2 * added configurability of editor control buttons (toolbox buttons)
5 * finished configurability of tape date and time display positions
6 * fixed bug with game buttons in tape area not properly redrawn
7 * fixed small graphical bug with default tape time display position
8 * added optionally configurable game frame counter to tape display
11 * fixed configurability of editor element palette (for columns != 4)
14 * improved configurability of tape date and time display positions
15 * added configurability of element properties button in editor
16 * added build dependency for auto-conf files
19 * added looking for editor element descriptions in level set directory
20 (for example, in file "<my-level-folder>/docs/elements/custom_1.txt")
23 * moved "element properties" button in editor from toolbox to palette
24 * added "zoom level tile size" button in editor to toolbox (currently
25 no function behind it; will be used to zoom level editor playfield)
26 * added key shortcuts '1' to '3' to view properties of drawing elements
27 * fixed gadget display bug in editor (door 1 area) after test playing
28 * fixed bugs when changing drawing area gadgets (like group elements)
31 * re-enabled editor palette element options in setup configuration file
34 * fixed loading custom PCX image files with default artwork file names
35 (like "RocksDoor.pcx") which are not redefined in artwork config file
36 (this is a special fix for Zelda 2 and probably some other existing
37 level sets which use new graphics which are not defined in the file
38 "graphicsinfo.conf", but use a file name of one of default graphics
39 (like "RocksScreen.pcx"); this did not work anymore for PCX files
40 since the default graphics files have been changed to PNG files, so
41 different file names are checked now (like "RocksScreen.png"), so if
42 the PNG files cannot be found, the old PCX files are also checked)
45 * added some more graphics customization options for the level editor:
46 - editor.button.prev_level (position)
47 - editor.button.next_level (position)
48 - editor.input.level_number (position)
49 - editor.palette.tile_size (tile size for palette elements)
50 - editor.palette.element_left.tile_size (draw element tile size)
51 - editor.palette.element_middle.tile_size (draw element tile size)
52 - editor.palette.element_right.tile_size (draw element tile size)
53 - editor.input.gfx.level_number (current level number input field)
56 * fixed menu display bugs caused by drawing outside menu area (again)
59 * fixed broken door animations when switching between custom graphics
62 * fixed layout for "level set info" to support custom playfield size
63 * fixed changing from title to info screen with custom playfield size
66 * fixed bug with not updating default bitmap pointer for scaled images
67 * fixed redraw/fade bugs when redefining the playfield size or position
70 * fixed some smaller issues with loading custom artwork
73 * added warnings when using undefined element and graphic names in
74 custom artwork definitions (like ".crumbled_like" or ".clone_from")
75 * added setting default filenames for all cloned graphics in static
76 graphics configuration on startup (to be able to fall back later)
79 * fixed using buttons on main screen with size other than 32x32 pixels
80 * fixed some initialization bugs for scrollbars and main screen buttons
81 * fixed bug when drawing non-element graphics (without separate in-game
82 graphic/bitmap defined) while non-standard game tile size is defined
85 * removed some remaining unused X11 stuff
86 * fixed bug with potentially suppressed exit error message on startup
89 * fixed bug not loading tape when selecting level from level selection
90 screen (thanks to filbo for finding this bug and supplying a patch)
93 * fixed menu display bugs (drawing outside menu area with draw offset)
94 * fixed menu key navigation bugs (when using smaller menu list size)
97 * added support for animated door parts during opening/closing movement
100 * added automatic detection of normal/steel character elements in level
101 editor when drawing text (depending on currently selected element)
104 * eliminated historical ISO-8859-1 characters from source code files
105 (but still using them internally for special character encodings)
106 * changed output of special character for level sketch brushes to UTF-8
109 * added handling of unselectable selectbox options and option headlines
112 * fixed bug when changing between graphic sets with different tile size
113 * cleanup of handling the various graphic sizes for different purposes
114 (like 32x32, 16x16 etc.); this change was needed for the bugfix above
117 * added virtual keyboard on Android port when entering player name
120 * fixed "quick menu doors" and sounds for door and envelope requests
123 * fixed display bugs with certain custom menu definitions regarding the
124 hall of fame (high scores) and setup screens that require scrolling
125 (these display bugs showed up with custom menu graphics of R'n'D jue)
128 * fixed bug with animation frames per line with non-standard tile size
129 (relevant for example for 64x64 sized frames continued on next row)
132 * removed checking of file identifier tokens for configuration files
135 * fixed bug where player actions were only mapped in team mode
136 (this broke four tapes in automatic game engine unit test where
137 old levels contained a non-yellow player, like rnd_abby_king, 011)
140 * removed large parts of the preprocessor hell of old and unused code
143 * updated source file headers (mainly author contact information)
146 * added key shortcuts for window scaling and toggling fullscreen mode:
147 - Ctrl-'+', Ctrl-'-' and Ctrl-'0' for up/downscaling and normal size
148 - "F11" key for toggling fullscreen mode (in addition to Alt-Enter)
151 * fixed some drawing bugs when scaling graphics due to "game.tile_size"
152 * added some performance improvements when handling SDL surface scaling
155 * added custom graphics property "game.tile_size" to define in-game tile
156 size (this defines the tile size actually displayed on the playfield);
157 tile graphics will either be scaled to the defined game tile size or
158 have to be specified with the same image size (using ".tile_size")
161 * added custom graphics property ".tile_size" to define tile image size
162 for game element graphics (like "custom_1.tile_size"); non-standard
163 sized images will then be scaled accordingly to standard tile size
166 * fixed music still being played in Android version when in background
169 * added Android "menu" button to be treated as "yes" requester button
170 (while the Android "back" button was already treated as "no" button)
173 * added command line options "--version" / "-V" to show program version
174 (also shows SDL library versions when prefixed with "--debug" option)
177 * error file set to unbuffered to prevent truncation in case of crashes
180 * fixed bug causing wrong screen updates while playing (whole screen
181 update from backbuffer instead of playfield buffer if REDRAW_ALL set)
182 * fixed nasty (typo) bug in native EM engine causing broken player
183 graphics when using different (redefined) playfield size
186 * fixed bug causing EM/EMC graphics sets containing original 16x16 tiles
187 to be displayed incorrectly (with broken scaling) when switching
188 between small and normal game graphics (thanks a lot to filbo for
189 analyzing and describing how to exactly reproduce this bug)
192 * removed MS-DOS support
193 * removed native X11 support (X11 now only supported via SDL/SDL2)
196 * cleanup of functions RedrawPlayfield() and BlitScreenToBitmap()
199 * fixed level redraw after quick-loading tape with small tile graphics
202 * added compatibility code for existing request door animation settings
205 * added ultra-generic, ultra-flexible request door animation handling
208 * fixed major bugs in handling single-player and multi-player tapes
209 (for details, see http://www.artsoft.org/forum/viewtopic.php?t=2086)
212 * fixed various problems with playfield and requester/tape/editor doors
213 defined to be at non-standard screen positions in artwork config file
216 * added envelope style requester dialog (alternative to door requester)
219 * fixed problems with window scaling and updating related setup value
220 * added setup option to select anti-aliasing quality of scaled windows
223 * improved speed of displaying progress when loading levels and artwork
224 * changed fullscreen and window scaling changes in setup menu to have
225 immediate effect (instead of being effective after leaving setup menu)
228 * fixed toons stopping on continuous touch events on Mac OS X
231 * fixed bug when displaying game envelope with even sized playfield
232 * added graphic configuration options for request (dialog) buttons
235 * fixed some redraw bugs with window scaling under Mac OS X
238 * fixed problems with window scaling and updating related setup value
241 * fixed problems related to fullscreen switching and window scaling
244 * fixed inconsistent custom artwork constants numbering in src/main.h,
245 src/screen.c and src/conf_gfx.c (this really should be cleaned up)
246 (this bug caused custom artwork definition to set wrong variable)
249 * fixed using fullscreen mode on Android instead of pseudo-window mode
250 * fixed keeping desktop fullscreen mode when changing viewport size
253 * fixed remaining text input problems for non-ASCII keys with modifier
254 * added window scaling options to graphics setup menu
257 * fixed key code problems with certain keys for SDL2
258 (keypad keys not being in numerical order; number of function keys)
259 * fixed text input problems for text characters using modifier keys
262 * fixed fullscreen option for SDL2 (using only desktop fullscreen now)
265 * fixed graphical bugs when using renderer/texture based graphics
268 * fixed playing certain sounds (menu navigation sound and counting
269 score sound after solving a level) when "normal sounds" are disabled
272 * continued porting Rocks'n'Diamonds to Android (levels now playable)
275 * added SDL2 renderer/texture based graphics frame handling to allow for
276 "desktop" style fullscreen mode and scaling of game screen/window
279 * removed limitation of artwork files to selected file types (this means
280 that every file type supported by SDL_image and SDL_mixer can be used)
281 * changed default graphics from PCX to PNG (needed for Android version
282 to prevent painfully slow image loading, although not compressing PCX
283 files in the assets directory of the APK package might also work fine)
284 * fixed bug with SDL_BlitSurface creating garbage when source and target
285 surface are the same (this bug also existed in versions of SDL 1.2.x)
288 * started porting Rocks'n'Diamonds to Android (already shows main menu)
291 * ported Rocks'n'Diamonds to SDL2 (first simple version that works)
294 * version number set to 3.3.1.3
297 * version 3.3.1.2 released
300 * improved error handling: display error message on screen (not only in
301 the error file or on the console), and display path of the error file
304 * fixed problem with R'n'D restarting with same level set that may have
305 caused a problem (and therefore failing again and again); after an
306 error, the last level set is now deactivated in file "levelsetup.conf"
307 to restart with default level set (which should work without error)
310 * fixed determining main game data directory on Mac OS X "Mavericks"
313 * version number set to 3.3.1.2
316 * version 3.3.1.1 released
319 * added scripts directory to distribution package to enable building
320 element definitions after editing artwork config source code files
323 * added volume controls for sounds, loops and music to sound setup
326 * version number set to 3.3.1.1
329 * version 3.3.1.0 released
332 * version number set to 3.3.1.0
335 * fixed display of level time switching from ascending to descending
336 when making use of the "time orb bug" (see element setting in editor)
337 (see level 053 of set "rnd_equinox_tetrachloride_ii" for an example)
338 * fixed graphics performance problems (especially on Mac OS X) by using
339 whole-playfield redraw on SDL target, while still using the previous
340 single-tile redraw method on X11 target (using redraw tiles threshold)
343 * fixed code (esp. random/tape handling) when compiled on 64-bit systems
344 (by replacing all "long" types by "int" types)
347 * fixed nasty bug (affecting crumbled graphics) after adding new special
348 graphics suffix ".TAPE" (and messing some things up in src/main.c)
351 * fixed wrong argument order in DrawTextBuffer() in gadgets.c
352 (this caused fonts in envelope config in level editor being invisible)
355 * fixed some problems with half tile size and even tile sized playfields
358 * added level selection screen (when clicking on main menu level number)
359 * added level tracing (played, solved) for use in level selection screen
360 (to display already played or solved levels in different font color)
363 * added alternative game mode for playing with half size playfield tiles
364 * fixed another memory violation bug in the native Supaplex game engine
365 (this potential memory bug was also in the original Megaplex code, but
366 apparently only occured under rare conditions triggered by using the
367 additional added preceding playfield memory area to make a few strange
368 levels using dirty off-playfield tricks (bugs) like "12s033.sp" also
369 solvable (this all worked fine in the classic DOS version, of course))
372 * added graphics performance optimization to native Supaplex game engine
373 * fixed bug with accidentally removing preceding buffer in SP engine
374 * moved some editor graphics from "RocksDoor.pcx" to "RocksMore.pcx"
375 (to prevent compatibility mapping of these newer graphics to older
376 (custom) versions of "RocksDoor.pcx" which did not contain them yet)
379 * added separately configurable game panel background to graphics config
380 * fixed displaying Supaplex time (now based on 35 fps instead of 50 fps)
383 * added tape panel graphics and screen positions to graphics config
386 * added compatibility stuff for redefined "global.door" (which affects
387 all parts of that image that have their own graphics definition now)
390 * added sound button graphics to graphics config
393 * added tape button graphics and screen positions to graphics config
396 * improved single step mode in R'n'D, EM and SP engines
399 * version number set to 3.3.0.2
402 * version 3.3.0.1 released
405 * added configurable key shortcuts for snap+direction player actions
406 (probably most useful for recording tool-assisted speedrun (TAS)
407 tapes using the single-step mode of the tape recorder)
410 * version number set to 3.3.0.1
413 * version 3.3.0.0 released
416 * fixed missing memory allocation in SP engine when saving engine data
417 for non-SP game engine snapshots (which also stores SP engine part)
420 * fixed problem with scrolling in native EM engine in multi-user mode
421 (this bug was just introduced with the experimental viewport stuff)
422 * fixed animation of splashing acid in EM engine with classic artwork
423 * fixed animation of cracking nut in EM engine with classic artwork
424 * fixed (implemented) single step mode in native EM and SP engines
425 * fixed "latest_engine" flag in classic levels (moved to single sets)
426 * updated SDL library DLLs for Windows to the latest release versions
427 (this fixed some mysterious crashes of the game on Windows systems)
428 * replaced EM and SP set in classic level set with native level files
429 * finally added a newly written "CREDITS" file to the game package
430 * removed sampled music loops from classic music set
433 * changed native Emerald Mine engine to support different viewport sizes
436 * changed native Supaplex engine to support different viewport sizes
439 * added initial, experimental support for different viewport properties
440 (with "viewports" being menu/playfield area and doors; currently the
441 size of the menu/playfield area and door positions can be redefined)
444 * added initial, experimental support for different window sizes
447 * added support for native Sokoban solution files in pure 'udlrUDLR'
448 format with extension ".sln" instead of ".tape" for solution tapes
451 * added image config suffix ".class" to be able to define classes of
452 crumbled elements which are then separated against each others when
453 drawing crumbled borders (class names can freely be defined)
454 (Example: "sand.CRUMBLED.class: sand" and "emc_grass.CRUMBLED.class:
455 emc_grass" results in sand and emc_grass being crumbled separately,
456 even if directly adjacent on the playfield.)
