2 * fixed broken door animations when switching between custom graphics
5 * fixed layout for "level set info" to support custom playfield size
6 * fixed changing from title to info screen with custom playfield size
9 * fixed bug with not updating default bitmap pointer for scaled images
10 * fixed redraw/fade bugs when redefining the playfield size or position
13 * fixed some smaller issues with loading custom artwork
16 * added warnings when using undefined element and graphic names in
17 custom artwork definitions (like ".crumbled_like" or ".clone_from")
18 * added setting default filenames for all cloned graphics in static
19 graphics configuration on startup (to be able to fall back later)
22 * fixed using buttons on main screen with size other than 32x32 pixels
23 * fixed some initialization bugs for scrollbars and main screen buttons
24 * fixed bug when drawing non-element graphics (without separate in-game
25 graphic/bitmap defined) while non-standard game tile size is defined
28 * removed some remaining unused X11 stuff
29 * fixed bug with potentially suppressed exit error message on startup
32 * fixed bug not loading tape when selecting level from level selection
33 screen (thanks to filbo for finding this bug and supplying a patch)
36 * fixed menu display bugs (drawing outside menu area with draw offset)
37 * fixed menu key navigation bugs (when using smaller menu list size)
40 * added support for animated door parts during opening/closing movement
43 * added automatic detection of normal/steel character elements in level
44 editor when drawing text (depending on currently selected element)
47 * eliminated historical ISO-8859-1 characters from source code files
48 (but still using them internally for special character encodings)
49 * changed output of special character for level sketch brushes to UTF-8
52 * added handling of unselectable selectbox options and option headlines
55 * fixed bug when changing between graphic sets with different tile size
56 * cleanup of handling the various graphic sizes for different purposes
57 (like 32x32, 16x16 etc.); this change was needed for the bugfix above
60 * added virtual keyboard on Android port when entering player name
63 * fixed "quick menu doors" and sounds for door and envelope requests
66 * fixed display bugs with certain custom menu definitions regarding the
67 hall of fame (high scores) and setup screens that require scrolling
68 (these display bugs showed up with custom menu graphics of R'n'D jue)
71 * fixed bug with animation frames per line with non-standard tile size
72 (relevant for example for 64x64 sized frames continued on next row)
75 * removed checking of file identifier tokens for configuration files
78 * fixed bug where player actions were only mapped in team mode
79 (this broke four tapes in automatic game engine unit test where
80 old levels contained a non-yellow player, like rnd_abby_king, 011)
83 * removed large parts of the preprocessor hell of old and unused code
86 * updated source file headers (mainly author contact information)
89 * added key shortcuts for window scaling and toggling fullscreen mode:
90 - Ctrl-'+', Ctrl-'-' and Ctrl-'0' for up/downscaling and normal size
91 - "F11" key for toggling fullscreen mode (in addition to Alt-Enter)
94 * fixed some drawing bugs when scaling graphics due to "game.tile_size"
95 * added some performance improvements when handling SDL surface scaling
98 * added custom graphics property "game.tile_size" to define in-game tile
99 size (this defines the tile size actually displayed on the playfield);
100 tile graphics will either be scaled to the defined game tile size or
101 have to be specified with the same image size (using ".tile_size")
104 * added custom graphics property ".tile_size" to define tile image size
105 for game element graphics (like "custom_1.tile_size"); non-standard
106 sized images will then be scaled accordingly to standard tile size
109 * fixed music still being played in Android version when in background
112 * added Android "menu" button to be treated as "yes" requester button
113 (while the Android "back" button was already treated as "no" button)
116 * added command line options "--version" / "-V" to show program version
117 (also shows SDL library versions when prefixed with "--debug" option)
120 * error file set to unbuffered to prevent truncation in case of crashes
123 * fixed bug causing wrong screen updates while playing (whole screen
124 update from backbuffer instead of playfield buffer if REDRAW_ALL set)
125 * fixed nasty (typo) bug in native EM engine causing broken player
126 graphics when using different (redefined) playfield size
129 * fixed bug causing EM/EMC graphics sets containing original 16x16 tiles
130 to be displayed incorrectly (with broken scaling) when switching
131 between small and normal game graphics (thanks a lot to filbo for
132 analyzing and describing how to exactly reproduce this bug)
135 * removed MS-DOS support
136 * removed native X11 support (X11 now only supported via SDL/SDL2)
