.c with printing text outside the window
1473 * fixed small bug in EMC level loader (copyright sign in EM II levels)
1476 * added delayed ignition of EM style dynamite when used in R'n'D engine
1477 * added limited movement range to EMC engine when focus on all players
1480 * fixed bug with missing (zero) score values for native Supaplex levels
1483 * added "continuous snapping" (snapping many elements while holding the
1484 snap key pressed, without releasing the snap key after each element)
1485 as a new player setting for more compatibility with the classic games
1488 * finished scrolling for "focus on all players" in EMC graphics engine
1491 * level sets with "levels: 0" are ignored for levels, but not artwork
1492 * fixed bug when scanning empty level group directories (endless loop)
1495 * fixed bug with explosion graphic for player using "Murphy" graphic
1496 * fixed bug with explosion graphic if player leaves explosion in time
1497 * changed some descriptive text in setup menu to use medium-width font
1498 * added key shortcut settings for switching player focus to setup menu
1501 * fixed bug with random value initialization when recording tapes
1502 * fixed bug with playing single player tapes when team mode activated
1505 * fixed little bug when trying to switch to player that does not exist
1508 * added player switching (visual and quick) to R'n'D and EM game engine
1509 * added setup option to select visual or quick in-game player switching
1512 * added use of "Home" and "End" keys to handle element list in editor
1515 * fixed bug with adding score when playing tape with EMC game engine
1516 * added steel wall border for levels using EMC engine without border
1517 * finally fixed delayed scrolling in EMC engine also for small levels
1520 * fixed potential crash bug in WarnBuggyBase() (missing boundary check)
1523 * fixed bug with CE change order in TestIfElementTouchesCustomElement()
1524 * fixed bug when displaying info element without action, but direction
1527 * fixed minor graphical problems with springs smashing and slurping
1528 (when using R'n'D style graphics instead of EMC style graphics)
1531 * added scroll delay (as configured in setup) to EMC graphics engine
1534 * improved screen redraw for EMC graphics engine (faster and smoother)
1535 * when not scrolling, do not redraw the whole playfield if not needed
1538 * added multi-player mode for EMC game engine (with up to four players)
1541 * added android (can clone elements) from EMC engine to R'n'D engine
1544 * added spring bumper (reflects spring) from EMC engine to R'n'D engine
1547 * added selectbox for initial player speed to player settings in editor
1550 * version 3.1.2 created that is basically version 3.1.1, but with a
1551 major bug fixed that prevented editing your own private levels
1552 * version 3.1.2 released
1555 * added magic ball (creates elements) from EMC engine to R'n'D engine
1558 * uploaded fixed pre-release version 3.2.0-6 binary and source code
1561 * fixed bug when using "CE can leave behind <trigger element>"
1562 * added new change condition "(after/when) creation of <element>"
1563 * added new change condition "(after/when) digging <element>"
1564 * fixed bug accessing invalid gadget that caused crashes under Windows
1565 * deactivated new possibility for multiple CE changes per frame
1568 * uploaded pre-release (test) version 3.2.0-6 binary and source code
1571 * added animation types "ce_value" and "ce_score" to graphicsinfo.conf
1572 * fixed bug with not keeping CE value for moving CEs with only action
1573 * changed CE action selectboxes in editor to be only reset when needed
1576 * added option "use artwork from element" for custom player artwork
1577 * added option "use explosion from element" for player explosions
1580 * added cascaded element lists in the level editor
1581 * added persistence for cascaded element lists by "editorcascade.conf"
1582 * added dynamic element list with all elements used in current level
1583 * added possibility for multiple CE changes per frame (experimental)
1586 * uploaded pre-release (test) version 3.2.0-5 binary and source code
1589 * changed "score for each 10 seconds/steps left" to "1 second/step"
1590 * added own score for collecting "extra time" instead of sharing it
1591 * added change events "switched by player" and "player switches <e>"
1592 * added change events "snapped by player" and "player snaps <e>"
1593 * added "set player artwork: <element choice>" to CE action options
1594 * added change event "move of <element>"
1597 * added "set player shield: off / normal / deadly" to CE action options
1598 * added new player option "use level start element" in level editor
1599 to set the correct focus at level start to elements from which the
1600 player is created later (this did not work before for cascaded CE
1601 changes resulting in creation of the player; it is now also possible
1602 to create the player from a yam yam which is smashed at level start)
1605 * added "set player speed: frozen (not moving)" to CE action options
1606 * added "move player: l/r/u/d/trigger/-trigger" to CE action options
1609 * added new player option "block snap field" (enabled by default) to
1610 make it possible to show a snapping animation like in Emerald Mine
1613 * added dynamic selectboxes to custom element action settings in editor
1614 * added "CE value" counter for custom elements (instead of "CE count")
1615 * added option to use the last "CE value" after custom element change
1616 * added option to use the "CE value" of other elements in CE actions
1617 * fixed odd behaviour when pressing time orb in levels w/o time limit
1618 * added checkbox "use time orb bug" for older levels that use this bug
1621 * added missing configuration settings for the following elements:
1622 - EL_TIMEGATE_SWITCH (time of open time gate)
1623 - EL_LIGHT_SWITCH_ACTIVE (time of light switched on)
1624 - EL_SHIELD_NORMAL (time of shield duration)
1625 - EL_SHIELD_DEADLY (time of shield duration)
1626 - EL_EXTRA_TIME (time added to level time)
1627 - EL_TIME_ORB_FULL (time added to level time)
1630 * added "wind direction" as a movement pattern for custom elements
1631 * added initial wind direction for balloon / custom elements to editor
1632 * added functionality for EL_BALLOON_SWITCH_NONE to R'n'D game engine
1635 * added parameters for "game of life" and "biomaze" elements to editor
1638 * added level file chunk "CONF" for generic level and element settings
1641 * uploaded pre-release (test) version 3.2.0-4 binary and source code
1644 * skip empty level sets (with "levels: 0"; may be artwork base sets)
1645 * added sound action ".page[1]" to ".page[32]" for each CE change page
1648 * added image config suffix ".clone_from" to copy whole image settings
1649 * fixed bug with invalid ("undefined") CE settings in old level files
1652 * fixed graphical bug with smashing elements falling faster than player
1655 * fixed major bug which prevented private levels from being edited
1656 * fixed bug with precedence of general and special font definitions
1659 * fixed graphical bug with player animation when player moves slowly
1662 * uploaded pre-release (test) version 3.2.0-3 binary and source code
1665 * fixed bug which prevented "global.num_toons: 0" from working
1668 * major code cleanup (removed all these annoying "#if 0" blocks)
1671 * added custom element actions for CE change page in level editor
1674 * fixed music initialization bug in init.c (thanks to David Binderman)