457 * added image config suffix ".style" to use two new features for
459 - "accurate_borders": try to draw correctly crumbled corners (which
460 means that a row of crumbled elements does not have two crumbled
461 corners for each element in the row, but only at the "real" corners
462 at the start and the end of the row of elements)
463 - "inner_corners": also draw inner corners in concave constructions
464 of several crumbled elements -- this is currently a big kludge: the
465 number of frames for crumbled graphic must be "2", with the first
466 frame as usual (crumbled graphic), while the second frame contains
467 the graphic with inner (crumbled) corners for the crumbled graphic
468 (These two features are mainly intended for bevelled walls, not for
469 diggable elements like sand; "inner_corners" only works reliably for
470 static walls, not for in-game dynamically changing walls using CEs.)
473 * finished code cleanup of native Supaplex game engine
476 * started code cleanup of native Supaplex game engine
479 * integrated playing sound effects into native Supaplex game engine
482 * added configurable key shortcuts for the tape recorder buttons
485 * added (hidden) function to save native Supaplex levels with tape as
486 native *.sp file containing level with demo (saved with a file name
487 similar to native R'n'D levels, but with ".sp" extension instead of
488 ".level"); to use this functionality, enter ":save-native-level" or
489 ":snl" from the main menu with the native Supaplex level loaded and
490 the appropriate tape loaded to the tape recorder
491 * fixed potential crash bug caused by illegal array access in engine
492 snapshot loading and saving code
493 * changed setting permissions of score files to be world-writable if
494 the program is not installed and running setgid to allow the program
495 to modify existing score files when run as a different user (which
496 allows cheating, of course, as the score files are not protected
497 against modification in this case)
498 * added (commented out) suggestions for RO_GAME_DIR and RW_GAME_DIR to
499 the top level Makefile for Debian / Ubuntu installations
500 * added saving read-only levels from editor into personal level set
501 (thanks to Bela Lubkin for the above four patches)
504 * added updating of game values on the panel to Supaplex game engine
507 * finished integrating R'n'D graphics engine into Supaplex game engine
508 (although some animations do not support full customizability yet)
511 * done integrating R'n'D graphics engine into file "Infotron.c"
512 * done integrating R'n'D graphics engine into file "OrangeDisk.c"
515 * integrated engine snapshot functionality into Supaplex game engine
518 * fixed bug in native Supaplex engine that broke several demo solutions
519 * fixed bug with re-initializing already existing elements in function
520 RelocatePlayer() in src/game.c (causing problems with Sokoban fields
521 counted a second time, making the currently playing level unsolvable)
522 * done integrating R'n'D graphics engine into file "SnikSnaks.c"
523 * done integrating R'n'D graphics engine into file "Electrons.c"
524 * done integrating R'n'D graphics engine into file "Zonk.c"
527 * done integrating R'n'D graphics engine into file "Murphy.c"
528 * done integrating R'n'D graphics engine into file "BugsTerminals.c"
531 * started integrating R'n'D graphics engine into Supaplex game engine
534 * added small kludge that allows transparent pushing animation over
535 non-black background (by using "game.use_masked_pushing: true")
536 * added editor flag to Sokoban field/object elements to automatically
537 finish solved Sokoban style levels (even if they contain non-Sokoban
538 elements, which prevents auto-enabling this feature for such levels)
541 * added new element "from_level_template" which is replaced by element
542 from level template at same playfield position when loaded (currently
543 not accessible from level editor, but only used for special Sokoban
544 level conversion when using "special_flags: load_xsb_to_ces")
545 * added special behaviour for "special_flags: load_xsb_to_ces": global
546 settings of individual level files are overwritten by template level
547 (except playfield size, level name, level author and template flag)
550 * added handling of gravity ports when converting Supaplex style R'n'D
551 levels to native Supaplex levels for playing with Supaplex engine
554 * fixed bug in Supaplex engine regarding initial screen scroll position
557 * fixed EMC style pushing animations in the R'n'D graphics engine (when
558 using ".2nd_movement_tile" for animations having start and end tile)
559 * for this to work (look) properly for two-tile pushing animations with
560 non-black (i.e. opaque) background, the pushing graphics drawing order
561 was changed to first draw the pushed element, then the player (maybe
562 this should be controlled by an ".anim_mode" flag yet to be added)
563 * two-tile animations for moving or pushing should have 7 frames for
564 normal speed, 15 frames for half speed etc. to display correct frames
565 * two-tile animations are also displayed correctly with different speed
566 settings for the player (for pushing animations) or moving elements
569 * added searching for template level (file "template.level") not only
570 inside the level set directory, but also in above level directories;
571 this makes is possible to use the same single template level file
572 (placed in a level group directory) for many level sub-directories
575 * fixed bug with steel exit being destructible during opening phase
576 * added token "special_flags" to "levelinfo.conf" (currently with the
577 only recognized value "load_xsb_to_ces", doing the same as the flag
578 "-Dload_xsb_to_ces" on the command line, but as a permanent flag for
579 converting all elements in native (XSB) Sokoban level files to CEs)
582 * fixed some problems with Supaplex engine when compiling for Windows
585 * added special mode to convert elements of Sokoban XSB levels to CEs
586 by adding "-Dload_xsb_to_ces" to the command line starting the game
587 (also adding a dependency to a template level file "template.level")
590 * added reading native Sokoban levels and level packages (XSB files)
593 * fixed bugs in (auto)scrolling behaviour when passing ports or when
594 wrapping around the playfield through "holes" in the playfield border
597 * changed internal playfield bitmap handling from playfield sized bitmap
598 to screen sized bitmap (visible scrolling area), therefore speeding up
599 graphics operations (by eliminating bitmap updates in invisible areas)
600 and removing playfield size limitations due to increasing bitmap size
601 for larger playfield sizes (while the new implementation always uses
602 a fixed playfield bitmap size for arbitrary internal playfield sizes)
605 * fixed bug with single step mode (there were some cases where the game
606 did not automatically return to pause mode, e.g. when trying to push
607 things that cannot be pushed or when trying to run against a wall)
610 * added support for loading Supaplex levels in MPX level file format
613 * fixed SP engine to set "game over" not before lead out counter done
616 * fixed (potential) compile error when using GCC option "-std=gnu99"
617 (thanks to Tom "spot" Callaway)
620 * fixed array allocation in native Supaplex engine to correctly handle
621 preceding scratch buffers (needed because of missing border checking)
622 * fixed playfield initialization to correctly add raw header bytes as
623 subsequent scratch buffer (needed because of missing border checking)
626 * most important parts of native Supaplex engine integration working:
627 - native Supaplex levels can be played in native Supaplex engine
628 - native Supaplex level/demo files ("*.sp" files) can be re-played
629 - all 111 classic original Supaplex levels automatically solvable
630 - native Supaplex engine can be selected and used from level editor
631 - logic of re-playing Supaplex demos migrated to R'n'D tape logic
634 * fixed another translation problem from VisualBasic to C (where "int"
635 should be "short") causing unsolvable demos with bugs and terminals
636 ("bugs" being related to the Supaplex "buggy base" element here ;-) )
639 * fixed bug when reading Supaplex single level files (preventing loader
640 from seeking to level position like in Supaplex level package files)
643 * first classic Supaplex level running and solved by solution/demo tape
646 * started with integration of native Supaplex engine, using source code
647 of Megaplex from Frank Schindler, based on original Supaplex engine
650 * version number set to 3.2.6.2
653 * version 3.2.6.1 released
656 * fixed bug with element_info[e].gfx_element not being initialized in
657 early game stage, causing native graphics in EMC level sets to be
658 mapped completely to EL_EMPTY (causing a blank screen when playing)
659 (this only happened when starting the program with an EMC set with
660 native graphics, but not when switching to such a set at runtime)
663 * deactivated blit-to-same-surface workaround again (see 2009-03-24)
664 and using self-compiled, patched SDL.dll that solves this problem
665 (interim solution until release of SDL 1.2.14 that should fix this)
668 * extended backwards compatibility mode to allow already fixed bug with
669 change actions (see "2008-02-05") for existing levels (especially the
670 Zelda and Zelda II levels and other cool stuff by Alan Bond like FMV)
673 * reactivated workaround to prevent program crashes due to blitting to
674 the same SDL surface that apparently only occurs on Windows systems
675 (this is no final solution; this problem needs further investigation)
678 * version number set to 3.2.6.1
681 * version 3.2.6.0 released
684 * fixed behaviour of player option "no centering when relocating" which
685 was incorrect when disabled and relocation target inside visible area
686 and "no scrolling when relocating" enabled at the same time
689 * fixed problems with re-mapping players on playfield to input devices:
690 previously, players found on the level playfield were changed to the
691 players connected to input devices (for example, player 3 in the level
692 was changed to player 1 (using artwork of player 3, to be able to use
693 a player with a different color)); this had the disadvantage that CE
694 conditions using player elements did not work (because the players in
695 the level definition are different to those effectively used in-game);
696 the new system uses the same player elements as defined in the level
697 playfield and re-maps the input devices of connected players to the
698 corresponding player elements when playing the level (in the above
699 example, player 3 now really exists in the game and is moved using the
700 events from input device 1); level tapes still store the events from
701 input devices 1 to 4, which are then re-mapped to players accordingly
702 when re-playing the tape (just as it is done when playing the level)
705 * fixed bug with player relocation while the player switches an element
708 * fixed bug with EM/DC style exit and EM/DC style steel exit which was
709 not walkable (and did not let the player enter) when in process of
710 opening, but not fully open yet (which can cause the player not being
711 able to enter the exit in EM/DC style levels in time)
714 * fixed some bugs regarding the new level/CE random seed reset options
717 * moved "level settings" and "editor settings" to two tabbed screens in
718 level editor to gain space for additional level property settings
719 * added level setting to start a level with always the same random seed
720 * added CE action "set random seed" to re-initialize random seed in game
721 (this is the only CE action that gets executed before the CE changes,
722 which is needed to use the newly set random seed during the CE change)
725 * fixed redraw problem of special editor door when playing from editor
728 * fixed initialization of gfx_element for level sketch image creation
731 * added switch for EM style dynamite "[ ] explodes with chain reaction"
732 (with default set to "on" for existing levels, but "off" for all new
733 levels), as EM style dynamite does not chain-explode in original EM
736 * added optional initial inventory for players (pre-collected elements)
737 * added change page actions "set player inventory" and "set CE artwork"
738 * added recognition of "player" parameter on change pages when player
739 actions are defined, but no trigger player in corresponding condition
740 (this resulted in actions that only affected the first player before)
741 * fixed bug with change actions being executed for newly created custom
742 elements resulting from custom element changes, when the intention was
743 only to check for change actions for the previous custom element
746 * changed design and size of element drawing area in level editor
747 * added "element used as action parameter" to element change actions
750 * added possibility to reanimate player immediately after his death
751 (for example, by "change to <player> when explosion of <player>")
754 * fixed bug with "gray" white door not being uncovered by magnifier
755 * added score for collecting (any) key to the white key config page
758 * added condition "deadly when <getting hit by>" for custom elements
759 that behaves a bit like the existing "deadly when <colliding with>",
760 but with the following differences:
761 - it only kills players or friends when it was moving before it hits
762 - it does not kill players or friends that try to run into it
765 * fixed the following change conditions where a player element is used
766 as the "element that is triggering the custom element change":
769 - explosion of <element>
771 (the last two conditions already worked partially, but only for the
772 first player, and not for the "Murphy" player when using "move of")
775 * fixed crash bug caused by accessing invalid element (with value -1)
776 in UpdateGameControlValues()
777 * fixed graphical bug when using two-tile movement animations with EMC
778 game engine without explicitly using native EMC graphics engine
781 * fixed bug in new "can dig" feature (see below) so that an unsuccessful
782 try to push something (due to push delay) does not cause a dig action
785 * fixed bug with reference elements used as trigger elements on custom
786 element change pages not being recognized
787 * fixed bug with reference elements not being removed from the playfield
788 * added engine functionality that allows custom elements that "can dig"
789 other elements not only to do so when moving by themselves, but also
790 when being pushed by the player (therefore adding the functionality to
791 push one element over another element, replacing it with the new one)
794 * added command line function to write level sketch images to directory
797 * merged override and auto-override options into new override options
798 with a new data type than can take the values "no", "yes" and "auto"
801 * fixed growing steel wall to also leave behind steel wall instead of
802 normal, destructible wall
803 * fixed handling of rocks falling through stacks of quicksand with
804 different speed (before, the rocks just got stuck in the quicksand)
807 * fixed nasty bug with auto-override and normal override not working on
808 program startup (especially when current level set has custom artwork)
811 * version 3.2.5 released as special edition "R'n'D jue"
814 * fixed X11 crash bug when blitting masked title screens over background
817 * changed build system to support special editions (like "R'n'D jue")
818 * added (hardcoded) loading graphics for "R'n'D jue" special edition
819 * fixed X11 crash bug when scaling images with width/height less than 32
822 * added "background.PLAYING" (only visible as two-pixel border in game)
823 * added default level set for first start of special R'n'D version
824 * changed door animations for editor always behaving like "quick doors"
827 * added new custom artwork setup option "auto-override non-CE sets" for
828 automatic artwork override that is only used for level sets without
829 custom element artwork (as it does not make much sense to override
830 any artwork that redefines custom element artwork for sets using CEs)
831 * fixed default artwork for "special" R'n'D versions always using the
832 "classic" artwork as the base if base artwork is not explicitly