139 * cleanup of functions RedrawPlayfield() and BlitScreenToBitmap()
142 * fixed level redraw after quick-loading tape with small tile graphics
145 * added compatibility code for existing request door animation settings
148 * added ultra-generic, ultra-flexible request door animation handling
151 * fixed major bugs in handling single-player and multi-player tapes
152 (for details, see http://www.artsoft.org/forum/viewtopic.php?t=2086)
155 * fixed various problems with playfield and requester/tape/editor doors
156 defined to be at non-standard screen positions in artwork config file
159 * added envelope style requester dialog (alternative to door requester)
162 * fixed problems with window scaling and updating related setup value
163 * added setup option to select anti-aliasing quality of scaled windows
166 * improved speed of displaying progress when loading levels and artwork
167 * changed fullscreen and window scaling changes in setup menu to have
168 immediate effect (instead of being effective after leaving setup menu)
171 * fixed toons stopping on continuous touch events on Mac OS X
174 * fixed bug when displaying game envelope with even sized playfield
175 * added graphic configuration options for request (dialog) buttons
178 * fixed some redraw bugs with window scaling under Mac OS X
181 * fixed problems with window scaling and updating related setup value
184 * fixed problems related to fullscreen switching and window scaling
187 * fixed inconsistent custom artwork constants numbering in src/main.h,
188 src/screen.c and src/conf_gfx.c (this really should be cleaned up)
189 (this bug caused custom artwork definition to set wrong variable)
192 * fixed using fullscreen mode on Android instead of pseudo-window mode
193 * fixed keeping desktop fullscreen mode when changing viewport size
196 * fixed remaining text input problems for non-ASCII keys with modifier
197 * added window scaling options to graphics setup menu
200 * fixed key code problems with certain keys for SDL2
201 (keypad keys not being in numerical order; number of function keys)
202 * fixed text input problems for text characters using modifier keys
205 * fixed fullscreen option for SDL2 (using only desktop fullscreen now)
208 * fixed graphical bugs when using renderer/texture based graphics
211 * fixed playing certain sounds (menu navigation sound and counting
212 score sound after solving a level) when "normal sounds" are disabled
215 * continued porting Rocks'n'Diamonds to Android (levels now playable)
218 * added SDL2 renderer/texture based graphics frame handling to allow for
219 "desktop" style fullscreen mode and scaling of game screen/window
222 * removed limitation of artwork files to selected file types (this means
223 that every file type supported by SDL_image and SDL_mixer can be used)
224 * changed default graphics from PCX to PNG (needed for Android version
225 to prevent painfully slow image loading, although not compressing PCX
226 files in the assets directory of the APK package might also work fine)
227 * fixed bug with SDL_BlitSurface creating garbage when source and target
228 surface are the same (this bug also existed in versions of SDL 1.2.x)
231 * started porting Rocks'n'Diamonds to Android (already shows main menu)
234 * ported Rocks'n'Diamonds to SDL2 (first simple version that works)
237 * version number set to 3.3.1.3
240 * version 3.3.1.2 released
243 * improved error handling: display error message on screen (not only in
244 the error file or on the console), and display path of the error file
247 * fixed problem with R'n'D restarting with same level set that may have
248 caused a problem (and therefore failing again and again); after an
249 error, the last level set is now deactivated in file "levelsetup.conf"
250 to restart with default level set (which should work without error)
253 * fixed determining main game data directory on Mac OS X "Mavericks"
256 * version number set to 3.3.1.2
259 * version 3.3.1.1 released
262 * added scripts directory to distribution package to enable building
263 element definitions after editing artwork config source code files
266 * added volume controls for sounds, loops and music to sound setup
269 * version number set to 3.3.1.1
272 * version 3.3.1.0 released
275 * version number set to 3.3.1.0
278 * fixed display of level time switching from ascending to descending
279 when making use of the "time orb bug" (see element setting in editor)
280 (see level 053 of set "rnd_equinox_tetrachloride_ii" for an example)
281 * fixed graphics performance problems (especially on Mac OS X) by using
282 whole-playfield redraw on SDL target, while still using the previous
283 single-tile redraw method on X11 target (using redraw tiles threshold)
286 * fixed code (esp. random/tape handling) when compiled on 64-bit systems
287 (by replacing all "long" types by "int" types)
290 * fixed nasty bug (affecting crumbled graphics) after adding new special
291 graphics suffix ".TAPE" (and messing some things up in src/main.c)