1675 * fixed mouse wheel "button" bug in editor (thanks to Tomi Belan)
1676 (this bug must probably be fixed at other places, too)
1679 * fixed buggy '#include "SDL.h"' statements in src/libgame/sdl.h
1680 (should be '#include <SDL.h>' instead)
1683 * fixed bug which prevented "walkable from no direction" from working
1684 (due to compatibility code overwriting this setting after loading)
1687 * fixed bug on Mac OS X (use of reserved name "Random") in EM engine
1690 * version number temporarily set to 3.1.1 (intermediate bugfix release)
1691 * version 3.1.1 released
1694 * changed some va_arg() arguments from 'long' to 'int', fixing problems
1695 on 64-bit architecture systems with LP64 data model
1698 * fixed bug with bombs not exploding when hitting the last level line
1699 (introduced after the release of 3.1.0)
1702 * added support for dumping small-sized level sketches from editor
1705 * added recognition of "trigger element" for "change digged element to"
1706 (this is not really what the "trigger element" was made for, but its
1707 use may seem obvious for leaving back digged elements unchanged)
1710 * fixed multiple warnings about failed joystick device initialization
1713 * fixed bug with dynamite dropped on top of just dropped custom element
1714 (collect dynamite, collect CE, drop CE => dynamite was also dropped);
1715 dynamite can still be dropped, but drop key must be released before
1718 * fixed bug with wrong start directory when started from file browser
1719 (due to this bug, R'n'D could not be started from KDE's Konqueror)
1722 * fixed bug causing "change when impact" on player not working
1723 * fixed wrong priority of "hitting something" over "hitting <element>"
1724 * fixed wrong priority of "hit by something" over "hit by <element>"
1727 * fixed graphical bug which caused the player (being Murphy) to show
1728 collecting animations although the element was collected by penguin
1731 * fixed two bugs causing wrong door background graphics in system.c
1732 (in functions "SetBackgroundBitmap()" and "DrawingOnBackground()")
1735 * fixed graphic bug with exploding bomb and R'n'D graphics in EM engine
1736 * added "no direction" to "walkable/passable from" selectbox options
1739 * enhanced tape autoplay to accept "autoplay <set> [<nr> ...]" format
1740 * in tape autoplay, not only report broken, but also missing tapes
1743 * uploaded pre-release (test) version 3.2.0-2 binary and source code
1746 * fixed small bug with "linear" animation not working for active lamp
1749 * fixed bug with moving up despite gravity due to "block last field"
1750 * fixed small bug with wrong draw offset when typing name in main menu
1751 * when reading user names from "passwd", ignore data after first comma
1752 * when creating new "levelinfo.conf", only write some selected entries
1755 * fixed displaying "imported from/by" on preview with empty string
1756 * fixed ignoring draw offset for fonts used for level preview texts
1759 * fixed a delay problem with SDL and too many mouse motion events
1760 * added setup option "skip levels" and level skipping functionality
1763 * added move speed "not moving" for non-moving CEs, but with direction
1766 * fixed mapping of obsolete element token names in "editorsetup.conf"
1767 * fixed bug with sound "acid.splashing" treated as a loop sound
1768 * fixed some little sound bugs in native EM engine
1771 * fixed small bug when dragging scrollbars to end positions
1774 * added editor element descriptions written by Aaron Davidson
1777 * improved fallback handling when configured artwork is not available
1778 (now using default artwork instead of exiting when files not found)
1781 * fixed bug on level selection screen when dragging scrollbar
1784 * fixed bug which caused broken tapes when appending to EM engine tapes
1787 * uploaded pre-release (test) version 3.2.0-1 binary and source code
1790 * added code to replace changed artwork config tokens with other tokens
1791 (needed for backwards compatibility, so that older tokens still work)
1794 * added native R'n'D graphics for some new EMC elements in EM engine
1797 * fixed some bugs in the EM engine integration code
1798 * changed EM engine code to allow diagonal movement
1799 * changed EM engine code to allow use of separate snap and drop keys
1802 * fixed some redraw bugs when using EM engine
1805 * fixed bug with not converting RND levels which are set to use native
1806 engine to native level structure when loading
1809 * uploaded pre-release (test) version 3.2.0-0 binary and source code
1812 * version number set to 3.2.0
1815 * level data now reset to defaults after attempt to load invalid file
1818 * added use of "editorsetup.conf" for different level sets
1821 * added auto-detection for various types of Emerald Mine level files
1824 * fixed bug with scrollbars getting too small when list is very large
1827 * fixed bug with 3+3 (cross) sized explosion not making explosion sound
1830 * added most level editor configuration gadgets for new EMC elements
1833 * added more element and graphic definitions for new EMC elements
1836 * modified native EM engine to use integrated R'n'D sound system
1839 * added SDL support to graphics functions in native EM engine
1840 (by always using generic libgame interface functions)
1843 * fixed bug in frame synchronization in native EM engine
1846 * added code to convert levels between R'n'D and native EM engine
1849 * new Emerald Mine engine can now play levels selected in main menu
1852 * fixed big memory leak in function "CreateBitmapWithSmallBitmaps()"
1853 (which creates scaled down graphics for level editor and preview);
1854 there's still a memory leak somewhere in the artwork handling code
1855 * added "scale image up" functionality to X11 version of zoom function
1858 * first attempts to integrate new, native Emerald Mine Club engine
1861 * fixed bug in gadget code which caused reset of CEs in level editor
1862 (example: pressing 'b' [grab brush] on CE config page erased values)
1863 (solution: check if gadgets in ClickOnGadget() are really mapped)
1864 * improved level change detection in editor (settings now also checked)
1865 * fixed bug with "can move into acid" and "don't collide with" state
1868 * fixed maze runner style CEs to use the configured move delay value
1871 * added Aaron Davidson's tutorial level set to the "Tutorials" section
1874 * fixed engine change that broke 3.0.8 levels like "Walpurgis Gardens"
1875 * fixed the above fix because it broke level set "machine" (*sigh*)
1876 * fixed random element placement in level editor to work as expected
1877 * fixed undefined graphic of runtime element "EL_AMOEBA_TO_DIAMOND"
1880 * re-recorded tape for BD2K3, level 010 (broken due to bugfix)
1883 * fixed bug (missing array boundary check) which caused broken tapes
1884 * fixed bug (when loading level template) which caused broken levels
1885 * fixed bug with new block last field code when using non-yellow player
1888 * fixed bug when pressing "stop, pause, stop, play" on tape recorder
1889 * internal change of how the player blocks the last field when moving
1890 * fixed blocking delay of last field for EM and SP style block delay
1891 * fixed bug where the player had to wait for the usual move delay after
1892 unsuccessfully trying to move, when he directly could move after that
1893 * the last two changes should make original Supaplex level 93 solvable