833 defined in "levelinfo.conf", regardless of different default artwork
834 used by the special R'n'D version -- this is needed because any such
835 custom artwork is designed using the "classic" artwork definitions as
836 the base (including menu definitions and screen positions etc., which
837 would otherwise be taken from the different special default artwork)
840 * fixed drawing of animated "quicksand.filling" and "quicksand.emptying"
841 for both EMC and R'n'D graphics engine (heavy workarounds needed due
842 to massively broken handling of quicksand in R'n'D game engine)
843 * fixed off-limits access to array in DrawLevelFieldCrumbledSandExt()
844 * fixed crash bug (hopefully) when scrolling with cursor keys in editor
847 * fixed small bug in toon drawing (introduced when fixing the crash bug)
850 * added graphics definition "game.panel.highscore" to display the
851 current levels current high score in the game panel
854 * version number set to 3.2.5
857 * version 3.2.4 released
860 * fixed crash bug in toon drawing functions for large step offset values
863 * fixed some problems with displaying game panel when quick-loading tape
866 * fixed (experimental only) redrawing of every tile per frame (even if
867 unneeded) for the extended (R'n'D based) EMC graphics engine
868 * added optimization to only calculate element count for panel display
869 if really needed (that is, if element count values defined on panel)
870 * fixed problem with special editor door redraw when entering main menu
873 * fixed bug with displaying background for title messages on info screen
874 * some code cleanup for the extended (R'n'D based) EMC graphics engine
877 * fixed bug with CE action "move player" always resulting in player 4
878 if there was a CE action with no trigger player (because the player
879 element was calculated by using log_2() from trigger player bits with
880 the value PLAYER_BITS_ANY) -- this is now fixed by also storing the
881 triggering player bit mask and handling all players in "move player"
882 * fixed bug when defined artwork cannot be found for artwork that has
883 default artwork cloned from other artwork (without default filename)
884 * added several fixes to the extended (R'n'D based) EMC graphics engine
887 * fixed broken editor copy and paste for custom elements between levels
890 * title messages are now also searched in graphics artwork directory;
891 those found in graphics directory have precendence over those found
892 in level directory -- this handles title messages stored in graphics
893 directories as part of the artwork set, just like title images; this
894 makes sense, as corresponding special font definitions for messages
895 are usually defined in the same graphics artwork directory, and also
896 because title images and title messages that are combined in a level
897 set introduction should usually not be separated when the level set
898 is used with a different artwork set (e.g. using "override graphics")
899 * fixed problem with door borders on main screen by first drawing doors
900 and then the corresponding border masks, but not vice versa
901 * fixed problem with artwork config entries using the value "[DEFAULT]";
902 this does not what one might expect, but sets the value to an invalid
903 value -- solution: simply ignore such entries, which results in this
904 value keeping its previous (real) default value (in general, entries
905 that should use their default value should just not be defined here)
906 * fixed problem with wrong fading area size from main menu to setup menu
909 * fixed problem with broken crumbled graphics after level set changes
910 when using R'n'D custom artwork with level sets using the EMC engine
913 * fixed invisible "joysticks deactivated ..." text on setup input screen
916 * added use of hashes created from static lists (element tokens, image
917 config, font tokens) to speed up lookup of configuration parameters
918 * fixed bug where element and graphic config token lookup was mixed up
921 * added "busy" animation when initializing program and loading artwork
922 * added initialization profiling for program startup (debugging only)
925 * fixed(?) very strange bug apparently triggered by memset() when code
926 was cross-compiled with MinGW cross-compiler for Windows XP platform
927 (this only happened when using SDL.dll also self-compiled with MinGW)
930 * added graphics engine directive "border.draw_masked_when_fading" that
931 enables/disables drawing of border mask over screen that is just faded
934 * fixed small problem with separate fading definition for game screen
937 * added additional configuration directives for setup screen draw offset
938 menu.draw_xoffset.SETUP[XXX] and menu.draw_yoffset.SETUP[XXX] with XXX
939 in GAME, EDITOR, GRAPHICS, SOUND, ARTWORK, INPUT, SHORTCUTS_1,
940 SHORTCUTS_2, CHOOSE_ARTWORK, CHOOSE_OTHER (where "CHOOSE_ARTWORK" is
941 used to define draw offset on custom artwork selection screens and
942 "CHOOSE_OTHER" is used on all other list style selection screens, like
943 choosing game speed or screen mode for fullscreen mode)
944 * added additional configuration directives to define main menu buttons:
945 - menu.button_name and menu.button_name.active
946 - menu.button_levels and menu.button_levels.active
947 - menu.button_scores and menu.button_scores.active
948 - menu.button_editor and menu.button_editor.active
949 - menu.button_info and menu.button_info.active
950 - menu.button_game and menu.button_game.active
951 - menu.button_setup and menu.button_setup.active
952 - menu.button_quit and menu.button_quit.active
953 * added eight pure decoration graphic definitions for the game panel
956 * added support for accessing native Diamond Caves II level packages
957 * fixed displaying of game panel values for Emerald Mine game engine
958 * fixed displaying end-of-level time and score values on new game panel
961 * added game panel control to display arbitrary elements on game panel
962 * added game panel control to display custom element score (globally
963 unique for identical custom elements) either as value or as element
964 * added ".draw_masked" and ".draw_order" to game panel control drawing
967 * fixed some general bugs with handling of ".active" elements and fonts
970 * cleanup of game panel elements (some elements were not really needed)
971 * added displaying of gravity state (on/off) as new game panel control
972 * added animation for game panel elements (similar to game elements)
975 * added new pseudo game mode "PANEL" to define panel fonts and graphics
976 - panel fonts now use ".PANEL" suffix instead of ".PLAYING" suffix
977 - panel graphics now use ".PANEL" suffix instead of ".DOOR" suffix
978 (else graphics would have to use ".PLAYING", which would be confusing)
979 * fixed bug when fading out to game screen with border mask defined
982 * added attribute ".tile_size" for element style game panel controls
985 * added <space> key as additional valid key to use for confirm requester
988 * improved menu fading, adding separate fading definitions for entering
989 and leaving a "content" screen (in general), and optional definitions
990 for the special "content" screens SCORES, EDITOR, INFO and PLAYING
993 * added (currently invisible) setup option to define scroll delay value
994 * fixed small bug in priority handling when auto-detecting level start
995 position in levels without player element (but player from CE etc.)
996 * added option "game.forced_scroll_delay_value" to override user choice
997 of scroll delay value for certain level sets with "graphicsinfo.conf"
998 * replaced setup option "scroll delay: on/off" by new setup option that
999 directly allows selecting the desired scroll delay value from 0 to 8
1002 * added displaying of most game panel control elements (not animated)
1005 * added new configuration directives to display additional game engine
1006 values on the game control panel, like the following examples:
1007 - game.panel.time_hh/time_mm/time_ss - level time in HH/MM/SS format
1008 - game.panel.penguins - number of penguins to rescue
1009 - game.panel.level_name - level name of current level
1012 * added support for preview tile sizes "1" and "2" (1x1 and 2x2 pixels)
1015 * added new player option "no centering when relocating" for "invisible"
1016 teleportations to level areas that look exactly the same, giving the
1017 illusion that the player did not relocate at all (this was the default
1018 since 3.2.3, but caused visual problems with room creation in "Zelda")
1019 * added new menu fading effect "melt", shamelessly stolen from "DOOM"
1022 * improved menu fading, adding separate fading definitions for entering
1023 and leaving a menu and for fading between menu and "content" screens
1024 * fixed small bug with recognizing also ".font_xyz" style definitions
1027 * improved menu fading, adding separate fading definitions for fading
1028 between menu screens and fading between menu and "destination" screens
1031 * titlemessage_initial_x and titlemessage_x set to "[DEFAULT]" in static
1032 configuration (set from "[titlemessage_initial]" and "[titlemessage]")
1033 * fading settings of "[titlemessage_initial]" and "[titlemessage]" set
1034 to "[DEFAULT]" in static configuration (set from "[title_initial]" and
1036 * improved title fading, allowing fading animation types "none", "fade"
1037 and "crossfade" (including cross-fading of last title to main menu)
1040 * added configurability of graphics, sounds and music for title screens,
1041 which are separated into initial title screens (only shown once at
1042 program startup) and title screens shown for a given level set; these
1043 title screens can be composed of up to five title images and up to
1044 five title text messages (each drawn using an optional background
1045 image), also using background music and/or sounds; aspects like
1046 background images, sounds and music of title screens can either be
1047 defined generally (valid for all title screens) or specifically (and
1048 therefore differently for each title screen) using these directives:
1050 to define a background image, sound or music file for all screens:
1051 - background.TITLE_INITIAL (for all title screens for game startup)
1052 - background.TITLE (for all title screens for level sets)
1054 to define a background image, sound or music file for a single screen:
1055 - background.titlescreen_initial_x (with x in 1,2,3,4,5)
1056 - background.titlescreen_x (with x in 1,2,3,4,5)
1057 - background.titlemessage_initial_x (with x in 1,2,3,4,5)
1058 - background.titlemessage_x (with x in 1,2,3,4,5)
1060 to define the title screen images:
1061 - titlescreen_initial_x (with x in 1,2,3,4,5)
1062 - titlescreen_x (with x in 1,2,3,4,5)
1064 to define the title text messages, place text files into the level set
1065 directory that have the following file names:
1066 - titlemessage_initial_x.txt (with x in 1,2,3,4,5)
1067 - titlemessage_x.txt (with x in 1,2,3,4,5)
1069 to define the properties of the text messages, either use directives
1070 that affect all text messages:
1071 - [titlemessage_initial].<suffix>
1072 - [titlemessage].<suffix>
1073 or use directives that affect single text messages:
1074 - titlemessage_initial_x.<suffix> (with x in 1,2,3,4,5)
1075 - titlemessage_x.<suffix> (with x in 1,2,3,4,5)
1077 valid values for <suffix> are the same as for readme.<suffix> below;
1078 use ".sort_priority" (default: 0) to define an arbitrary order for
1079 title images and title messages (which can therefore be mixed)
1082 * added full configurability of "readme.txt" screen appearance:
1083 - readme.x: <left position used with alignment>
1084 - readme.y: <top position>
1085 - readme.width: <maximim text width in pixels>
1086 - readme.height: <maximum text height in pixels>
1087 - readme.chars: <maximum number of chars per line>
1088 - readme.lines: <maximum number of lines displayed>
1089 - readme.align: left,center,right (default: center)
1090 - readme.top: top,middle,bottom (default: top)
1091 - readme.font: font name
1092 - readme.autowrap: true,false (default: true)
1093 - readme.centered: true,false (default: false)
1094 - readme.parse_comments: true,false (default: true)
1095 - readme.sort_priority: (not used here, but only for title screens)
1096 when "readme.chars" and/or "readme.lines" is set to "-1" (this is the
1097 default), they are automatically determined from "readme.width" and
1098 "readme.height" accordingly; when they are not "-1", they have
1099 precedence over "readme.width" and "readme.height"
1100 * added internal ad-hoc config settings for displaying text files like
1101 title messages or "readme.txt" style level set info files:
1102 - .font: font name (default: readme.font)
1103 - .autowrap: true,false (default: readme.autowrap)
1104 - .centered: true,false (default: readme.centered)
1105 - .parse_comments: true,false (default: readme.parse_comments)
1106 (the leading '.' and the separating ':' are mandatory here); to use
1107 these ad-hoc settings, they have to be written inside a comment, like
1108 "# .autowrap: false" or "# .centered: true"; these settings then
1109 override the above global settings (they can even be used more than
1110 once, like "# .centered: true", then some text that should be drawn
1111 centered, then "# .centered: false" to go back to non-centered text;
1112 important note: after using "# .parse_comments: false", or when using
1113 "readme.parse_comments: false", detecting and parsing comments inside
1114 the file is disabled and comments are just printed like normal text;
1115 also be aware that all automatic text size calculations are done with
1116 the font defined in "readme.font", while using different fonts using
1117 "# .font: <font>" inside the text file may cause unexpected results
1120 * changed some numerical limits in the level editor from 255 to 999
1123 * added option "system.sdl_videodriver" to select SDL video driver
1124 * added output of SDL video and audio driver to "version info" page
1127 * added group element drawing to IntelliDraw drawing functions
1128 * fixed animation resetting problem again (last try broke Snake Bite)
1129 * fixed diagonal scrolling in screen scrolling (last try broke Pac Man)
1132 * added new (special) "include: <filename>" directive that works in all
1133 configuration files (like "graphicsinfo.conf") and that has the same
1134 effect as if that directive would be replaced with the content of the
1135 specified file (this can be useful to split large configuration files
1136 into several smaller ones and include them from one main file, or to
1137 store configuration settings that always stay the same into a separate
1138 file, while including it and only add those parts that really change)
1141 * fixed minor bug (screen redraw of player tiles) in EMC graphics engine
1144 * fixed bug in "InitMovingField()" where treating an integer array as
1145 boolean caused wrong resetting of animations while elements are moving
1146 * fixed problem with resetting animations when starting element change
1149 * added sort priority for order of title screens and title messages
1152 * changed end of game again: do not wait for the user to press a key
1153 anymore, but directly ask/confirm tape saving and go to hall of fame
1154 * re-enabled quitting of lost game by pressing space or return again
1155 * added blanking of mouse pointer when displaying title screens
1156 * added remaining menu draw offset definitions for info sub-screens
1159 * added setup option to select game speed (from very slow to very fast)
1160 * improved handling of title text messages (initial and for level set)
1163 * added new options "auto-wrap" and "centered" for DC2 style envelopes
1166 * fixed displaying and typing of player name when it is centered
1167 * added special characters to be allowed for player name (not only A-Z)
1170 * fixed blit in ScrollLevel() to same bitmap to not overlap anymore
1171 (newer versions of the SDL library seem to not like this anymore)
1174 * added code for configuration directives for control of game panel
1177 * fixed small cosmetical bug with underlining property tabs in editor
1180 * fixed small drawing bug in X11FadeRectangle
1181 * added new elements for newly supported Diamond Caves II levels:
1182 - EM/DC style exits that disappear after passing
1183 - white key and gate (one white key needed for each white gate)
1184 - fake gate (there is no key to open/pass this kind of gate!)