294 * fixed wrong argument order in DrawTextBuffer() in gadgets.c
295 (this caused fonts in envelope config in level editor being invisible)
298 * fixed some problems with half tile size and even tile sized playfields
301 * added level selection screen (when clicking on main menu level number)
302 * added level tracing (played, solved) for use in level selection screen
303 (to display already played or solved levels in different font color)
306 * added alternative game mode for playing with half size playfield tiles
307 * fixed another memory violation bug in the native Supaplex game engine
308 (this potential memory bug was also in the original Megaplex code, but
309 apparently only occured under rare conditions triggered by using the
310 additional added preceding playfield memory area to make a few strange
311 levels using dirty off-playfield tricks (bugs) like "12s033.sp" also
312 solvable (this all worked fine in the classic DOS version, of course))
315 * added graphics performance optimization to native Supaplex game engine
316 * fixed bug with accidentally removing preceding buffer in SP engine
317 * moved some editor graphics from "RocksDoor.pcx" to "RocksMore.pcx"
318 (to prevent compatibility mapping of these newer graphics to older
319 (custom) versions of "RocksDoor.pcx" which did not contain them yet)
322 * added separately configurable game panel background to graphics config
323 * fixed displaying Supaplex time (now based on 35 fps instead of 50 fps)
326 * added tape panel graphics and screen positions to graphics config
329 * added compatibility stuff for redefined "global.door" (which affects
330 all parts of that image that have their own graphics definition now)
333 * added sound button graphics to graphics config
336 * added tape button graphics and screen positions to graphics config
339 * improved single step mode in R'n'D, EM and SP engines
342 * version number set to 3.3.0.2
345 * version 3.3.0.1 released
348 * added configurable key shortcuts for snap+direction player actions
349 (probably most useful for recording tool-assisted speedrun (TAS)
350 tapes using the single-step mode of the tape recorder)
353 * version number set to 3.3.0.1
356 * version 3.3.0.0 released
359 * fixed missing memory allocation in SP engine when saving engine data
360 for non-SP game engine snapshots (which also stores SP engine part)
363 * fixed problem with scrolling in native EM engine in multi-user mode
364 (this bug was just introduced with the experimental viewport stuff)
365 * fixed animation of splashing acid in EM engine with classic artwork
366 * fixed animation of cracking nut in EM engine with classic artwork
367 * fixed (implemented) single step mode in native EM and SP engines
368 * fixed "latest_engine" flag in classic levels (moved to single sets)
369 * updated SDL library DLLs for Windows to the latest release versions
370 (this fixed some mysterious crashes of the game on Windows systems)
371 * replaced EM and SP set in classic level set with native level files
372 * finally added a newly written "CREDITS" file to the game package
373 * removed sampled music loops from classic music set
376 * changed native Emerald Mine engine to support different viewport sizes
379 * changed native Supaplex engine to support different viewport sizes
382 * added initial, experimental support for different viewport properties
383 (with "viewports" being menu/playfield area and doors; currently the
384 size of the menu/playfield area and door positions can be redefined)
387 * added initial, experimental support for different window sizes
390 * added support for native Sokoban solution files in pure 'udlrUDLR'
391 format with extension ".sln" instead of ".tape" for solution tapes
394 * added image config suffix ".class" to be able to define classes of
395 crumbled elements which are then separated against each others when
396 drawing crumbled borders (class names can freely be defined)
397 (Example: "sand.CRUMBLED.class: sand" and "emc_grass.CRUMBLED.class:
398 emc_grass" results in sand and emc_grass being crumbled separately,
399 even if directly adjacent on the playfield.)
400 * added image config suffix ".style" to use two new features for
402 - "accurate_borders": try to draw correctly crumbled corners (which
403 means that a row of crumbled elements does not have two crumbled
404 corners for each element in the row, but only at the "real" corners
405 at the start and the end of the row of elements)
406 - "inner_corners": also draw inner corners in concave constructions
407 of several crumbled elements -- this is currently a big kludge: the
408 number of frames for crumbled graphic must be "2", with the first
409 frame as usual (crumbled graphic), while the second frame contains
410 the graphic with inner (crumbled) corners for the crumbled graphic
411 (These two features are mainly intended for bevelled walls, not for
412 diggable elements like sand; "inner_corners" only works reliably for
413 static walls, not for in-game dynamically changing walls using CEs.)