1894 * improved use of random number generator to make it less predictable
1895 * fixed behaviour of slippery SP elements to let slip left, then right
1898 * fixed bug with wrong door state after trying to quickload empty tape
1899 * fixed waste of static memory usage of the binary, making it smaller
1900 * fixed very little graphical bug in Supaplex explosion
1903 * version number set to 3.1.1
1906 * version 3.1.0 released
1909 * fixed bug with crash when writing user levelinfo.conf the first time
1912 * added option "convert LEVELDIR [NR]" to command line batch commands
1913 * re-converted Supaplex levels to apply latest engine fixes
1914 * changed "use graphic/sound of element" to "use graphic of element"
1915 due to compatibility problems with some levels ("bug machine" etc.)
1918 * fixed bug with CE change replacing player with same or other player
1921 * fixed bug with opaque font in envelope with background graphic when
1922 background graphic is not transparent itself
1925 * added "gravity on" and "gravity off" ports for Supaplex compatibility
1926 * corrected original Supaplex level loading code to use these new ports
1927 * also corrected Supaplex loader to auto-count infotrons if set to zero
1930 * fixed bug with missing initialization of "modified" flag for GEs
1933 * fixed bug that caused endless recursion loop when relocating player
1934 * fixed tape recorder bug in "step mode" when using "pause before end"
1935 * fixed tape recorder bug when changing from "warp forward" mode
1938 * fixed bug with "when touching" for pushed elements at last position
1941 * fixed bug that caused two activated toolbox buttons in level editor
1942 * fixed bug with exploding dynabomb under player due to other explosion
1945 * fixed bug with creating walkable custom element under player (again)
1946 * fixed bug with not copying explosion type when copying CEs in editor
1947 * fixed graphical bug when drawing player in setup menu (input devices)
1948 * fixed graphical bug when the player is pushing an accessible element
1949 * fixed bug with classic switchable elements triggering CE changes
1950 * fixed bug with entering/leaving walkable element in RelocatePlayer()
1951 * fixed crash bug when CE leaves behind the trigger player element
1954 * fixed bug with broken tubes after placing/exploding dynamite in them
1955 * fixed bug with exploding dynamite under player due to other explosion
1956 * fixed bug with not resetting push delay under certain circumstances
1959 * added option "handicap" for "levelinfo.conf" (thanks to Niko Böhm)
1960 * added network multiplayer code for Windows (thanks to Niko Böhm)
1963 * added option "reachable despite gravity" for gravity movement
1964 * changed gravity movement of most classic walkable and passable
1965 elements back to "not reachable" (for compatibility reasons)
1968 * fixed (removed) "indestructible" / "can explode" dependency in editor
1969 * fixed (removed) "accessible inside" / "protected" dependency
1970 * fixed (removed) "step mode" / "shield time" dependency
1973 * fixed dynabombs exploding now into anything diggable
1974 * fixed Supaplex style gravity movement into buggy base now impossible
1975 * added pressing key "space" as valid action to select menu options
1978 * added "replace when walkable" to relocate player to walkable element
1979 * added "enter"/"leave" event for elements affected by relocation
1980 * fixed "direct"/"indirect" change order also for "when change" event
1981 * fixed graphical bug when pushing things from elements walkable inside
1984 * fixed graphic bug when player is snapping while moving in old levels
1985 * fixed bug when a moving custom element leaves a player element behind
1986 * fixed bug with mole not disappearing when moving into acid pool
1987 * fixed bug with incomplete path setting when using "--basepath" option
1988 * moving CE can now leave walkable elements behind under the player
1989 * when relocating, player can be set on walkable element now
1990 * fixed another gravity movement bug
1993 * uploaded pre-release (test) version 3.1.0-2 binary and source code
1996 * added "collectible" and "removable" to extended replacement types
1997 (where "removable" replaces "diggable" and "collectible" elements)
1998 * added "collectible & throwable" (to throw element to the next field)
1999 * fixed bug with CEs digging elements that are just about to explode
2000 * changed mouse cursor now always being visible when game is paused
2003 * added possibility to push/press accessible elements from a side that
2005 * fixed bug with not setting actual date when appending to tape
2008 * fixed bug with incorrectly initialized custom element editor graphics
2011 * corrected set "Contributions_1995-2000/rnd_kjell_kristiansson":
2012 - number of levels corrected from 18 to 17 in "levelinfo.conf"
2015 * fixed bug with destroyed robot wheel still attracting robots forever
2016 * fixed bug with time gate switch deactivating after robot wheel time
2017 (while the time gate itself is not affected by this misbehaviour)
2018 * changed behaviour of BD style amoeba to always get blocked by player
2019 (before it was different when there were non-BD elements in level)
2020 * fixed bug with player destroying indestructable elements with shield
2023 * added option to make growing elements grow into anything diggable
2024 (for the various amoeba types, biomaze and "game of life")
2027 * fixed bug with movable elements not moving after left behind by CEs
2028 * changed gravity movement to anything diggable, not only sand/base
2029 * optionally allowing passing to walkable element, not only empty space
2030 * added option "can pass to walkable element" for players
2031 * finally fixed gravity movement (hopefully)
2034 * fixed bug with movable elements not moving anymore after falling down
2037 * fixed another bug with custom elements digging and leaving elements
2038 * fixed bug with "along left/right side" and automatic start direction
2039 * trigger elements now also displayed when "more custom" deactivated
2040 * fixed bug with clipboard element initialized when loading new level
2041 * added option "drop delay" to set delay before dropping next element
2044 * uploaded pre-release (test) version 3.1.0-1 binary and source code
2047 * added copy and paste functions for custom change pages
2048 * enhanced graphical display and functionality of tape recorder
2049 * fixed bug with custom elements digging and leaving elements
2052 * added move speed faster than "very fast" for custom elements
2053 * fixed bug with 3+3 style explosions and missing border content
2054 * fixed little bug when copying custom elements in the editor
2055 * enhanced custom element changes by more side trigger actions
2058 * added option "no scrolling when relocating" for instant teleporting
2059 * uploaded pre-release (test) version 3.1.0-0 binary and source code
2062 * added trigger element and trigger player to use as target elements
2063 * added copy and paste functions for custom and group elements
2066 * fixed graphical bug when displaying explosion animations
2067 * fixed bug when appending to tapes, resulting in broken tapes
2068 * re-recorded a few tapes broken by fixing gravity checking bug
2071 * "can move into acid" property now for all elements independently
2072 * "can fall into acid" property for player stored in same bitfield now
2073 * added option for deadliness of Supaplex 'sniksnak' and 'electron'
2074 * version number set to 3.1.0 (finally!)