1185 - extended magic wall which also handles pearls and crystals
1189 * changed maximum value for endless loop detection to a higher value
1190 (some levels really used very deep recursion without being endless)
1193 * added new elements for newly supported Diamond Caves II levels:
1194 - growing steel walls
1195 - snappable land mine
1198 * added new elements for newly supported Diamond Caves II levels:
1199 - steel text elements
1202 * added level file loader for native Diamond Caves II levels
1205 * version number set to 3.2.4
1208 * version 3.2.3 released
1211 * fixed malloc/free bug when updating EMC artwork entries in level list
1212 * added workaround (warning and request to quit the current game) when
1213 changing elements cause endless recursion loop (which would otherwise
1214 freeze the game, causing a crash-like program exit on some systems)
1217 * fixed nasty string overflow bug when entering too long envelope text
1220 * added feedback sounds for menu navigation "menu.item.activating" and
1221 "menu.item.selecting" (for highlighting and executing menu entries)
1224 * improved "no scrolling when relocating" to also consider scroll delay
1225 (meaning that the player is not automatically centered in this case;
1226 this makes it possible to "invisibly" relocate the player to a region
1227 of the level playfield which looks the same as the old level region)
1228 * fixed bug with not recognizing "main.input.name.align" when active
1231 * fixed bug with displaying masked borders over title screens when
1232 screen fading is disabled
1235 * fixed infinite loop / crash bug when killing the player while having
1236 a CE with the setting "kill player X when explosion of <player X>"
1237 * added special editor graphic for "char_space" to distinguish it from
1238 "empty_space" when editing a level (in-game graphics still the same)
1241 * fixed nasty bug with initialization only done for the first player
1244 * small change to handle loading empty element/content list micro chunks
1247 * uploaded pre-release (test) version 3.2.3-0 binary and source code
1250 * some optimizations on startup speed by reducing initial text output
1253 * added caching of custom artwork information for faster startup times
1256 * fixed graphical bug when using fewer menu entries on level selection
1257 screen than usual (with "menu.list_size.LEVELS" directive)
1258 * fixed crash bug (Windows/SDL only) caused by BlitBitmap blitting from
1259 the backbuffer to the backbuffer by error (with identical rectangle)
1262 * fixed bug when displaying titlescreen with size less than element tile
1263 * fixed bug that caused elements with "change when digging <e>" event
1264 to change for _every_ digged element, not only those specified in <e>
1265 * fixed bug that caused impact style collision when dropping element one
1266 tile over the player that can both fall down and smash players
1267 * fixed bug that caused impact style collision when element changed to
1268 falling/smashing element over the player immediately after movement
1271 * fixed bug that allowed making engine snapshots from the level editor
1274 * fixed bugs with player name and current level positions on main screen
1277 * added configuration directives for control of title screens:
1278 - "title.fade_delay" for fading time
1279 - "title.post_delay" for pause between screens (when not crossfading)
1280 - "title.auto_delay" to automatically continue after some time
1281 these settings can each be overridden by specifying them with titles:
1282 - "titlescreen_initial_{1-5}.{fade_delay,post_delay,auto_delay}"
1283 - "titlescreen_{1-5}.{fade_delay,post_delay,auto_delay}"
1284 fading mode can also be specified:
1285 - "titlescreen_initial_{1-5}.anim_mode: {fade,crossfade}
1286 - "titlescreen_{1-5}.anim_mode: {fade,crossfade}
1287 default is using normal fading for menues and initial title screens,
1288 while using cross-fading for level set title screens
1289 * fixed bug with background not drawn in Hall of Fame after game was won
1292 * added configuration directives for the remaining main menu items
1295 * added additional configuration directives for info screen draw offset:
1296 menu.draw_{x,y}offset.INFO[{ELEMENTS,MUSIC,CREDITS,PROGRAM,LEVELSET}]
1297 * added additional configuration directives for preview info text
1298 * limited mouse wheel sensitive screen area to scrollable screen area
1301 * added highlighted menu text entries to menu navigation when selected
1304 * fixed bug that prevented player from correctly being created in the
1305 top left corner by a custom element change in a level without player
1306 * fixed bug that prevented player from being killed when indestructible,
1307 non-walkable element is placed on player position by extended change
1308 * added configurable menu button, text and input positions to main menu
1311 * added page fading effects for remaining info sub-screens
1312 * fixed small bug that caused some delays when answering door request
1315 * added directives "border.draw_masked.*" for menu/playfield area and
1316 door areas to display overlapping/masked borders from "global.border"
1319 * fixed bug with CE with move speed "not moving" not being animated
1320 * when changing player artwork by CE action, reset animation frame
1323 * fixed bug with not unmapping main menu screen gadgets on other screens
1324 * fixed bug with un-pausing a paused game by releasing still pressed key
1325 * fixed bug with not redrawing screen when toggling to/from fullscreen
1326 mode while fast reloading tape (without redrawing playfield contents)
1327 * fixed bug with quick-saving tape snapshot despite answering with "no"
1330 * version number set to 3.2.3
1333 * version 3.2.2 released
1336 * fixed bug with redrawing screen in fullscreen mode after quick tape
1337 reloading when using the EMC game engine
1338 * changed token names from "last_ce_[1-8]" to "prev_ce_[1-8]"
1341 * fixed bug in GameWon() when level contains no exit (like in Sokoban)
1344 * added engine snapshot functionality for instant tape reloading (this
1345 only works for the last tape saved using "quick save", and does not
1346 work across program restarts, because it completely works in memory)
1349 * version number set to 3.2.2
1352 * version 3.2.1 released
1355 * fixed nasty bugs with handling error message file on Mac OS X systems
1358 * general code cleanup (removing many annoying "#if 0" blocks etc.)
1361 * fixed bug that caused broken tapes when manually appending to tapes
1362 using the "pause before death" functionality, followed by recording
1363 * added setup option to disable fading of screens for faster testing
1366 * code cleanup of new fading functions
1369 * changed behaviour after solved game -- do not immediately stop engine
1370 * added some more smooth screen fadings (game start, hall of fame etc.)
1373 * fixed bug with displaying pushed CE with value/score/delay anim_mode
1376 * added configurable level preview position, tile size and dimensions
1377 * added configurable game panel value positions (gems, time, score etc.)
1380 * fixed small bug with time displayed incorrectly when collecting CEs
1383 * fixed bug with bumpy scrolling with EM engine in double player mode
1386 * added compatibility code to fix "Snake Bite" style levels that were
1387 broken due to a bugfix regarding EL_SOKOBAN_FIELD_PLAYER in 3.2.0
1390 * fixed bug with scrollbars inside editor when using the Windows mouse
1391 enhancement tool "True X-Mouse" (which injects key events to the event
1392 queue to insert selected stuff into the Windows clipboard, which gets
1393 confused with the "Insert" key for jumping to the last editor cascade
1394 block in the element list)
1395 * added Rocks'n'Diamonds icon for use as window icon to SDL version
1396 * added key shortcut "Alt + Enter" to toggle fullscreen mode at any time
1399 * added selection of preferred fullscreen mode to setup / graphics menu
1400 (useful if default mode 800 x 600 does not match screen aspect ratio)
1403 * improved down-scaling of images for better editor and preview graphics
1404 * changed user data directory for Mac OS X from Unix style to new place
1407 * improved level number selection in main menu and player selection in
1408 setup menu (input devices section) by using standard button gadgets
1409 * added support for mouse scroll wheel (caused buggy behaviour before)
1410 * added support for scrolling horizontal scrollbars with mouse wheel by
1411 holding "Shift" key pressed while scrolling the wheel
1412 * added support for single step mouse wheel scrolling by holding "Alt"
1413 key pressed while scrolling the wheel (can be combined with "Shift")
1414 * changed output file "stderr.txt" on Windows platform now always to be
1415 created in the R'n'D sub-directory of the personal documents directory
1416 * added Windows message box to direct to "stderr.txt" after error aborts
1419 * improved general scrollbar handling (when jump-scrolling scrollbars)
1422 * changed scrollbars to always show last line as first after scrolling
1423 (that means jumping n - 1 screen lines instead of n screen lines)
1426 * fixed level versions of EMC level loader (from V4 to V1, V2 and V3)
1427 * fixed level time for EMC levels for V2 engine (V2 and V5 levels)
1428 * fixed special handling of vertically stacked acid becoming fake acid
1431 * fixed bug (very special case) with CE_SCORE_GETS_ZERO, which can
1432 affect multiple instances of the same CE, although this kind of
1433 change condition usually only affects one single custom element
1436 * version number set to 3.2.1
1439 * version 3.2.0 released
1442 * reorganized level editor element list a bit to match engines better
1445 * fixed newly introduced bug with wrongly initializing clipboard element
1448 * fixed bug with displaying visible/invisible level border in editor
1451 * reorganized some elements in the level editor element list
1454 * fixed bug with displaying any player as "yellow" when moving into acid
1455 * fixed bug with displaying running player when player stopped at border
1458 * fixed bug with player exploding when moving into acid
1459 * fixed bug with level settings being reset in editor and when playing
1460 (some compatibility settings being set not only after level loading)
1461 * fixed crash bug when number of custom graphic frames was set to zero
1462 * fixed bug with teleporting player on walkable tile not working anymore
1463 * added partial compatibility support for pre-release-only "CONF" chunk
1464 (to make Alan Bond's "color cycle" demo work again :-) )
1467 * fixed some bugs when displaying title screens from info screen menu
1468 * fixed bug which caused EMC doors #5 to #8 to be passable without keys
1471 * changed file major version to 3 to reflect level file format changes
1472 * uploaded pre-release (test) version 3.2.0-8 binary and source code
1475 * added new chunk "NAME" to level file format for level name settings
1476 * added new chunk "NOTE" to level file format for envelope settings
1477 * changed name of chunk "CONF" to "ELEM" (for normal element settings)
1478 * updated magic(5) file to recognize changed and new level file chunks
1479 * removed change events "change when CE value/score changes" as unneeded
1482 * changed gravity (which only affects the player) from level property
1483 to player property (only makes a difference in multi-player levels)
1484 * added change events "change when CE value/score changes"
1485 * added change events "change when CE value/score changes of <element>"
1488 * added new chunk "INFO" to level file format for global level settings
1489 * added all element settings from "HEAD" chunk to "CONF" chunk
1490 * added all global level settings from "HEAD" chunk to "INFO" chunk
1493 * changed level file format by adding two new chunks "CUSX" (for custom
1494 elements, replacing the previous "CUS4" chunk) and "GRPX" (for group
1495 elements, replacing the previous "GRP1" chunk); these new IFF style
1496 chunks use the new and flexible "micro chunks inside chunks" technique
1497 already used with the new "CONF" chunk (for normal element properties)
1498 which makes it possible to easily extend the existing level format
1499 (instead of using fixed-length chunks like before, which are either
1500 too big due to reserved bytes for future use, or too small when those
1501 reserved bytes have all been used and even more data should be stored,
1502 requiring the replacement by new and larger chunks just like it went
1503 with "CUS1" to "CUS4"); this whole problem now does not exist anymore
1506 * added credits pages to the "credits" section that were really missing
1507 * added some missing element descriptions to the level editor
1508 * added down position of switchgate switch to the level editor
1509 and allowed the use of both switch positions at the same time
1510 * changed use of "Insert" and "Delete" keys to navigate element list in
1511 level editor to start of previous or next cascading block of elements
1514 * added the possibility to view the title screen to the info screen menu
1515 * fixed some minor bugs with viewing title screens
1518 * fixed bug with title (cross)fading in/out when using fullscreen mode
1521 * fixed bug that forced re-defining of menu settings in local graphics
1522 config file which are already defined in existing base config file
1523 * fixed small bug that caused door sounds playing when music is enabled
1526 * added the possibility to define up to five title screens for each
1527 level set that are displayed after loading using (cross)fading in/out
1528 (this was added to display the various start images of the EMC sets)
1531 * added "CE score gets zero [of]" to custom element trigger conditions
1532 * added setup option to display element token name in level editor
1535 * added compatibility code for Juergen Bonhagen's menu artwork settings
1538 * fixed bug with displaying wrong animation frame 0 after CE changes
1539 * fixed bug with creating invisible elements when light switch is on
1542 * added selection between ECS and AGA graphics for EMC levels to setup
1545 * adjusted font handling for various narrow EMC style fonts
1548 * changed EM engine behaviour back to re-allow initial rolling springs
1551 * fixed handling of over-large selectboxes (less error-prone now)