416 * finished code cleanup of native Supaplex game engine
419 * started code cleanup of native Supaplex game engine
422 * integrated playing sound effects into native Supaplex game engine
425 * added configurable key shortcuts for the tape recorder buttons
428 * added (hidden) function to save native Supaplex levels with tape as
429 native *.sp file containing level with demo (saved with a file name
430 similar to native R'n'D levels, but with ".sp" extension instead of
431 ".level"); to use this functionality, enter ":save-native-level" or
432 ":snl" from the main menu with the native Supaplex level loaded and
433 the appropriate tape loaded to the tape recorder
434 * fixed potential crash bug caused by illegal array access in engine
435 snapshot loading and saving code
436 * changed setting permissions of score files to be world-writable if
437 the program is not installed and running setgid to allow the program
438 to modify existing score files when run as a different user (which
439 allows cheating, of course, as the score files are not protected
440 against modification in this case)
441 * added (commented out) suggestions for RO_GAME_DIR and RW_GAME_DIR to
442 the top level Makefile for Debian / Ubuntu installations
443 * added saving read-only levels from editor into personal level set
444 (thanks to Bela Lubkin for the above four patches)
447 * added updating of game values on the panel to Supaplex game engine
450 * finished integrating R'n'D graphics engine into Supaplex game engine
451 (although some animations do not support full customizability yet)
454 * done integrating R'n'D graphics engine into file "Infotron.c"
455 * done integrating R'n'D graphics engine into file "OrangeDisk.c"
458 * integrated engine snapshot functionality into Supaplex game engine
461 * fixed bug in native Supaplex engine that broke several demo solutions
462 * fixed bug with re-initializing already existing elements in function
463 RelocatePlayer() in src/game.c (causing problems with Sokoban fields
464 counted a second time, making the currently playing level unsolvable)
465 * done integrating R'n'D graphics engine into file "SnikSnaks.c"
466 * done integrating R'n'D graphics engine into file "Electrons.c"
467 * done integrating R'n'D graphics engine into file "Zonk.c"
470 * done integrating R'n'D graphics engine into file "Murphy.c"
471 * done integrating R'n'D graphics engine into file "BugsTerminals.c"
474 * started integrating R'n'D graphics engine into Supaplex game engine
477 * added small kludge that allows transparent pushing animation over
478 non-black background (by using "game.use_masked_pushing: true")
479 * added editor flag to Sokoban field/object elements to automatically
480 finish solved Sokoban style levels (even if they contain non-Sokoban
481 elements, which prevents auto-enabling this feature for such levels)
484 * added new element "from_level_template" which is replaced by element
485 from level template at same playfield position when loaded (currently
486 not accessible from level editor, but only used for special Sokoban
487 level conversion when using "special_flags: load_xsb_to_ces")
488 * added special behaviour for "special_flags: load_xsb_to_ces": global
489 settings of individual level files are overwritten by template level
490 (except playfield size, level name, level author and template flag)
493 * added handling of gravity ports when converting Supaplex style R'n'D
494 levels to native Supaplex levels for playing with Supaplex engine
497 * fixed bug in Supaplex engine regarding initial screen scroll position
500 * fixed EMC style pushing animations in the R'n'D graphics engine (when
501 using ".2nd_movement_tile" for animations having start and end tile)
502 * for this to work (look) properly for two-tile pushing animations with
503 non-black (i.e. opaque) background, the pushing graphics drawing order
504 was changed to first draw the pushed element, then the player (maybe
505 this should be controlled by an ".anim_mode" flag yet to be added)
506 * two-tile animations for moving or pushing should have 7 frames for
507 normal speed, 15 frames for half speed etc. to display correct frames
508 * two-tile animations are also displayed correctly with different speed
509 settings for the player (for pushing animations) or moving elements
512 * added searching for template level (file "template.level") not only
513 inside the level set directory, but also in above level directories;
514 this makes is possible to use the same single template level file
515 (placed in a level group directory) for many level sub-directories
518 * fixed bug with steel exit being destructible during opening phase
519 * added token "special_flags" to "levelinfo.conf" (currently with the
520 only recognized value "load_xsb_to_ces", doing the same as the flag
521 "-Dload_xsb_to_ces" on the command line, but as a permanent flag for
522 converting all elements in native (XSB) Sokoban level files to CEs)
525 * fixed some problems with Supaplex engine when compiling for Windows
528 * added special mode to convert elements of Sokoban XSB levels to CEs
529 by adding "-Dload_xsb_to_ces" to the command line starting the game
530 (also adding a dependency to a template level file "template.level")
533 * added reading native Sokoban levels and level packages (XSB files)
536 * fixed bugs in (auto)scrolling behaviour when passing ports or when
537 wrapping around the playfield through "holes" in the playfield border
540 * changed internal playfield bitmap handling from playfield sized bitmap
541 to screen sized bitmap (visible scrolling area), therefore speeding up
542 graphics operations (by eliminating bitmap updates in invisible areas)