2077 * changed tape recording to only record input, not programmed actions
2080 * fixed totally broken (every 8th frame skipped) step-by-step recording
2081 * fixed bug with requester not displayed when quick-loading interrupted
2082 * added option "can fall into acid (with gravity)" for players
2083 * fixed bug with player not falling when snapping down with gravity
2086 * fixed bug which messed up key config when using keypad number keys
2089 * fixed bug which allowed moving upwards even when gravity was active
2090 * fixed bug with missing error handling when dumping levels or tapes
2093 * added different colored editor graphics for Supaplex gravity tubes
2096 * fixed bug that allowed solvable tapes for unsolvable levels
2099 * use unlimited number of droppable elements when "count" set to zero
2100 * added option to use step limit instead of time limit for level
2103 * added player and change page as trigger for custom element change
2106 * fixed bug with exploding amoeba (explosion 3x3 instead of 1x1)
2109 * fixed bug with dark yamyam changing to acid when moving over acid
2110 * fixed handling of levels with more than 999 seconds level time
2111 (example: level 76 of "Denmine")
2114 * "spring push bug" reintroduced as configurable element property
2115 * fixed bug with missing properties for "mole"
2116 * fixed bug that showed up when fixing the above "mole" properties bug
2117 * added option "can move into acid" for all movable elements
2118 * fixed graphical bug for elements moving into acid
2119 * changed event handling to handle all pending events before going on
2122 * fixed bug which caused all CE change pages to be ignored which had
2123 the same change event, but used a different element side
2124 (reported by Simon Forsberg)
2126 * fixed bug which caused elements that can move and fall and that are
2127 transported by a conveyor belt to continue moving into that direction
2128 after leaving the conveyor belt, regardless of their own movement
2129 type; only elements which can not move are transported now
2130 (reported by Simon Forsberg)
2132 * fixed bug which could cause an array overflow in RelocatePlayer()
2133 (reported by Niko Böhm)
2135 * changed Emerald Mine style "passable / over" elements to "protected"
2136 (fixing unsolvable level 10 of "Bondmine 9" with bug beside gate)
2138 * added new option to select from which side a "walkable/passable"
2139 element can be entered
2142 * added explosion and ignition delay for elements that can explode
2145 * fixed bug which caused player not being protected against enemies
2146 when a CE was "walkable / inside" and was not "indestructible"
2147 * added "walkable/passable" fields to be "protected/unprotected"
2148 against enemies, even if not accessible "inside" but "over/under"
2151 * corrected move pattern to 32 bit and initial move direction to 8 bit
2154 * added second custom element base configuration page
2157 * added some special EMC mappings to Emerald Mine level loader
2158 (also covering previously unknown element in level 0 of "Bondmine 8")
2161 * added option to block last field when player is moving (for Supaplex)
2162 * adjusted push delay of Supaplex elements
2163 * removed delays for envelopes etc. when replaying with maximum speed
2164 * fixed bug when dropping element on a field that just changed to empty
2167 * fixed bug: infotrons can now smash yellow disks
2168 * fixed bug: when gravity active, port above player can now be entered
2169 * removed "one white dot" mouse pointer which irritated some people
2172 * added "choice type" for group element selection
2175 * fixed bug with initial invulnerability of non-yellow player
2178 * added level loader for loading native Supaplex packed levels
2179 (including multi-part levels like the "splvls99" levels)
2182 * fixed bug which allowed creating emeralds by escaping explosions
2185 * custom elements can change (limited) or leave (unlimited) elements
2186 * finally added multiple matches using group elements
2187 * added shortcut to dump brush (type ":DB" in editor) for use in forum
2190 * added new start movement type "previous" for continued CE movement
2191 * added new start movement type "random" for random CE movement start
2194 * added new element "sokoban_field_player" needed for Sokoban levels
2195 (thanks to Ed Booker for pointing this out!)
2198 * added elements that can be digged or left behind by custom elements
2201 * added group elements for multiple matches and random element creation
2204 * fixed some graphical errors displayed in old levels
2207 * fixed wrong double speed movement after passing closing gates
2210 * added level loader for loading native Emerald Mine levels
2213 * changes for "shooting" style CE movement
2216 * Happy New Year! ;-)
2219 * changed default snap/drop keys from left/right Shift to Control keys
2222 * fixed bug with dead player getting reanimated from custom element
2225 * fixed bug with wrong penguin graphics (when entering exit)
2228 * fixed bug with wrong "Murphy" graphics (when digging etc.)