1552 * fixed bug when creating GE with walkable element under the player
1555 * added use of "Insert" and "Delete" keys to navigate element list in
1556 level editor to start of custom elements or start of group elements
1557 * added virtual elements to access CE value and CE score of elements:
1558 - "CE value of triggering element"
1559 - "CE score of triggering element"
1560 - "CE value of current element"
1561 - "CE score of current element"
1564 * fixed "grass" to "sand" in older EM levels (up to file version V4)
1567 * changed behaviour of network games with internal errors (because of
1568 different client frame counters) from immediately terminating R'n'D
1569 to displaying an error message requester and stopping only the game
1570 (also to prevent impression of crashes under non command-line runs)
1571 * fixed playing network games with the EMC engine (did not work before)
1572 * fixed bug with not scrolling the screen in multi-player mode with the
1573 focus on player 1 when all players are moving in different directions
1574 * fixed bug with keeping pointer to gadget even after its deallocation
1575 * fixed bug with allowing "focus on all players" in network games
1576 * fixed bug with player focus when playing tapes from network games
1579 * uploaded pre-release (test) version 3.2.0-7 binary and source code
1582 * code cleanup for game action control for R'n'D and EMC game engine
1585 * fixed bug in multi-player movement with focus on both players
1586 * added option to control only the focussed player with all input
1589 * added player focus switching to level tape recording and re-playing
1592 * fixed some bugs in player focus switching in EMC and RND game engine
1595 * added special Supaplex animations for Murphy digging and snapping
1596 * added special Supaplex animations for Murphy being bored and sleeping
1599 * added four new yam yams with explicit start direction for EMC engine
1600 * fixed bug in src/libgame/text.c with printing text outside the window
1603 * fixed small bug in EMC level loader (copyright sign in EM II levels)
1606 * added delayed ignition of EM style dynamite when used in R'n'D engine
1607 * added limited movement range to EMC engine when focus on all players
1610 * fixed bug with missing (zero) score values for native Supaplex levels
1613 * added "continuous snapping" (snapping many elements while holding the
1614 snap key pressed, without releasing the snap key after each element)
1615 as a new player setting for more compatibility with the classic games
1618 * finished scrolling for "focus on all players" in EMC graphics engine
1621 * level sets with "levels: 0" are ignored for levels, but not artwork
1622 * fixed bug when scanning empty level group directories (endless loop)
1625 * fixed bug with explosion graphic for player using "Murphy" graphic
1626 * fixed bug with explosion graphic if player leaves explosion in time
1627 * changed some descriptive text in setup menu to use medium-width font
1628 * added key shortcut settings for switching player focus to setup menu
1631 * fixed bug with random value initialization when recording tapes
1632 * fixed bug with playing single player tapes when team mode activated
1635 * fixed little bug when trying to switch to player that does not exist
1638 * added player switching (visual and quick) to R'n'D and EM game engine
1639 * added setup option to select visual or quick in-game player switching
1642 * added use of "Home" and "End" keys to handle element list in editor
1645 * fixed bug with adding score when playing tape with EMC game engine
1646 * added steel wall border for levels using EMC engine without border
1647 * finally fixed delayed scrolling in EMC engine also for small levels
1650 * fixed potential crash bug in WarnBuggyBase() (missing boundary check)
1653 * fixed bug with CE change order in TestIfElementTouchesCustomElement()
1654 * fixed bug when displaying info element without action, but direction
1657 * fixed minor graphical problems with springs smashing and slurping
1658 (when using R'n'D style graphics instead of EMC style graphics)
1661 * added scroll delay (as configured in setup) to EMC graphics engine
1664 * improved screen redraw for EMC graphics engine (faster and smoother)
1665 * when not scrolling, do not redraw the whole playfield if not needed
1668 * added multi-player mode for EMC game engine (with up to four players)
1671 * added android (can clone elements) from EMC engine to R'n'D engine
1674 * added spring bumper (reflects spring) from EMC engine to R'n'D engine
1677 * added selectbox for initial player speed to player settings in editor
1680 * version 3.1.2 created that is basically version 3.1.1, but with a
1681 major bug fixed that prevented editing your own private levels
1682 * version 3.1.2 released
1685 * added magic ball (creates elements) from EMC engine to R'n'D engine
1688 * uploaded fixed pre-release version 3.2.0-6 binary and source code
1691 * fixed bug when using "CE can leave behind <trigger element>"
1692 * added new change condition "(after/when) creation of <element>"
1693 * added new change condition "(after/when) digging <element>"
1694 * fixed bug accessing invalid gadget that caused crashes under Windows
1695 * deactivated new possibility for multiple CE changes per frame
1698 * uploaded pre-release (test) version 3.2.0-6 binary and source code
1701 * added animation types "ce_value" and "ce_score" to graphicsinfo.conf
1702 * fixed bug with not keeping CE value for moving CEs with only action
1703 * changed CE action selectboxes in editor to be only reset when needed
1706 * added option "use artwork from element" for custom player artwork
1707 * added option "use explosion from element" for player explosions
1710 * added cascaded element lists in the level editor
1711 * added persistence for cascaded element lists by "editorcascade.conf"
1712 * added dynamic element list with all elements used in current level
1713 * added possibility for multiple CE changes per frame (experimental)
1716 * uploaded pre-release (test) version 3.2.0-5 binary and source code
1719 * changed "score for each 10 seconds/steps left" to "1 second/step"
1720 * added own score for collecting "extra time" instead of sharing it
1721 * added change events "switched by player" and "player switches <e>"
1722 * added change events "snapped by player" and "player snaps <e>"
1723 * added "set player artwork: <element choice>" to CE action options
1724 * added change event "move of <element>"
1727 * added "set player shield: off / normal / deadly" to CE action options
1728 * added new player option "use level start element" in level editor
1729 to set the correct focus at level start to elements from which the
1730 player is created later (this did not work before for cascaded CE
1731 changes resulting in creation of the player; it is now also possible
1732 to create the player from a yam yam which is smashed at level start)
1735 * added "set player speed: frozen (not moving)" to CE action options
1736 * added "move player: l/r/u/d/trigger/-trigger" to CE action options
1739 * added new player option "block snap field" (enabled by default) to
1740 make it possible to show a snapping animation like in Emerald Mine
1743 * added dynamic selectboxes to custom element action settings in editor
1744 * added "CE value" counter for custom elements (instead of "CE count")
1745 * added option to use the last "CE value" after custom element change
1746 * added option to use the "CE value" of other elements in CE actions
1747 * fixed odd behaviour when pressing time orb in levels w/o time limit
1748 * added checkbox "use time orb bug" for older levels that use this bug
1751 * added missing configuration settings for the following elements:
1752 - EL_TIMEGATE_SWITCH (time of open time gate)
1753 - EL_LIGHT_SWITCH_ACTIVE (time of light switched on)
1754 - EL_SHIELD_NORMAL (time of shield duration)
1755 - EL_SHIELD_DEADLY (time of shield duration)
1756 - EL_EXTRA_TIME (time added to level time)
1757 - EL_TIME_ORB_FULL (time added to level time)
1760 * added "wind direction" as a movement pattern for custom elements
1761 * added initial wind direction for balloon / custom elements to editor
1762 * added functionality for EL_BALLOON_SWITCH_NONE to R'n'D game engine
1765 * added parameters for "game of life" and "biomaze" elements to editor
1768 * added level file chunk "CONF" for generic level and element settings
1771 * uploaded pre-release (test) version 3.2.0-4 binary and source code
1774 * skip empty level sets (with "levels: 0"; may be artwork base sets)
1775 * added sound action ".page[1]" to ".page[32]" for each CE change page
1778 * added image config suffix ".clone_from" to copy whole image settings
1779 * fixed bug with invalid ("undefined") CE settings in old level files
1782 * fixed graphical bug with smashing elements falling faster than player
1785 * fixed major bug which prevented private levels from being edited
1786 * fixed bug with precedence of general and special font definitions
1789 * fixed graphical bug with player animation when player moves slowly
1792 * uploaded pre-release (test) version 3.2.0-3 binary and source code
1795 * fixed bug which prevented "global.num_toons: 0" from working
1798 * major code cleanup (removed all these annoying "#if 0" blocks)
1801 * added custom element actions for CE change page in level editor
1804 * fixed music initialization bug in init.c (thanks to David Binderman)
1805 * fixed mouse wheel "button" bug in editor (thanks to Tomi Belan)
1806 (this bug must probably be fixed at other places, too)
1809 * fixed buggy '#include "SDL.h"' statements in src/libgame/sdl.h
1810 (should be '#include <SDL.h>' instead)
1813 * fixed bug which prevented "walkable from no direction" from working
1814 (due to compatibility code overwriting this setting after loading)
1817 * fixed bug on Mac OS X (use of reserved name "Random") in EM engine
1820 * version number temporarily set to 3.1.1 (intermediate bugfix release)
1821 * version 3.1.1 released
1824 * changed some va_arg() arguments from 'long' to 'int', fixing problems
1825 on 64-bit architecture systems with LP64 data model
1828 * fixed bug with bombs not exploding when hitting the last level line
1829 (introduced after the release of 3.1.0)
1832 * added support for dumping small-sized level sketches from editor
1835 * added recognition of "trigger element" for "change digged element to"
1836 (this is not really what the "trigger element" was made for, but its
1837 use may seem obvious for leaving back digged elements unchanged)
1840 * fixed multiple warnings about failed joystick device initialization
1843 * fixed bug with dynamite dropped on top of just dropped custom element
1844 (collect dynamite, collect CE, drop CE => dynamite was also dropped);
1845 dynamite can still be dropped, but drop key must be released before
1848 * fixed bug with wrong start directory when started from file browser
1849 (due to this bug, R'n'D could not be started from KDE's Konqueror)
1852 * fixed bug causing "change when impact" on player not working
1853 * fixed wrong priority of "hitting something" over "hitting <element>"
1854 * fixed wrong priority of "hit by something" over "hit by <element>"
1857 * fixed graphical bug which caused the player (being Murphy) to show
1858 collecting animations although the element was collected by penguin
1861 * fixed two bugs causing wrong door background graphics in system.c
1862 (in functions "SetBackgroundBitmap()" and "DrawingOnBackground()")
1865 * fixed graphic bug with exploding bomb and R'n'D graphics in EM engine
1866 * added "no direction" to "walkable/passable from" selectbox options
1869 * enhanced tape autoplay to accept "autoplay <set> [<nr> ...]" format
1870 * in tape autoplay, not only report broken, but also missing tapes
1873 * uploaded pre-release (test) version 3.2.0-2 binary and source code
1876 * fixed small bug with "linear" animation not working for active lamp
1879 * fixed bug with moving up despite gravity due to "block last field"
1880 * fixed small bug with wrong draw offset when typing name in main menu
1881 * when reading user names from "passwd", ignore data after first comma
1882 * when creating new "levelinfo.conf", only write some selected entries
1885 * fixed displaying "imported from/by" on preview with empty string
1886 * fixed ignoring draw offset for fonts used for level preview texts
1889 * fixed a delay problem with SDL and too many mouse motion events
1890 * added setup option "skip levels" and level skipping functionality
1893 * added move speed "not moving" for non-moving CEs, but with direction
1896 * fixed mapping of obsolete element token names in "editorsetup.conf"
1897 * fixed bug with sound "acid.splashing" treated as a loop sound
1898 * fixed some little sound bugs in native EM engine
1901 * fixed small bug when dragging scrollbars to end positions
1904 * added editor element descriptions written by Aaron Davidson
1907 * improved fallback handling when configured artwork is not available
1908 (now using default artwork instead of exiting when files not found)
1911 * fixed bug on level selection screen when dragging scrollbar
1914 * fixed bug which caused broken tapes when appending to EM engine tapes
1917 * uploaded pre-release (test) version 3.2.0-1 binary and source code
1920 * added code to replace changed artwork config tokens with other tokens
1921 (needed for backwards compatibility, so that older tokens still work)
1924 * added native R'n'D graphics for some new EMC elements in EM engine
1927 * fixed some bugs in the EM engine integration code
1928 * changed EM engine code to allow diagonal movement
1929 * changed EM engine code to allow use of separate snap and drop keys
1932 * fixed some redraw bugs when using EM engine
1935 * fixed bug with not converting RND levels which are set to use native
1936 engine to native level structure when loading
1939 * uploaded pre-release (test) version 3.2.0-0 binary and source code
1942 * version number set to 3.2.0
1945 * level data now reset to defaults after attempt to load invalid file
1948 * added use of "editorsetup.conf" for different level sets
1951 * added auto-detection for various types of Emerald Mine level files
1954 * fixed bug with scrollbars getting too small when list is very large
1957 * fixed bug with 3+3 (cross) sized explosion not making explosion sound