543 and removing playfield size limitations due to increasing bitmap size
544 for larger playfield sizes (while the new implementation always uses
545 a fixed playfield bitmap size for arbitrary internal playfield sizes)
548 * fixed bug with single step mode (there were some cases where the game
549 did not automatically return to pause mode, e.g. when trying to push
550 things that cannot be pushed or when trying to run against a wall)
553 * added support for loading Supaplex levels in MPX level file format
556 * fixed SP engine to set "game over" not before lead out counter done
559 * fixed (potential) compile error when using GCC option "-std=gnu99"
560 (thanks to Tom "spot" Callaway)
563 * fixed array allocation in native Supaplex engine to correctly handle
564 preceding scratch buffers (needed because of missing border checking)
565 * fixed playfield initialization to correctly add raw header bytes as
566 subsequent scratch buffer (needed because of missing border checking)
569 * most important parts of native Supaplex engine integration working:
570 - native Supaplex levels can be played in native Supaplex engine
571 - native Supaplex level/demo files ("*.sp" files) can be re-played
572 - all 111 classic original Supaplex levels automatically solvable
573 - native Supaplex engine can be selected and used from level editor
574 - logic of re-playing Supaplex demos migrated to R'n'D tape logic
577 * fixed another translation problem from VisualBasic to C (where "int"
578 should be "short") causing unsolvable demos with bugs and terminals
579 ("bugs" being related to the Supaplex "buggy base" element here ;-) )
582 * fixed bug when reading Supaplex single level files (preventing loader
583 from seeking to level position like in Supaplex level package files)
586 * first classic Supaplex level running and solved by solution/demo tape
589 * started with integration of native Supaplex engine, using source code
590 of Megaplex from Frank Schindler, based on original Supaplex engine
593 * version number set to 3.2.6.2
596 * version 3.2.6.1 released
599 * fixed bug with element_info[e].gfx_element not being initialized in
600 early game stage, causing native graphics in EMC level sets to be
601 mapped completely to EL_EMPTY (causing a blank screen when playing)
602 (this only happened when starting the program with an EMC set with
603 native graphics, but not when switching to such a set at runtime)
606 * deactivated blit-to-same-surface workaround again (see 2009-03-24)
607 and using self-compiled, patched SDL.dll that solves this problem
608 (interim solution until release of SDL 1.2.14 that should fix this)
611 * extended backwards compatibility mode to allow already fixed bug with
612 change actions (see "2008-02-05") for existing levels (especially the
613 Zelda and Zelda II levels and other cool stuff by Alan Bond like FMV)
616 * reactivated workaround to prevent program crashes due to blitting to
617 the same SDL surface that apparently only occurs on Windows systems
618 (this is no final solution; this problem needs further investigation)
621 * version number set to 3.2.6.1
624 * version 3.2.6.0 released
627 * fixed behaviour of player option "no centering when relocating" which
628 was incorrect when disabled and relocation target inside visible area
629 and "no scrolling when relocating" enabled at the same time
632 * fixed problems with re-mapping players on playfield to input devices:
633 previously, players found on the level playfield were changed to the
634 players connected to input devices (for example, player 3 in the level
635 was changed to player 1 (using artwork of player 3, to be able to use
636 a player with a different color)); this had the disadvantage that CE
637 conditions using player elements did not work (because the players in
638 the level definition are different to those effectively used in-game);
639 the new system uses the same player elements as defined in the level
640 playfield and re-maps the input devices of connected players to the
641 corresponding player elements when playing the level (in the above
642 example, player 3 now really exists in the game and is moved using the
643 events from input device 1); level tapes still store the events from
644 input devices 1 to 4, which are then re-mapped to players accordingly
645 when re-playing the tape (just as it is done when playing the level)
648 * fixed bug with player relocation while the player switches an element
651 * fixed bug with EM/DC style exit and EM/DC style steel exit which was
652 not walkable (and did not let the player enter) when in process of
653 opening, but not fully open yet (which can cause the player not being
654 able to enter the exit in EM/DC style levels in time)
657 * fixed some bugs regarding the new level/CE random seed reset options
660 * moved "level settings" and "editor settings" to two tabbed screens in
661 level editor to gain space for additional level property settings
662 * added level setting to start a level with always the same random seed
663 * added CE action "set random seed" to re-initialize random seed in game
664 (this is the only CE action that gets executed before the CE changes,
665 which is needed to use the newly set random seed during the CE change)
668 * fixed redraw problem of special editor door when playing from editor
671 * fixed initialization of gfx_element for level sketch image creation
674 * added switch for EM style dynamite "[ ] explodes with chain reaction"
675 (with default set to "on" for existing levels, but "off" for all new
676 levels), as EM style dynamite does not chain-explode in original EM
679 * added optional initial inventory for players (pre-collected elements)
680 * added change page actions "set player inventory" and "set CE artwork"