2231 * version number set to 3.0.9
2234 * version 3.0.8 released
2237 * added function checked_free()
2240 * fixed bug with double nut cracking sound
2241 (by eliminating "default element action sound" assignment in init.c)
2244 * fixed crash when no music info files are available
2247 * fixed boring and sleeping sounds
2250 * added "maze runner" and "maze hunter" movement types
2251 * added extended collision conditions for custom elements
2254 * added warnings for undefined token values in artwork config files
2257 * added menu entry for level set information to the info screen
2260 * fixed bug with wrong default impact sound for colored emeralds
2263 * added several sub-screens for the info screen
2264 * menu text now also clickable (not only blue/red sphere left of it)
2267 * added configurable "bored" and "sleeping" animations for the player
2268 * added "awakening" sound for player when waking up after sleeping
2271 * added "copy" and "exchange" functions for custom elements to editor
2274 * added configurable element animations for info screen
2277 * added configurable music credits for info screen
2280 * finally fixed tape recording when player is created from CE change
2283 * added "editorsetup.conf" for editor element list configuration
2286 * added "musicinfo.conf" for menu and level music configuration
2289 * fixed a very nasty bug in dragon turning code in TurnRoundExt()
2290 (that only showed up on Linux, but not on Windows systems)
2293 * fixed turning movement of butterflies and fireflies (no frame reset)
2294 * enhanced sniksnak turning movement (two steps instead of only one)
2297 * version number set to 3.0.8
2300 * version 3.0.7 released
2303 * fixed reset of player animation frame when, for example,
2304 walking, digging or collecting share the same animation
2305 * fixed CE with "deadly when touching" exploding when touching amoeba
2308 * fixed tape recording when player is created from CE element change
2311 * introduced "turning..." action graphic for elements with move delay
2312 (non-CE: bug, spaceship, sniksnak, mole, pacman, yamyam)
2313 * added turning animations for bug, spaceship and sniksnak
2316 * prevent "extended" changed elements from delay change in same frame
2319 * fixed bug when pushing element that can move away to the side
2320 (like pushing falling elements, but now with moving elements)
2323 * finally fixed serious bug in code for delayed element pushing (again)
2326 * unavailable setup options now marked as "n/a" instead of "off"
2327 * new boolean directive "latest_engine" for "levelinfo.conf": when set
2328 to "true", levels are always played with the latest game engine,
2329 which is desired for levels that are imported from other games; all
2330 other levels are played with the engine version stored in level file
2331 (which is normally the engine version the level was created with)
2334 * fixed serious bug in code for delayed element pushing
2335 * fixed little bug in animation frame selection for pushed elements
2336 * speed-up of reading config file for verbose output
2339 * added configuration option for opening and closing Supaplex exit
2340 * added configuration option for moving up/down animation for Murphy
2341 * fixed incorrectly displayed animation for attacking dragon
2342 * fixed bug with not setting initial gravity for each new game
2343 * fixed bug with teleportation of player by custom element change
2344 * fixed bug with player not getting smashed by rock sometimes
2347 * version number set to 3.0.7
2350 * version 3.0.6 released
2353 * added support for MP3 music for SDL version through SMPEG library
2356 * fixed bug when initializing font graphic structure
2357 * fixed bug with animation mode "pingpong" when using only 1 frame
2358 * fixed bug with extended change target introduced in 3.0.5
2359 * fixed bug where passing over moving element doubles player speed
2360 * fixed bug with elements continuing to move into push direction
2361 * fixed bug with duplicated player when dropping bomb with shield on
2362 * added "switching" event for custom elements ("pressing" only once)
2363 * fixed switching bug (resetting flag when not switching but not idle)
2366 * fixed element tokens for certain file elements with ".active" etc.
2369 * version number set to 3.0.6
2372 * version 3.0.5 released
2375 * now four envelope elements available
2376 * font, background, animation and sound for envelope now configurable
2377 * main menu doors opening/closing animation type now configurable
2380 * active/inactive sides configurable for custom element changes
2381 * new movement type "move when pushed" available for custom elements
2384 * fixed bug in multiple config pages loader code that caused crashes
2387 * enhanced (remaining low-resolution) Supaplex graphics
2390 * version number set to 3.0.5
2393 * version 3.0.4 released
2395 2003-09-12 src/tools.c
2396 * fixed bug in custom definition of crumbled element graphics
2398 2003-09-11 src/files.c
2399 * fixed bug in multiple config pages code that caused crashes
2402 * version number set to 3.0.4
2405 * version 3.0.3 released
2408 * added music to Supaplex classic level set
2410 2003-09-07 src/libgame/misc.c
2411 * added support for loading various music formats through SDL_mixer
2413 2003-09-06 (various source files)
2414 * fixed several nasty bugs that may have caused crashes on some systems
2415 * added envelope content which gets displayed when collecting envelope
2416 * added multiple change event pages for custom elements
2418 2003-08-24 src/game.c
2419 * fixed problem with player animation when snapping and moving
2421 2003-08-23 src/screens.c, src/cartoons.c, src/libgame/toons.c
2422 * fixed problem with flickering when drawing toon animations
2424 2003-08-23 src/libgame/sdl.c
2425 * fixed problem with setting mouse cursor in SDL version in fullscreen
2427 2003-08-23 src/game.c
2428 * fixed bug (missing array boundary check) which could crash the game
2431 * version number set to 3.0.3
2434 * version 3.0.2 released
2436 2003-08-21 src/game.c
2437 * fixed bug with creating inaccessible elements at player position
2439 2003-08-20 src/init.c
2440 * fixed bug with not finding current level artwork directory
2442 2003-08-20 src/files.c
2443 * fixed bug with choosing wrong engine version when playing tapes