1960 * added most level editor configuration gadgets for new EMC elements
1963 * added more element and graphic definitions for new EMC elements
1966 * modified native EM engine to use integrated R'n'D sound system
1969 * added SDL support to graphics functions in native EM engine
1970 (by always using generic libgame interface functions)
1973 * fixed bug in frame synchronization in native EM engine
1976 * added code to convert levels between R'n'D and native EM engine
1979 * new Emerald Mine engine can now play levels selected in main menu
1982 * fixed big memory leak in function "CreateBitmapWithSmallBitmaps()"
1983 (which creates scaled down graphics for level editor and preview);
1984 there's still a memory leak somewhere in the artwork handling code
1985 * added "scale image up" functionality to X11 version of zoom function
1988 * first attempts to integrate new, native Emerald Mine Club engine
1991 * fixed bug in gadget code which caused reset of CEs in level editor
1992 (example: pressing 'b' [grab brush] on CE config page erased values)
1993 (solution: check if gadgets in ClickOnGadget() are really mapped)
1994 * improved level change detection in editor (settings now also checked)
1995 * fixed bug with "can move into acid" and "don't collide with" state
1998 * fixed maze runner style CEs to use the configured move delay value
2001 * added Aaron Davidson's tutorial level set to the "Tutorials" section
2004 * fixed engine change that broke 3.0.8 levels like "Walpurgis Gardens"
2005 * fixed the above fix because it broke level set "machine" (*sigh*)
2006 * fixed random element placement in level editor to work as expected
2007 * fixed undefined graphic of runtime element "EL_AMOEBA_TO_DIAMOND"
2010 * re-recorded tape for BD2K3, level 010 (broken due to bugfix)
2013 * fixed bug (missing array boundary check) which caused broken tapes
2014 * fixed bug (when loading level template) which caused broken levels
2015 * fixed bug with new block last field code when using non-yellow player
2018 * fixed bug when pressing "stop, pause, stop, play" on tape recorder
2019 * internal change of how the player blocks the last field when moving
2020 * fixed blocking delay of last field for EM and SP style block delay
2021 * fixed bug where the player had to wait for the usual move delay after
2022 unsuccessfully trying to move, when he directly could move after that
2023 * the last two changes should make original Supaplex level 93 solvable
2024 * improved use of random number generator to make it less predictable
2025 * fixed behaviour of slippery SP elements to let slip left, then right
2028 * fixed bug with wrong door state after trying to quickload empty tape
2029 * fixed waste of static memory usage of the binary, making it smaller
2030 * fixed very little graphical bug in Supaplex explosion
2033 * version number set to 3.1.1
2036 * version 3.1.0 released
2039 * fixed bug with crash when writing user levelinfo.conf the first time
2042 * added option "convert LEVELDIR [NR]" to command line batch commands
2043 * re-converted Supaplex levels to apply latest engine fixes
2044 * changed "use graphic/sound of element" to "use graphic of element"
2045 due to compatibility problems with some levels ("bug machine" etc.)
2048 * fixed bug with CE change replacing player with same or other player
2051 * fixed bug with opaque font in envelope with background graphic when
2052 background graphic is not transparent itself
2055 * added "gravity on" and "gravity off" ports for Supaplex compatibility
2056 * corrected original Supaplex level loading code to use these new ports
2057 * also corrected Supaplex loader to auto-count infotrons if set to zero
2060 * fixed bug with missing initialization of "modified" flag for GEs
2063 * fixed bug that caused endless recursion loop when relocating player
2064 * fixed tape recorder bug in "step mode" when using "pause before end"
2065 * fixed tape recorder bug when changing from "warp forward" mode
2068 * fixed bug with "when touching" for pushed elements at last position
2071 * fixed bug that caused two activated toolbox buttons in level editor
2072 * fixed bug with exploding dynabomb under player due to other explosion
2075 * fixed bug with creating walkable custom element under player (again)
2076 * fixed bug with not copying explosion type when copying CEs in editor
2077 * fixed graphical bug when drawing player in setup menu (input devices)
2078 * fixed graphical bug when the player is pushing an accessible element
2079 * fixed bug with classic switchable elements triggering CE changes
2080 * fixed bug with entering/leaving walkable element in RelocatePlayer()
2081 * fixed crash bug when CE leaves behind the trigger player element
2084 * fixed bug with broken tubes after placing/exploding dynamite in them
2085 * fixed bug with exploding dynamite under player due to other explosion
2086 * fixed bug with not resetting push delay under certain circumstances
2089 * added option "handicap" for "levelinfo.conf" (thanks to Niko Böhm)
2090 * added network multiplayer code for Windows (thanks to Niko Böhm)
2093 * added option "reachable despite gravity" for gravity movement
2094 * changed gravity movement of most classic walkable and passable
2095 elements back to "not reachable" (for compatibility reasons)
2098 * fixed (removed) "indestructible" / "can explode" dependency in editor
2099 * fixed (removed) "accessible inside" / "protected" dependency
2100 * fixed (removed) "step mode" / "shield time" dependency
2103 * fixed dynabombs exploding now into anything diggable
2104 * fixed Supaplex style gravity movement into buggy base now impossible
2105 * added pressing key "space" as valid action to select menu options
2108 * added "replace when walkable" to relocate player to walkable element
2109 * added "enter"/"leave" event for elements affected by relocation
2110 * fixed "direct"/"indirect" change order also for "when change" event
2111 * fixed graphical bug when pushing things from elements walkable inside
2114 * fixed graphic bug when player is snapping while moving in old levels
2115 * fixed bug when a moving custom element leaves a player element behind
2116 * fixed bug with mole not disappearing when moving into acid pool
2117 * fixed bug with incomplete path setting when using "--basepath" option
2118 * moving CE can now leave walkable elements behind under the player
2119 * when relocating, player can be set on walkable element now
2120 * fixed another gravity movement bug
2123 * uploaded pre-release (test) version 3.1.0-2 binary and source code
2126 * added "collectible" and "removable" to extended replacement types
2127 (where "removable" replaces "diggable" and "collectible" elements)
2128 * added "collectible & throwable" (to throw element to the next field)
2129 * fixed bug with CEs digging elements that are just about to explode
2130 * changed mouse cursor now always being visible when game is paused
2133 * added possibility to push/press accessible elements from a side that
2135 * fixed bug with not setting actual date when appending to tape
2138 * fixed bug with incorrectly initialized custom element editor graphics
2141 * corrected set "Contributions_1995-2000/rnd_kjell_kristiansson":
2142 - number of levels corrected from 18 to 17 in "levelinfo.conf"
2145 * fixed bug with destroyed robot wheel still attracting robots forever
2146 * fixed bug with time gate switch deactivating after robot wheel time
2147 (while the time gate itself is not affected by this misbehaviour)
2148 * changed behaviour of BD style amoeba to always get blocked by player
2149 (before it was different when there were non-BD elements in level)
2150 * fixed bug with player destroying indestructable elements with shield
2153 * added option to make growing elements grow into anything diggable
2154 (for the various amoeba types, biomaze and "game of life")
2157 * fixed bug with movable elements not moving after left behind by CEs
2158 * changed gravity movement to anything diggable, not only sand/base
2159 * optionally allowing passing to walkable element, not only empty space
2160 * added option "can pass to walkable element" for players
2161 * finally fixed gravity movement (hopefully)
2164 * fixed bug with movable elements not moving anymore after falling down
2167 * fixed another bug with custom elements digging and leaving elements
2168 * fixed bug with "along left/right side" and automatic start direction
2169 * trigger elements now also displayed when "more custom" deactivated
2170 * fixed bug with clipboard element initialized when loading new level
2171 * added option "drop delay" to set delay before dropping next element
2174 * uploaded pre-release (test) version 3.1.0-1 binary and source code
2177 * added copy and paste functions for custom change pages
2178 * enhanced graphical display and functionality of tape recorder
2179 * fixed bug with custom elements digging and leaving elements
2182 * added move speed faster than "very fast" for custom elements
2183 * fixed bug with 3+3 style explosions and missing border content
2184 * fixed little bug when copying custom elements in the editor
2185 * enhanced custom element changes by more side trigger actions
2188 * added option "no scrolling when relocating" for instant teleporting
2189 * uploaded pre-release (test) version 3.1.0-0 binary and source code
2192 * added trigger element and trigger player to use as target elements
2193 * added copy and paste functions for custom and group elements
2196 * fixed graphical bug when displaying explosion animations
2197 * fixed bug when appending to tapes, resulting in broken tapes
2198 * re-recorded a few tapes broken by fixing gravity checking bug
2201 * "can move into acid" property now for all elements independently
2202 * "can fall into acid" property for player stored in same bitfield now
2203 * added option for deadliness of Supaplex 'sniksnak' and 'electron'
2204 * version number set to 3.1.0 (finally!)
2207 * changed tape recording to only record input, not programmed actions
2210 * fixed totally broken (every 8th frame skipped) step-by-step recording
2211 * fixed bug with requester not displayed when quick-loading interrupted
2212 * added option "can fall into acid (with gravity)" for players
2213 * fixed bug with player not falling when snapping down with gravity
2216 * fixed bug which messed up key config when using keypad number keys
2219 * fixed bug which allowed moving upwards even when gravity was active
2220 * fixed bug with missing error handling when dumping levels or tapes
2223 * added different colored editor graphics for Supaplex gravity tubes
2226 * fixed bug that allowed solvable tapes for unsolvable levels
2229 * use unlimited number of droppable elements when "count" set to zero
2230 * added option to use step limit instead of time limit for level
2233 * added player and change page as trigger for custom element change
2236 * fixed bug with exploding amoeba (explosion 3x3 instead of 1x1)
2239 * fixed bug with dark yamyam changing to acid when moving over acid
2240 * fixed handling of levels with more than 999 seconds level time
2241 (example: level 76 of "Denmine")
2244 * "spring push bug" reintroduced as configurable element property
2245 * fixed bug with missing properties for "mole"
2246 * fixed bug that showed up when fixing the above "mole" properties bug
2247 * added option "can move into acid" for all movable elements
2248 * fixed graphical bug for elements moving into acid
2249 * changed event handling to handle all pending events before going on
2252 * fixed bug which caused all CE change pages to be ignored which had
2253 the same change event, but used a different element side
2254 (reported by Simon Forsberg)
2256 * fixed bug which caused elements that can move and fall and that are
2257 transported by a conveyor belt to continue moving into that direction
2258 after leaving the conveyor belt, regardless of their own movement
2259 type; only elements which can not move are transported now
2260 (reported by Simon Forsberg)
2262 * fixed bug which could cause an array overflow in RelocatePlayer()
2263 (reported by Niko Böhm)
2265 * changed Emerald Mine style "passable / over" elements to "protected"
2266 (fixing unsolvable level 10 of "Bondmine 9" with bug beside gate)
2268 * added new option to select from which side a "walkable/passable"
2269 element can be entered
2272 * added explosion and ignition delay for elements that can explode
2275 * fixed bug which caused player not being protected against enemies
2276 when a CE was "walkable / inside" and was not "indestructible"
2277 * added "walkable/passable" fields to be "protected/unprotected"
2278 against enemies, even if not accessible "inside" but "over/under"
2281 * corrected move pattern to 32 bit and initial move direction to 8 bit
2284 * added second custom element base configuration page
2287 * added some special EMC mappings to Emerald Mine level loader
2288 (also covering previously unknown element in level 0 of "Bondmine 8")
2291 * added option to block last field when player is moving (for Supaplex)
2292 * adjusted push delay of Supaplex elements
2293 * removed delays for envelopes etc. when replaying with maximum speed
2294 * fixed bug when dropping element on a field that just changed to empty
2297 * fixed bug: infotrons can now smash yellow disks
2298 * fixed bug: when gravity active, port above player can now be entered
2299 * removed "one white dot" mouse pointer which irritated some people
2302 * added "choice type" for group element selection
2305 * fixed bug with initial invulnerability of non-yellow player
2308 * added level loader for loading native Supaplex packed levels
2309 (including multi-part levels like the "splvls99" levels)
2312 * fixed bug which allowed creating emeralds by escaping explosions
2315 * custom elements can change (limited) or leave (unlimited) elements
2316 * finally added multiple matches using group elements
2317 * added shortcut to dump brush (type ":DB" in editor) for use in forum
2320 * added new start movement type "previous" for continued CE movement
2321 * added new start movement type "random" for random CE movement start
2324 * added new element "sokoban_field_player" needed for Sokoban levels
2325 (thanks to Ed Booker for pointing this out!)