681 * added recognition of "player" parameter on change pages when player
682 actions are defined, but no trigger player in corresponding condition
683 (this resulted in actions that only affected the first player before)
684 * fixed bug with change actions being executed for newly created custom
685 elements resulting from custom element changes, when the intention was
686 only to check for change actions for the previous custom element
689 * changed design and size of element drawing area in level editor
690 * added "element used as action parameter" to element change actions
693 * added possibility to reanimate player immediately after his death
694 (for example, by "change to <player> when explosion of <player>")
697 * fixed bug with "gray" white door not being uncovered by magnifier
698 * added score for collecting (any) key to the white key config page
701 * added condition "deadly when <getting hit by>" for custom elements
702 that behaves a bit like the existing "deadly when <colliding with>",
703 but with the following differences:
704 - it only kills players or friends when it was moving before it hits
705 - it does not kill players or friends that try to run into it
708 * fixed the following change conditions where a player element is used
709 as the "element that is triggering the custom element change":
712 - explosion of <element>
714 (the last two conditions already worked partially, but only for the
715 first player, and not for the "Murphy" player when using "move of")
718 * fixed crash bug caused by accessing invalid element (with value -1)
719 in UpdateGameControlValues()
720 * fixed graphical bug when using two-tile movement animations with EMC
721 game engine without explicitly using native EMC graphics engine
724 * fixed bug in new "can dig" feature (see below) so that an unsuccessful
725 try to push something (due to push delay) does not cause a dig action
728 * fixed bug with reference elements used as trigger elements on custom
729 element change pages not being recognized
730 * fixed bug with reference elements not being removed from the playfield
731 * added engine functionality that allows custom elements that "can dig"
732 other elements not only to do so when moving by themselves, but also
733 when being pushed by the player (therefore adding the functionality to
734 push one element over another element, replacing it with the new one)
737 * added command line function to write level sketch images to directory
740 * merged override and auto-override options into new override options
741 with a new data type than can take the values "no", "yes" and "auto"
744 * fixed growing steel wall to also leave behind steel wall instead of
745 normal, destructible wall
746 * fixed handling of rocks falling through stacks of quicksand with
747 different speed (before, the rocks just got stuck in the quicksand)
750 * fixed nasty bug with auto-override and normal override not working on
751 program startup (especially when current level set has custom artwork)
754 * version 3.2.5 released as special edition "R'n'D jue"
757 * fixed X11 crash bug when blitting masked title screens over background
760 * changed build system to support special editions (like "R'n'D jue")
761 * added (hardcoded) loading graphics for "R'n'D jue" special edition
762 * fixed X11 crash bug when scaling images with width/height less than 32
765 * added "background.PLAYING" (only visible as two-pixel border in game)
766 * added default level set for first start of special R'n'D version
767 * changed door animations for editor always behaving like "quick doors"
770 * added new custom artwork setup option "auto-override non-CE sets" for
771 automatic artwork override that is only used for level sets without
772 custom element artwork (as it does not make much sense to override
773 any artwork that redefines custom element artwork for sets using CEs)
774 * fixed default artwork for "special" R'n'D versions always using the
775 "classic" artwork as the base if base artwork is not explicitly
776 defined in "levelinfo.conf", regardless of different default artwork
777 used by the special R'n'D version -- this is needed because any such
778 custom artwork is designed using the "classic" artwork definitions as
779 the base (including menu definitions and screen positions etc., which
780 would otherwise be taken from the different special default artwork)
783 * fixed drawing of animated "quicksand.filling" and "quicksand.emptying"
784 for both EMC and R'n'D graphics engine (heavy workarounds needed due
785 to massively broken handling of quicksand in R'n'D game engine)
786 * fixed off-limits access to array in DrawLevelFieldCrumbledSandExt()
787 * fixed crash bug (hopefully) when scrolling with cursor keys in editor
790 * fixed small bug in toon drawing (introduced when fixing the crash bug)
793 * added graphics definition "game.panel.highscore" to display the
794 current levels current high score in the game panel
797 * version number set to 3.2.5
800 * version 3.2.4 released
803 * fixed crash bug in toon drawing functions for large step offset values
806 * fixed some problems with displaying game panel when quick-loading tape
809 * fixed (experimental only) redrawing of every tile per frame (even if
810 unneeded) for the extended (R'n'D based) EMC graphics engine
811 * added optimization to only calculate element count for panel display
812 if really needed (that is, if element count values defined on panel)
813 * fixed problem with special editor door redraw when entering main menu
816 * fixed bug with displaying background for title messages on info screen
817 * some code cleanup for the extended (R'n'D based) EMC graphics engine