2444 * fixed bug with messing up custom element properties in 3.0.0 levels
2447 * version number set to 3.0.2
2450 * version 3.0.1 released
2452 2003-08-17 (no source files affected)
2453 * changed all "classic" PCX image files with 16 colors or less to
2454 256 color (8 bit) storage format, because the Allegro game library
2455 cannot handle PCX files with less than 256 colors (contributed
2456 graphics are not affected and might look wrong in the DOS version)
2458 2003-08-16 src/init.c
2459 * fixed bug which (for example) crashed the level editor when defining
2460 "dynamite.EDITOR: [NONE]", because graphics may not be undefined
2461 (only set to default) -- invalid graphics now set to default graphic
2463 2003-08-16 src/init.c
2464 * fixed graphical bug of player digging/collecting/snapping element
2465 when no corresponding graphic/animation is defined for this action,
2466 resulting in player being drawn as EL_EMPTY (which should only be
2467 done to elements being collected, but not to the player)
2469 2003-08-16 src/game.c
2470 * fixed small graphical bug of player not totally moving into exit
2472 2003-08-16 src/libgame/setup.c
2473 * fixed bug with wrong MS-DOS 8.3 filename conversion
2475 2003-08-16 src/tools.c
2476 * fixed bug with invisible mouse cursor when pressing ESC while playing
2478 2003-08-16 (various source files)
2479 * added another 128 custom elements (disabled in editor by default)
2481 2003-08-16 src/editor.c
2482 * fixed NULL string bug causing Solaris to crash in sprintf()
2484 2003-08-16 src/screen.c
2485 * fixed drawing over scrollbar on level selection with custom fonts
2487 2003-08-15 src/game.c
2488 * cleanup of simple sounds / loop sounds / music settings
2490 2003-08-08 (various source files)
2491 * added custom element property for dropping collected elements
2493 2003-08-08 src/conf_gfx.c
2494 * fixed bug with missing graphic for active red disk bomb
2496 2003-08-07 src/files.c, src/editor.c src/game.c, src/main.h
2497 * extended variable "level.gravity" to "level.initial_gravity" and
2498 "game.current_gravity" to prevent level setting from being changed
2499 by playing the level (keeping the runtime value after playing)
2501 * fixed graphics bug when digging element that has 'crumbled' graphic
2502 definition, but not 'diggable' graphic definition
2505 * version number set to 3.0.1
2508 * version 3.0.0 released
2511 * various bug fixes; among others:
2512 - fixed bug with pushing spring over empty space
2513 - fixed bug with leaving tube while placing dynamite
2514 - fixed bug with explosion of smashed penguins
2515 - allow Murphy player graphic in levels with non-Supaplex elements
2519 * I have forgotten to document changes for some time
2522 * pre-release version 2.2.0rc1 released
2524 2002-08-25 src/libgame/setup.c, src/libgame/sound.c
2525 * Level series artwork now configurable via level series config file.
2526 "levelinfo.conf" may now contain directives "graphics_set",
2527 "sounds_set" and "music_set" to select artwork sets which are
2528 globally defined or which are included into other level series.
2531 * version number set to 2.1.2
2534 * version 2.1.1 released
2536 2002-08-10 src/libgame/system.h
2537 * Default "snap" and "bomb" keys for Mac OS X set to left control key
2538 and keypad enter key -- Macs seem not to distinguish between left
2539 and right modifier keys (both generate scan code for left key). :-(
2541 2002-08-10 src/libgame/sound.c
2542 * Fixed small NetBSD compilation bug.
2543 Thanks to Adam Ciarcinski for the bug report.
2545 2002-08-10 src/libgame/sound.c
2546 * Added support for audio device "/dev/sound/dsp" (devfs).
2547 Thanks to Christoph Bauer for the corresponding report.
2549 2002-08-10 src/libgame/sound.c
2550 * Bug fixed that caused regular crashes under SDL/Windows version.
2551 Mixer_InsertSound(): Always stop music before playing new music,
2552 else "mixer_active_channels" can get fucked up.
2553 Thanks to Keith Peterston for the bug report.
2556 * version number set to 2.1.1
2559 * version 2.1.0 released
2561 2002-05-31 src/libgame/image.c
2562 * Read_PCX_to_Pixmap(): Fixed bad memory leak by freeing "ximageinfo"
2563 and "image" after converting loaded PCX image file to X11 Pixmap.
2564 This really showed up when reloading custom artwork several times.
2566 2002-05-20 src/libgame/sound.c
2567 * added support for 16 bit WAV sound files
2570 * version number set to 2.1.0
2572 2002-04-03 to 2002-05-19 (various source files)
2573 * graphics, sounds and music now fully configurable
2574 * bug fixed that prevented walking through tubes when gravity on
2575 * added support for TrueColor PCX graphics files
2576 * enhanced sound system (especially regarding stereo and loop sounds)
2578 2002-04-02 src/events.c, src/editor.c
2579 * Make Escape key less aggressive when playing or when editing level.
2580 This can be configured as an option in the setup menu. (Default is
2581 "less aggressive" which means "ask user if something can be lost"
2582 when pressing the Escape key.)
2584 2002-04-02 src/screen.c
2585 * Added "graphics setup" screen.
2587 2002-04-01 src/screen.c
2588 * Changed "choose level" setup screen stuff to be more generic (to
2589 make it easier to add more "choose from generic tree" setup screens).
2591 2002-04-01 src/config.c, src/timestamp.h
2592 * Added source files "src/config.[ch]" and "src/timestamp.h" (which
2593 automatically gets created by "src/Makefile" and contains an actual
2594 compile-time timestamp to identify development versions of the game).
2596 2002-04-01 src/libgame/misc.c
2597 * Added (currently incomplete) function "getKeyFromKeyName()" simply
2598 for orthogonality. When really needed, this function must be
2599 extended accordingly (analog to "getKeyFromX11KeyName()").
2601 2002-04-01 src/libgame/setup.c
2602 * Changed setup "TYPE_KEY" (internal, X11 style key symbol name) to
2603 "TYPE_KEY_X11" and added "TYPE_KEY" (human readable key symbol name).
2604 (This was needed for custom key setup handling in "src/screens.c".)
2606 2002-03-31 src/tape.c, src/events.c
2607 * Added quick game/tape save/load functions to tape stuff which can be
2608 invoked by a keyboard shortcut. Default: "F1" saves game/tape, "F2"
2609 loads previously recorded tape and directly goes into recording mode
2610 from the end of the tape (therefore appending to the tape).