2328 * added elements that can be digged or left behind by custom elements
2331 * added group elements for multiple matches and random element creation
2334 * fixed some graphical errors displayed in old levels
2337 * fixed wrong double speed movement after passing closing gates
2340 * added level loader for loading native Emerald Mine levels
2343 * changes for "shooting" style CE movement
2346 * Happy New Year! ;-)
2349 * changed default snap/drop keys from left/right Shift to Control keys
2352 * fixed bug with dead player getting reanimated from custom element
2355 * fixed bug with wrong penguin graphics (when entering exit)
2358 * fixed bug with wrong "Murphy" graphics (when digging etc.)
2361 * version number set to 3.0.9
2364 * version 3.0.8 released
2367 * added function checked_free()
2370 * fixed bug with double nut cracking sound
2371 (by eliminating "default element action sound" assignment in init.c)
2374 * fixed crash when no music info files are available
2377 * fixed boring and sleeping sounds
2380 * added "maze runner" and "maze hunter" movement types
2381 * added extended collision conditions for custom elements
2384 * added warnings for undefined token values in artwork config files
2387 * added menu entry for level set information to the info screen
2390 * fixed bug with wrong default impact sound for colored emeralds
2393 * added several sub-screens for the info screen
2394 * menu text now also clickable (not only blue/red sphere left of it)
2397 * added configurable "bored" and "sleeping" animations for the player
2398 * added "awakening" sound for player when waking up after sleeping
2401 * added "copy" and "exchange" functions for custom elements to editor
2404 * added configurable element animations for info screen
2407 * added configurable music credits for info screen
2410 * finally fixed tape recording when player is created from CE change
2413 * added "editorsetup.conf" for editor element list configuration
2416 * added "musicinfo.conf" for menu and level music configuration
2419 * fixed a very nasty bug in dragon turning code in TurnRoundExt()
2420 (that only showed up on Linux, but not on Windows systems)
2423 * fixed turning movement of butterflies and fireflies (no frame reset)
2424 * enhanced sniksnak turning movement (two steps instead of only one)
2427 * version number set to 3.0.8
2430 * version 3.0.7 released
2433 * fixed reset of player animation frame when, for example,
2434 walking, digging or collecting share the same animation
2435 * fixed CE with "deadly when touching" exploding when touching amoeba
2438 * fixed tape recording when player is created from CE element change
2441 * introduced "turning..." action graphic for elements with move delay
2442 (non-CE: bug, spaceship, sniksnak, mole, pacman, yamyam)
2443 * added turning animations for bug, spaceship and sniksnak
2446 * prevent "extended" changed elements from delay change in same frame
2449 * fixed bug when pushing element that can move away to the side
2450 (like pushing falling elements, but now with moving elements)
2453 * finally fixed serious bug in code for delayed element pushing (again)
2456 * unavailable setup options now marked as "n/a" instead of "off"
2457 * new boolean directive "latest_engine" for "levelinfo.conf": when set
2458 to "true", levels are always played with the latest game engine,
2459 which is desired for levels that are imported from other games; all
2460 other levels are played with the engine version stored in level file
2461 (which is normally the engine version the level was created with)
2464 * fixed serious bug in code for delayed element pushing
2465 * fixed little bug in animation frame selection for pushed elements
2466 * speed-up of reading config file for verbose output
2469 * added configuration option for opening and closing Supaplex exit
2470 * added configuration option for moving up/down animation for Murphy
2471 * fixed incorrectly displayed animation for attacking dragon
2472 * fixed bug with not setting initial gravity for each new game
2473 * fixed bug with teleportation of player by custom element change
2474 * fixed bug with player not getting smashed by rock sometimes
2477 * version number set to 3.0.7
2480 * version 3.0.6 released
2483 * added support for MP3 music for SDL version through SMPEG library
2486 * fixed bug when initializing font graphic structure
2487 * fixed bug with animation mode "pingpong" when using only 1 frame
2488 * fixed bug with extended change target introduced in 3.0.5
2489 * fixed bug where passing over moving element doubles player speed
2490 * fixed bug with elements continuing to move into push direction
2491 * fixed bug with duplicated player when dropping bomb with shield on
2492 * added "switching" event for custom elements ("pressing" only once)
2493 * fixed switching bug (resetting flag when not switching but not idle)
2496 * fixed element tokens for certain file elements with ".active" etc.
2499 * version number set to 3.0.6
2502 * version 3.0.5 released
2505 * now four envelope elements available
2506 * font, background, animation and sound for envelope now configurable
2507 * main menu doors opening/closing animation type now configurable
2510 * active/inactive sides configurable for custom element changes
2511 * new movement type "move when pushed" available for custom elements
2514 * fixed bug in multiple config pages loader code that caused crashes
2517 * enhanced (remaining low-resolution) Supaplex graphics
2520 * version number set to 3.0.5
2523 * version 3.0.4 released
2525 2003-09-12 src/tools.c
2526 * fixed bug in custom definition of crumbled element graphics
2528 2003-09-11 src/files.c
2529 * fixed bug in multiple config pages code that caused crashes
2532 * version number set to 3.0.4
2535 * version 3.0.3 released
2538 * added music to Supaplex classic level set
2540 2003-09-07 src/libgame/misc.c
2541 * added support for loading various music formats through SDL_mixer
2543 2003-09-06 (various source files)
2544 * fixed several nasty bugs that may have caused crashes on some systems
2545 * added envelope content which gets displayed when collecting envelope
2546 * added multiple change event pages for custom elements
2548 2003-08-24 src/game.c
2549 * fixed problem with player animation when snapping and moving
2551 2003-08-23 src/screens.c, src/cartoons.c, src/libgame/toons.c
2552 * fixed problem with flickering when drawing toon animations
2554 2003-08-23 src/libgame/sdl.c
2555 * fixed problem with setting mouse cursor in SDL version in fullscreen
2557 2003-08-23 src/game.c
2558 * fixed bug (missing array boundary check) which could crash the game
2561 * version number set to 3.0.3
2564 * version 3.0.2 released
2566 2003-08-21 src/game.c
2567 * fixed bug with creating inaccessible elements at player position
2569 2003-08-20 src/init.c
2570 * fixed bug with not finding current level artwork directory
2572 2003-08-20 src/files.c
2573 * fixed bug with choosing wrong engine version when playing tapes
2574 * fixed bug with messing up custom element properties in 3.0.0 levels
2577 * version number set to 3.0.2
2580 * version 3.0.1 released
2582 2003-08-17 (no source files affected)
2583 * changed all "classic" PCX image files with 16 colors or less to
2584 256 color (8 bit) storage format, because the Allegro game library
2585 cannot handle PCX files with less than 256 colors (contributed
2586 graphics are not affected and might look wrong in the DOS version)
2588 2003-08-16 src/init.c
2589 * fixed bug which (for example) crashed the level editor when defining
2590 "dynamite.EDITOR: [NONE]", because graphics may not be undefined
2591 (only set to default) -- invalid graphics now set to default graphic
2593 2003-08-16 src/init.c
2594 * fixed graphical bug of player digging/collecting/snapping element
2595 when no corresponding graphic/animation is defined for this action,
2596 resulting in player being drawn as EL_EMPTY (which should only be
2597 done to elements being collected, but not to the player)
2599 2003-08-16 src/game.c
2600 * fixed small graphical bug of player not totally moving into exit
2602 2003-08-16 src/libgame/setup.c
2603 * fixed bug with wrong MS-DOS 8.3 filename conversion
2605 2003-08-16 src/tools.c
2606 * fixed bug with invisible mouse cursor when pressing ESC while playing
2608 2003-08-16 (various source files)
2609 * added another 128 custom elements (disabled in editor by default)
2611 2003-08-16 src/editor.c
2612 * fixed NULL string bug causing Solaris to crash in sprintf()
2614 2003-08-16 src/screen.c
2615 * fixed drawing over scrollbar on level selection with custom fonts
2617 2003-08-15 src/game.c
2618 * cleanup of simple sounds / loop sounds / music settings
2620 2003-08-08 (various source files)
2621 * added custom element property for dropping collected elements
2623 2003-08-08 src/conf_gfx.c
2624 * fixed bug with missing graphic for active red disk bomb
2626 2003-08-07 src/files.c, src/editor.c src/game.c, src/main.h
2627 * extended variable "level.gravity" to "level.initial_gravity" and
2628 "game.current_gravity" to prevent level setting from being changed
2629 by playing the level (keeping the runtime value after playing)
2631 * fixed graphics bug when digging element that has 'crumbled' graphic
2632 definition, but not 'diggable' graphic definition
2635 * version number set to 3.0.1
2638 * version 3.0.0 released
2641 * various bug fixes; among others:
2642 - fixed bug with pushing spring over empty space
2643 - fixed bug with leaving tube while placing dynamite
2644 - fixed bug with explosion of smashed penguins
2645 - allow Murphy player graphic in levels with non-Supaplex elements
2649 * I have forgotten to document changes for some time
2652 * pre-release version 2.2.0rc1 released
2654 2002-08-25 src/libgame/setup.c, src/libgame/sound.c
2655 * Level series artwork now configurable via level series config file.
2656 "levelinfo.conf" may now contain directives "graphics_set",
2657 "sounds_set" and "music_set" to select artwork sets which are
2658 globally defined or which are included into other level series.
2661 * version number set to 2.1.2
2664 * version 2.1.1 released
2666 2002-08-10 src/libgame/system.h
2667 * Default "snap" and "bomb" keys for Mac OS X set to left control key
2668 and keypad enter key -- Macs seem not to distinguish between left
2669 and right modifier keys (both generate scan code for left key). :-(
2671 2002-08-10 src/libgame/sound.c
2672 * Fixed small NetBSD compilation bug.
2673 Thanks to Adam Ciarcinski for the bug report.
2675 2002-08-10 src/libgame/sound.c
2676 * Added support for audio device "/dev/sound/dsp" (devfs).
2677 Thanks to Christoph Bauer for the corresponding report.
2679 2002-08-10 src/libgame/sound.c
2680 * Bug fixed that caused regular crashes under SDL/Windows version.
2681 Mixer_InsertSound(): Always stop music before playing new music,
2682 else "mixer_active_channels" can get fucked up.
2683 Thanks to Keith Peterston for the bug report.
2686 * version number set to 2.1.1
2689 * version 2.1.0 released
2691 2002-05-31 src/libgame/image.c
2692 * Read_PCX_to_Pixmap(): Fixed bad memory leak by freeing "ximageinfo"
2693 and "image" after converting loaded PCX image file to X11 Pixmap.
2694 This really showed up when reloading custom artwork several times.
2696 2002-05-20 src/libgame/sound.c
2697 * added support for 16 bit WAV sound files
2700 * version number set to 2.1.0
2702 2002-04-03 to 2002-05-19 (various source files)
2703 * graphics, sounds and music now fully configurable
2704 * bug fixed that prevented walking through tubes when gravity on
2705 * added support for TrueColor PCX graphics files
2706 * enhanced sound system (especially regarding stereo and loop sounds)
2708 2002-04-02 src/events.c, src/editor.c
2709 * Make Escape key less aggressive when playing or when editing level.
2710 This can be configured as an option in the setup menu. (Default is
2711 "less aggressive" which means "ask user if something can be lost"
2712 when pressing the Escape key.)
2714 2002-04-02 src/screen.c
2715 * Added "graphics setup" screen.
2717 2002-04-01 src/screen.c
2718 * Changed "choose level" setup screen stuff to be more generic (to
2719 make it easier to add more "choose from generic tree" setup screens).
2721 2002-04-01 src/config.c, src/timestamp.h
2722 * Added source files "src/config.[ch]" and "src/timestamp.h" (which
2723 automatically gets created by "src/Makefile" and contains an actual
2724 compile-time timestamp to identify development versions of the game).