820 * fixed bug with CE action "move player" always resulting in player 4
821 if there was a CE action with no trigger player (because the player
822 element was calculated by using log_2() from trigger player bits with
823 the value PLAYER_BITS_ANY) -- this is now fixed by also storing the
824 triggering player bit mask and handling all players in "move player"
825 * fixed bug when defined artwork cannot be found for artwork that has
826 default artwork cloned from other artwork (without default filename)
827 * added several fixes to the extended (R'n'D based) EMC graphics engine
830 * fixed broken editor copy and paste for custom elements between levels
833 * title messages are now also searched in graphics artwork directory;
834 those found in graphics directory have precendence over those found
835 in level directory -- this handles title messages stored in graphics
836 directories as part of the artwork set, just like title images; this
837 makes sense, as corresponding special font definitions for messages
838 are usually defined in the same graphics artwork directory, and also
839 because title images and title messages that are combined in a level
840 set introduction should usually not be separated when the level set
841 is used with a different artwork set (e.g. using "override graphics")
842 * fixed problem with door borders on main screen by first drawing doors
843 and then the corresponding border masks, but not vice versa
844 * fixed problem with artwork config entries using the value "[DEFAULT]";
845 this does not what one might expect, but sets the value to an invalid
846 value -- solution: simply ignore such entries, which results in this
847 value keeping its previous (real) default value (in general, entries
848 that should use their default value should just not be defined here)
849 * fixed problem with wrong fading area size from main menu to setup menu
852 * fixed problem with broken crumbled graphics after level set changes
853 when using R'n'D custom artwork with level sets using the EMC engine
856 * fixed invisible "joysticks deactivated ..." text on setup input screen
859 * added use of hashes created from static lists (element tokens, image
860 config, font tokens) to speed up lookup of configuration parameters
861 * fixed bug where element and graphic config token lookup was mixed up
864 * added "busy" animation when initializing program and loading artwork
865 * added initialization profiling for program startup (debugging only)
868 * fixed(?) very strange bug apparently triggered by memset() when code
869 was cross-compiled with MinGW cross-compiler for Windows XP platform
870 (this only happened when using SDL.dll also self-compiled with MinGW)
873 * added graphics engine directive "border.draw_masked_when_fading" that
874 enables/disables drawing of border mask over screen that is just faded
877 * fixed small problem with separate fading definition for game screen
880 * added additional configuration directives for setup screen draw offset
881 menu.draw_xoffset.SETUP[XXX] and menu.draw_yoffset.SETUP[XXX] with XXX
882 in GAME, EDITOR, GRAPHICS, SOUND, ARTWORK, INPUT, SHORTCUTS_1,
883 SHORTCUTS_2, CHOOSE_ARTWORK, CHOOSE_OTHER (where "CHOOSE_ARTWORK" is
884 used to define draw offset on custom artwork selection screens and
885 "CHOOSE_OTHER" is used on all other list style selection screens, like
886 choosing game speed or screen mode for fullscreen mode)
887 * added additional configuration directives to define main menu buttons:
888 - menu.button_name and menu.button_name.active
889 - menu.button_levels and menu.button_levels.active
890 - menu.button_scores and menu.button_scores.active
891 - menu.button_editor and menu.button_editor.active
892 - menu.button_info and menu.button_info.active
893 - menu.button_game and menu.button_game.active
894 - menu.button_setup and menu.button_setup.active
895 - menu.button_quit and menu.button_quit.active
896 * added eight pure decoration graphic definitions for the game panel
899 * added support for accessing native Diamond Caves II level packages
900 * fixed displaying of game panel values for Emerald Mine game engine
901 * fixed displaying end-of-level time and score values on new game panel
904 * added game panel control to display arbitrary elements on game panel
905 * added game panel control to display custom element score (globally
906 unique for identical custom elements) either as value or as element
907 * added ".draw_masked" and ".draw_order" to game panel control drawing
910 * fixed some general bugs with handling of ".active" elements and fonts
913 * cleanup of game panel elements (some elements were not really needed)
914 * added displaying of gravity state (on/off) as new game panel control
915 * added animation for game panel elements (similar to game elements)
918 * added new pseudo game mode "PANEL" to define panel fonts and graphics
919 - panel fonts now use ".PANEL" suffix instead of ".PLAYING" suffix
920 - panel graphics now use ".PANEL" suffix instead of ".DOOR" suffix
921 (else graphics would have to use ".PLAYING", which would be confusing)
922 * fixed bug when fading out to game screen with border mask defined
925 * added attribute ".tile_size" for element style game panel controls
928 * added <space> key as additional valid key to use for confirm requester
931 * improved menu fading, adding separate fading definitions for entering
932 and leaving a "content" screen (in general), and optional definitions
933 for the special "content" screens SCORES, EDITOR, INFO and PLAYING
936 * added (currently invisible) setup option to define scroll delay value
937 * fixed small bug in priority handling when auto-detecting level start
938 position in levels without player element (but player from CE etc.)