2612 2002-03-31 src/tape.c
2613 * Added "index mark" function to tape recorder. When playing or
2614 recording, "eject" button changes to "index" button. Setting index
2615 mark is not yet implemented, but pressing index button when playing
2616 allows very quick advancing to end of tape (when normal playing),
2617 very fast forward mode (when playing with normal fast forward) or
2618 very fast reaching of "pause before end of tape" (when playing with
2619 "pause before end" playing mode).
2621 2002-03-30 src/cartoons.c
2622 * Moved some stuff from cartoons.c to the new "src/libgame/toons.c".
2624 2002-03-30 src/libgame/toons.c
2625 * New libgame source file "toons.c" for the program independant part
2628 2002-03-29 src/screen.c
2629 * Changed setup screen stuff to be more generic (to make it easier
2630 to add more setup screens).
2632 2002-03-29 src/libgame/setup.c
2633 * Changed "LoadLevelInfoFromLevelDir()" so that not only directories
2634 with level sub-directories are recognized, but also directories
2635 that directly contain level files.
2637 2002-03-29 src/libgame/sound.c
2638 * Changed "boolean stereo = TRUE;" to "static boolean stereo = TRUE;".
2639 (This was a bug that showed up only when in mono audio mode.)
2641 2002-03-24 src/libgame/x11.c, src/libgame/sdl.c, src/libgame/image.c
2642 * Changed image loading code to not exit on error, but set error by
2643 using "SetError()" accordingly. Image loading errors must now be
2644 catched by above layers (src/init.c for example).
2646 2002-03-24 src/libgame/misc.c
2647 * New functions "SetError()" and "GetError()" to provide more
2648 flexible error handling.
2650 2002-03-23 src/main.c, src/main.h
2651 * Various changes due to the introduction of the new libgame files
2652 "setup.c" and "joystick.c".
2654 2002-03-23 src/files.c
2655 * Generic parts of "src/files.c" (mainly setup and level directory
2656 stuff) moved to new libgame file "src/libgame/setup.c".
2658 2002-03-23 src/joystick.c
2659 * File "src/joystick.c" moved to libgame source tree, with
2660 correspondig changes.
2662 2002-03-23 src/libgame/system.c, src/libgame/system.h
2663 * Various changes due to the introduction of the new files "setup.c"
2666 2002-03-23 src/libgame/setup.c
2667 * New libgame source file "setup.c" that contains now most setup and
2668 level directory stuff previously handled in "src/files.c".
2670 2002-03-23 src/libgame/joystick.c
2671 * New libgame source file "joystick.c" that contains now all joystick
2672 stuff previously handled in "src/joystick.c" of "Rocks'n'Diamonds".
2674 2002-03-22 src/screens.c
2675 * "HandleChooseLevel()": Another bug in level series navigation fixed.
2676 (Wrong level series information displayed when entering main group.)
2678 2002-03-22 src/editor.c
2679 * Slight change to support new gadget event "GD_EVENT_INFO_LEAVING".
2681 2002-03-22 src/editor.c
2682 * Changed behaviour of "Escape" key in level editor to be more
2683 intuitive: When in "Element Properties" or "Level Info" mode,
2684 return to "Drawing Mode" instead of leaving the level editor.
2686 2002-03-22 src/libgame/misc.c, src/libgame/sound.c
2687 * Added command line option "-s" / "--sounds" and "-m" / "--music"
2688 to specify alternative sound and music directories. (The former
2689 shortcut "-s" for "--serveronly" has changed accordingly.)
2691 2002-03-22 src/libgame/gadgets.c
2692 * Added new gadget events for displaying gadget info texts:
2693 "GD_EVENT_INFO_ENTERING" and "GD_EVENT_INFO_LEAVING". Before,
2694 the info text callback function was only called when entering
2695 a gadget (implicit "GD_EVENT_INFO_ENTERING"). But the info text
2696 was never erased. This can now be done by checking the event type
2697 in the info callback function.
2699 2002-03-21 src/game.c, src/editor.c, src/files.c
2700 * 2.0.1 introduced the corrected "Emerald Mine" style behaviour of
2701 gems (emeralds, diamonds, ...) slipping down from normal wall,
2702 steel wall and growing wall (as in E.M.C. style levels). Although
2703 the behaviour of contributed and private levels wasn't changed (due
2704 to the use of "level.game_version"; see previous entry), editing
2705 those levels will (of course) change the behaviour accordingly.
2707 This change seems a bit too hard after thinking about it, because
2708 the EM style behaviour is not the "expected" behaviour (gems would
2709 normally only slip down from "rounded" walls). Therefore this was
2710 now changed to an element property for gem style elements, with the
2711 default setting "off" (which means: no special EM style behaviour).
2712 To fix older converted levels, this flag is set to "on" for pre-2.0
2713 levels that are neither contributed nor private levels.
2715 2002-03-20 src/files.h
2716 * Corrected settings for "level.game_version" depending of level type.
2717 (Contributed and private levels always get played with game engine
2718 version they were created with, while converted levels always get
2719 played with the most recent version of the game engine, to let new
2720 corrections of the emulation behaviour take effect.)
2722 2002-03-20 src/main.h
2723 * Added "#include <time.h>". This seems to be needed by "tape.c" for
2724 compiling the SDL version on some systems.
2725 Thanks to the several people who pointed this out.
2727 2002-03-20 src/libgame/gadgets.c
2728 * "va_arg(ap, boolean)" changed to "(boolean)va_arg(ap, int)";
2729 this caused problems especially on PowerPC architecture (although
2730 it is wrong on i386 and other architectures, too)
2732 2002-03-20 src/libgame/pcx.c, src/libgame/image.c
2733 * Added support for loading and displaying true-color PCX files.
2735 2002-03-20 src/libgame/misc.c, src/libgame/x11.c
2736 * Added command line option "-g" / "--graphics" to specify an
2737 alternative graphics directory.
2740 * Version number set to 2.0.2.
2743 * Version 2.0.1 released.
2745 2002-03-19 src/libgame/system.c, src/libgame/sdl.c [src/tools.c]
2746 * Moved function "GetPixel()" from src/tools.c ("Mirror Magic" code)
2747 to libgame source files; needed for SDL fullscreen bug workaround
2750 2002-03-18 src/screens.c
2751 * "HandleChooseLevel()": Small bug in level series navigation fixed.