2726 2002-04-01 src/libgame/misc.c
2727 * Added (currently incomplete) function "getKeyFromKeyName()" simply
2728 for orthogonality. When really needed, this function must be
2729 extended accordingly (analog to "getKeyFromX11KeyName()").
2731 2002-04-01 src/libgame/setup.c
2732 * Changed setup "TYPE_KEY" (internal, X11 style key symbol name) to
2733 "TYPE_KEY_X11" and added "TYPE_KEY" (human readable key symbol name).
2734 (This was needed for custom key setup handling in "src/screens.c".)
2736 2002-03-31 src/tape.c, src/events.c
2737 * Added quick game/tape save/load functions to tape stuff which can be
2738 invoked by a keyboard shortcut. Default: "F1" saves game/tape, "F2"
2739 loads previously recorded tape and directly goes into recording mode
2740 from the end of the tape (therefore appending to the tape).
2742 2002-03-31 src/tape.c
2743 * Added "index mark" function to tape recorder. When playing or
2744 recording, "eject" button changes to "index" button. Setting index
2745 mark is not yet implemented, but pressing index button when playing
2746 allows very quick advancing to end of tape (when normal playing),
2747 very fast forward mode (when playing with normal fast forward) or
2748 very fast reaching of "pause before end of tape" (when playing with
2749 "pause before end" playing mode).
2751 2002-03-30 src/cartoons.c
2752 * Moved some stuff from cartoons.c to the new "src/libgame/toons.c".
2754 2002-03-30 src/libgame/toons.c
2755 * New libgame source file "toons.c" for the program independant part
2758 2002-03-29 src/screen.c
2759 * Changed setup screen stuff to be more generic (to make it easier
2760 to add more setup screens).
2762 2002-03-29 src/libgame/setup.c
2763 * Changed "LoadLevelInfoFromLevelDir()" so that not only directories
2764 with level sub-directories are recognized, but also directories
2765 that directly contain level files.
2767 2002-03-29 src/libgame/sound.c
2768 * Changed "boolean stereo = TRUE;" to "static boolean stereo = TRUE;".
2769 (This was a bug that showed up only when in mono audio mode.)
2771 2002-03-24 src/libgame/x11.c, src/libgame/sdl.c, src/libgame/image.c
2772 * Changed image loading code to not exit on error, but set error by
2773 using "SetError()" accordingly. Image loading errors must now be
2774 catched by above layers (src/init.c for example).
2776 2002-03-24 src/libgame/misc.c
2777 * New functions "SetError()" and "GetError()" to provide more
2778 flexible error handling.
2780 2002-03-23 src/main.c, src/main.h
2781 * Various changes due to the introduction of the new libgame files
2782 "setup.c" and "joystick.c".
2784 2002-03-23 src/files.c
2785 * Generic parts of "src/files.c" (mainly setup and level directory
2786 stuff) moved to new libgame file "src/libgame/setup.c".
2788 2002-03-23 src/joystick.c
2789 * File "src/joystick.c" moved to libgame source tree, with
2790 correspondig changes.
2792 2002-03-23 src/libgame/system.c, src/libgame/system.h
2793 * Various changes due to the introduction of the new files "setup.c"
2796 2002-03-23 src/libgame/setup.c
2797 * New libgame source file "setup.c" that contains now most setup and
2798 level directory stuff previously handled in "src/files.c".
2800 2002-03-23 src/libgame/joystick.c
2801 * New libgame source file "joystick.c" that contains now all joystick
2802 stuff previously handled in "src/joystick.c" of "Rocks'n'Diamonds".
2804 2002-03-22 src/screens.c
2805 * "HandleChooseLevel()": Another bug in level series navigation fixed.
2806 (Wrong level series information displayed when entering main group.)
2808 2002-03-22 src/editor.c
2809 * Slight change to support new gadget event "GD_EVENT_INFO_LEAVING".
2811 2002-03-22 src/editor.c
2812 * Changed behaviour of "Escape" key in level editor to be more
2813 intuitive: When in "Element Properties" or "Level Info" mode,
2814 return to "Drawing Mode" instead of leaving the level editor.
2816 2002-03-22 src/libgame/misc.c, src/libgame/sound.c
2817 * Added command line option "-s" / "--sounds" and "-m" / "--music"
2818 to specify alternative sound and music directories. (The former
2819 shortcut "-s" for "--serveronly" has changed accordingly.)
2821 2002-03-22 src/libgame/gadgets.c
2822 * Added new gadget events for displaying gadget info texts:
2823 "GD_EVENT_INFO_ENTERING" and "GD_EVENT_INFO_LEAVING". Before,
2824 the info text callback function was only called when entering
2825 a gadget (implicit "GD_EVENT_INFO_ENTERING"). But the info text
2826 was never erased. This can now be done by checking the event type
2827 in the info callback function.
2829 2002-03-21 src/game.c, src/editor.c, src/files.c
2830 * 2.0.1 introduced the corrected "Emerald Mine" style behaviour of
2831 gems (emeralds, diamonds, ...) slipping down from normal wall,
2832 steel wall and growing wall (as in E.M.C. style levels). Although
2833 the behaviour of contributed and private levels wasn't changed (due
2834 to the use of "level.game_version"; see previous entry), editing
2835 those levels will (of course) change the behaviour accordingly.
2837 This change seems a bit too hard after thinking about it, because
2838 the EM style behaviour is not the "expected" behaviour (gems would
2839 normally only slip down from "rounded" walls). Therefore this was
2840 now changed to an element property for gem style elements, with the
2841 default setting "off" (which means: no special EM style behaviour).
2842 To fix older converted levels, this flag is set to "on" for pre-2.0
2843 levels that are neither contributed nor private levels.
2845 2002-03-20 src/files.h
2846 * Corrected settings for "level.game_version" depending of level type.
2847 (Contributed and private levels always get played with game engine
2848 version they were created with, while converted levels always get
2849 played with the most recent version of the game engine, to let new
2850 corrections of the emulation behaviour take effect.)
2852 2002-03-20 src/main.h
2853 * Added "#include <time.h>". This seems to be needed by "tape.c" for
2854 compiling the SDL version on some systems.
2855 Thanks to the several people who pointed this out.
2857 2002-03-20 src/libgame/gadgets.c
2858 * "va_arg(ap, boolean)" changed to "(boolean)va_arg(ap, int)";
2859 this caused problems especially on PowerPC architecture (although
2860 it is wrong on i386 and other architectures, too)
2862 2002-03-20 src/libgame/pcx.c, src/libgame/image.c
2863 * Added support for loading and displaying true-color PCX files.
2865 2002-03-20 src/libgame/misc.c, src/libgame/x11.c
2866 * Added command line option "-g" / "--graphics" to specify an
2867 alternative graphics directory.
2870 * Version number set to 2.0.2.
2873 * Version 2.0.1 released.
2875 2002-03-19 src/libgame/system.c, src/libgame/sdl.c [src/tools.c]
2876 * Moved function "GetPixel()" from src/tools.c ("Mirror Magic" code)
2877 to libgame source files; needed for SDL fullscreen bug workaround
2880 2002-03-18 src/screens.c
2881 * "HandleChooseLevel()": Small bug in level series navigation fixed.
2883 2002-03-18 src/files.c [src/libgame/misc.c]
2884 * Moved some common functions from src/files.c to src/libgame/misc.c.
2886 2002-03-18 src/files.c [src/libgame/misc.c]
2887 * Changed permissions for new directories and saved files (especially
2888 score files) according to suggestions of Debian users and mantainers.
2889 Thanks to Drew Parsons <dparsons@emerall.com> for the patch.
2891 2002-03-18 src/libgame/misc.c [src/files.c]
2892 * Moved some common functions from src/files.c to src/libgame/misc.c.
2894 2002-03-18 src/libgame/misc.c [src/files.c]
2895 * Changed permissions for new directories and saved files (especially
2896 score files) according to suggestions of Debian users and mantainers.
2897 Thanks to Drew Parsons <dparsons@emerall.com> for the patch.
2899 2002-03-17 src/files.c
2900 * Changed "{Load|Save}{Level|Tape}()" to IFF style file format:
2901 Replaced "cookie" header string ("ROCKSNDIAMONDS_...\n") with
2902 real IFF style header "RND1....XXXX" (where "XXXX" is "CAVE"
2903 for levels and "TAPE" for tapes). Old "cookie" style format is
2904 still supported for reading. New level and tape files are written
2907 * New IFF chunk "VERS" contains version numbers for file and game
2908 (where "game version" is the version of the program that wrote the
2909 file, and "file version" is a version number to distinguish files
2910 with different format, for example after adding new features).
2912 2002-03-17 src/libgame/sound.c
2913 * Bug in "StopMusic()" fixed: SDL_mixer functions may be called
2914 even when sound not available.
2915 Thanks to Drew Parsons <dparsons@emerall.com> for the patch.
2917 2002-03-15 src/screen.c
2918 * "DrawHallOfFame()": "FadeSounds()" when entering the hall of fame.
2919 (Before, you heard a mixture of the in-game music and the
2920 hall-of-fame music.)
2922 2002-03-15 src/libgame/sound.c, src/libgame/platform.h
2923 * Added /dev/dsp (streaming audio) support for NetBSD (instead of the
2924 /dev/audio (ulaw) based Unix audio interface).
2925 Thanks to Krister Walfridsson <cato@df.lth.se> for the patches.
2927 2002-03-15 src/libgame/sdl.c
2928 * Workaround for fullscreen bug in WIN32 version of SDL (at least
2929 in the currently actual version 1.2.3) by using "standard" screen
2930 resolutions like 800x600 and mapping all input (mouse events) and
2931 output (screen drawing) accordingly.
2933 2002-03-14 src/events.c
2934 * Function "DumpTape()" (files.c) now available by pressing 't' from
2935 main menu (when in DEBUG mode).
2937 2002-03-14 src/game.c
2938 * "GameWon()": When game was won playing a tape, now there is no delay
2939 raising the score and no corresponding sound is played.
2941 2002-03-14 src/files.c
2942 * Changed "LoadTape()" for real chunk support and also adjusted
2943 "SaveTape()" accordingly.
2945 2002-03-14 src/game.c, src/tape.c, src/files.c
2946 * Important changes to tape format: The old tape format stored all
2947 actions with a real effect with a corresponding delay between the
2948 stored actions. This had some major disadvantages (for example,
2949 push delays had to be ignored, pressing a button for some seconds
2950 mutated to several single button presses because of the non-action
2951 delays between two action frames etc.). The new tape format just
2952 stupidly records all device actions and replays them later. I really
2953 don't know why I haven't solved it that way before?! Old-style tapes
2954 (with tape file version less than 2.0) get converted to the new
2955 format on-the-fly when loading and can therefore still be played;
2956 only some minor parts of the old-style tape handling code was needed.
2957 (A perfect conversion is not possible, because there is information
2958 missing about the device actions between two action frames.)
2960 2002-03-14 src/files.c
2961 * New function "DumpTape()" to dump the contents of the current tape
2962 in a human readable format.
2964 2002-03-14 src/game.c
2965 * Small tape bug fixed: When automatically advancing to next level
2966 after a game was won, the tape from the previous level still was
2967 loaded as a tape for the new level.
2969 2002-03-14 src/tape.c
2970 * Small graphical bug fixed: When pressing ""Record" or "Play" on
2971 tape, cartoons did not get completely removed because
2972 StopAnimation() was not called.
2974 2002-03-13 src/files.c
2975 * Changed "LoadLevel()" and "SaveLevel()" to add new chunk "CNT2".
2976 Fixed bug of "CONT" and "BODY" (chunk size was set to 8-bit element
2977 size even when using 16-bit elements). Added new chunk "CNT2" for
2978 16-bit amoeba content (previously written in 8-bit field in "HEAD"
2979 chunk even when content was 16-bit element). "CNT2" should now be
2980 able to store content for arbitrary elements (up to eight blocks of
2981 3 x 3 element arrays). All "CNT2" elements will always be stored as
2982 16-bit elements. "CONT" (with 8/16-bit elements) now obsolete.
2984 2002-03-13 src/files.c
2985 * Changed "LoadLevel()" for real chunk support.
2987 2002-03-12 src/game.c
2988 * Fixed problem (introduced after 2.0.0 release) with penguins
2989 not getting killed by enemies
2991 2002-02-28 src/libgame/sound.c
2992 * Fixed small problem with new SDL_Mixer 1.2.1:
2993 Mix_VolumeMusic() must be called _after_ Mix_PlayMusic(),
2994 or it has no effect.
2996 2002-02-24 src/game.c, src/main.h
2997 * Added "player->is_moving"; now "player->last_move_dir" does
2998 not contain any information if the player is just moving at
3000 Before, "player->last_move_dir" was misused for this purpose
3001 for the robot stuff (robots don't kill players when they are
3002 moving). But setting "player->last_move_dir" to MV_NO_MOVING
3003 broke tapes when walking through pipes!
3004 ("IS_MOVING()" uses "MovPos[][]", but this fails when it is 0
3005 in a continuous movement. This fact is ignored for friends and