2753 2002-03-18 src/files.c [src/libgame/misc.c]
2754 * Moved some common functions from src/files.c to src/libgame/misc.c.
2756 2002-03-18 src/files.c [src/libgame/misc.c]
2757 * Changed permissions for new directories and saved files (especially
2758 score files) according to suggestions of Debian users and mantainers.
2759 Thanks to Drew Parsons <dparsons@emerall.com> for the patch.
2761 2002-03-18 src/libgame/misc.c [src/files.c]
2762 * Moved some common functions from src/files.c to src/libgame/misc.c.
2764 2002-03-18 src/libgame/misc.c [src/files.c]
2765 * Changed permissions for new directories and saved files (especially
2766 score files) according to suggestions of Debian users and mantainers.
2767 Thanks to Drew Parsons <dparsons@emerall.com> for the patch.
2769 2002-03-17 src/files.c
2770 * Changed "{Load|Save}{Level|Tape}()" to IFF style file format:
2771 Replaced "cookie" header string ("ROCKSNDIAMONDS_...\n") with
2772 real IFF style header "RND1....XXXX" (where "XXXX" is "CAVE"
2773 for levels and "TAPE" for tapes). Old "cookie" style format is
2774 still supported for reading. New level and tape files are written
2777 * New IFF chunk "VERS" contains version numbers for file and game
2778 (where "game version" is the version of the program that wrote the
2779 file, and "file version" is a version number to distinguish files
2780 with different format, for example after adding new features).
2782 2002-03-17 src/libgame/sound.c
2783 * Bug in "StopMusic()" fixed: SDL_mixer functions may be called
2784 even when sound not available.
2785 Thanks to Drew Parsons <dparsons@emerall.com> for the patch.
2787 2002-03-15 src/screen.c
2788 * "DrawHallOfFame()": "FadeSounds()" when entering the hall of fame.
2789 (Before, you heard a mixture of the in-game music and the
2790 hall-of-fame music.)
2792 2002-03-15 src/libgame/sound.c, src/libgame/platform.h
2793 * Added /dev/dsp (streaming audio) support for NetBSD (instead of the
2794 /dev/audio (ulaw) based Unix audio interface).
2795 Thanks to Krister Walfridsson <cato@df.lth.se> for the patches.
2797 2002-03-15 src/libgame/sdl.c
2798 * Workaround for fullscreen bug in WIN32 version of SDL (at least
2799 in the currently actual version 1.2.3) by using "standard" screen
2800 resolutions like 800x600 and mapping all input (mouse events) and
2801 output (screen drawing) accordingly.
2803 2002-03-14 src/events.c
2804 * Function "DumpTape()" (files.c) now available by pressing 't' from
2805 main menu (when in DEBUG mode).
2807 2002-03-14 src/game.c
2808 * "GameWon()": When game was won playing a tape, now there is no delay
2809 raising the score and no corresponding sound is played.
2811 2002-03-14 src/files.c
2812 * Changed "LoadTape()" for real chunk support and also adjusted
2813 "SaveTape()" accordingly.
2815 2002-03-14 src/game.c, src/tape.c, src/files.c
2816 * Important changes to tape format: The old tape format stored all
2817 actions with a real effect with a corresponding delay between the
2818 stored actions. This had some major disadvantages (for example,
2819 push delays had to be ignored, pressing a button for some seconds
2820 mutated to several single button presses because of the non-action
2821 delays between two action frames etc.). The new tape format just
2822 stupidly records all device actions and replays them later. I really
2823 don't know why I haven't solved it that way before?! Old-style tapes
2824 (with tape file version less than 2.0) get converted to the new
2825 format on-the-fly when loading and can therefore still be played;
2826 only some minor parts of the old-style tape handling code was needed.
2827 (A perfect conversion is not possible, because there is information
2828 missing about the device actions between two action frames.)
2830 2002-03-14 src/files.c
2831 * New function "DumpTape()" to dump the contents of the current tape
2832 in a human readable format.
2834 2002-03-14 src/game.c
2835 * Small tape bug fixed: When automatically advancing to next level
2836 after a game was won, the tape from the previous level still was
2837 loaded as a tape for the new level.
2839 2002-03-14 src/tape.c
2840 * Small graphical bug fixed: When pressing ""Record" or "Play" on
2841 tape, cartoons did not get completely removed because
2842 StopAnimation() was not called.
2844 2002-03-13 src/files.c
2845 * Changed "LoadLevel()" and "SaveLevel()" to add new chunk "CNT2".
2846 Fixed bug of "CONT" and "BODY" (chunk size was set to 8-bit element
2847 size even when using 16-bit elements). Added new chunk "CNT2" for
2848 16-bit amoeba content (previously written in 8-bit field in "HEAD"
2849 chunk even when content was 16-bit element). "CNT2" should now be
2850 able to store content for arbitrary elements (up to eight blocks of
2851 3 x 3 element arrays). All "CNT2" elements will always be stored as
2852 16-bit elements. "CONT" (with 8/16-bit elements) now obsolete.
2854 2002-03-13 src/files.c
2855 * Changed "LoadLevel()" for real chunk support.
2857 2002-03-12 src/game.c
2858 * Fixed problem (introduced after 2.0.0 release) with penguins
2859 not getting killed by enemies
2861 2002-02-28 src/libgame/sound.c
2862 * Fixed small problem with new SDL_Mixer 1.2.1:
2863 Mix_VolumeMusic() must be called _after_ Mix_PlayMusic(),
2864 or it has no effect.
2866 2002-02-24 src/game.c, src/main.h
2867 * Added "player->is_moving"; now "player->last_move_dir" does
2868 not contain any information if the player is just moving at
2870 Before, "player->last_move_dir" was misused for this purpose
2871 for the robot stuff (robots don't kill players when they are
2872 moving). But setting "player->last_move_dir" to MV_NO_MOVING
2873 broke tapes when walking through pipes!
2874 ("IS_MOVING()" uses "MovPos[][]", but this fails when it is 0
2875 in a continuous movement. This fact is ignored for friends and