939 * added option "game.forced_scroll_delay_value" to override user choice
940 of scroll delay value for certain level sets with "graphicsinfo.conf"
941 * replaced setup option "scroll delay: on/off" by new setup option that
942 directly allows selecting the desired scroll delay value from 0 to 8
945 * added displaying of most game panel control elements (not animated)
948 * added new configuration directives to display additional game engine
949 values on the game control panel, like the following examples:
950 - game.panel.time_hh/time_mm/time_ss - level time in HH/MM/SS format
951 - game.panel.penguins - number of penguins to rescue
952 - game.panel.level_name - level name of current level
955 * added support for preview tile sizes "1" and "2" (1x1 and 2x2 pixels)
958 * added new player option "no centering when relocating" for "invisible"
959 teleportations to level areas that look exactly the same, giving the
960 illusion that the player did not relocate at all (this was the default
961 since 3.2.3, but caused visual problems with room creation in "Zelda")
962 * added new menu fading effect "melt", shamelessly stolen from "DOOM"
965 * improved menu fading, adding separate fading definitions for entering
966 and leaving a menu and for fading between menu and "content" screens
967 * fixed small bug with recognizing also ".font_xyz" style definitions
970 * improved menu fading, adding separate fading definitions for fading
971 between menu screens and fading between menu and "destination" screens
974 * titlemessage_initial_x and titlemessage_x set to "[DEFAULT]" in static
975 configuration (set from "[titlemessage_initial]" and "[titlemessage]")
976 * fading settings of "[titlemessage_initial]" and "[titlemessage]" set
977 to "[DEFAULT]" in static configuration (set from "[title_initial]" and
979 * improved title fading, allowing fading animation types "none", "fade"
980 and "crossfade" (including cross-fading of last title to main menu)
983 * added configurability of graphics, sounds and music for title screens,
984 which are separated into initial title screens (only shown once at
985 program startup) and title screens shown for a given level set; these
986 title screens can be composed of up to five title images and up to
987 five title text messages (each drawn using an optional background
988 image), also using background music and/or sounds; aspects like
989 background images, sounds and music of title screens can either be
990 defined generally (valid for all title screens) or specifically (and
991 therefore differently for each title screen) using these directives:
993 to define a background image, sound or music file for all screens:
994 - background.TITLE_INITIAL (for all title screens for game startup)
995 - background.TITLE (for all title screens for level sets)
997 to define a background image, sound or music file for a single screen:
998 - background.titlescreen_initial_x (with x in 1,2,3,4,5)
999 - background.titlescreen_x (with x in 1,2,3,4,5)
1000 - background.titlemessage_initial_x (with x in 1,2,3,4,5)
1001 - background.titlemessage_x (with x in 1,2,3,4,5)
1003 to define the title screen images:
1004 - titlescreen_initial_x (with x in 1,2,3,4,5)
1005 - titlescreen_x (with x in 1,2,3,4,5)
1007 to define the title text messages, place text files into the level set
1008 directory that have the following file names:
1009 - titlemessage_initial_x.txt (with x in 1,2,3,4,5)
1010 - titlemessage_x.txt (with x in 1,2,3,4,5)
1012 to define the properties of the text messages, either use directives
1013 that affect all text messages:
1014 - [titlemessage_initial].<suffix>
1015 - [titlemessage].<suffix>
1016 or use directives that affect single text messages:
1017 - titlemessage_initial_x.<suffix> (with x in 1,2,3,4,5)
1018 - titlemessage_x.<suffix> (with x in 1,2,3,4,5)
1020 valid values for <suffix> are the same as for readme.<suffix> below;
1021 use ".sort_priority" (default: 0) to define an arbitrary order for
1022 title images and title messages (which can therefore be mixed)
1025 * added full configurability of "readme.txt" screen appearance:
1026 - readme.x: <left position used with alignment>
1027 - readme.y: <top position>
1028 - readme.width: <maximim text width in pixels>
1029 - readme.height: <maximum text height in pixels>
1030 - readme.chars: <maximum number of chars per line>
1031 - readme.lines: <maximum number of lines displayed>
1032 - readme.align: left,center,right (default: center)
1033 - readme.top: top,middle,bottom (default: top)
1034 - readme.font: font name
1035 - readme.autowrap: true,false (default: true)
1036 - readme.centered: true,false (default: false)
1037 - readme.parse_comments: true,false (default: true)
1038 - readme.sort_priority: (not used here, but only for title screens)
1039 when "readme.chars" and/or "readme.lines" is set to "-1" (this is the
1040 default), they are automatically determined from "readme.width" and
1041 "readme.height" accordingly; when they are not "-1", they have
1042 precedence over "readme.width" and "readme.height"
1043 * added internal ad-hoc config settings for displaying text files like
1044 title messages or "readme.txt" style level set info files:
1045 - .font: font name (default: readme.font)
1046 - .autowrap: true,false (default: readme.autowrap)
1047 - .centered: true,false (default: readme.centered)
1048 - .parse_comments: true,false (default: readme.parse_comments)
1049 (the leading '.' and the separating ':' are mandatory here); to use
1050 these ad-hoc settings, they have to be written inside a comment, like
1051 "# .autowrap: false" or "# .centered: true"; these settings then
1052 override the above global settings (they can even be used more than
1053 once, like "# .centered: true", then some text that should be drawn
1054 centered, then "# .centered: false" to go back to non-centered text;
1055 important note: after using "# .parse_comments: false", or when using
1056 "readme.parse_comments: false", detecting and parsing comments inside
1057 the file is disabled and comments are just printed like normal text;
1058 also be aware that all automatic text size calculations are done with
1059 the font defined in "readme.font", while using different fonts using
1060 "# .font: <font>" inside the text file may cause unexpected results
1063 * changed some numerical limits in the level editor from 255 to 999
1066 * added option "system.sdl_videodriver" to select SDL video driver
1067 * added output of SDL video and audio driver to "version info" page
1070 * added group element drawing to IntelliDraw drawing functions
1071 * fixed animation resetting problem again (last try broke Snake Bite)
1072 * fixed diagonal scrolling in screen scrolling (last try broke Pac Man)
1075 * added new (special) "include: <filename>" directive that works in all
1076 configuration files (like "graphicsinfo.conf") and that has the same
1077 effect as if that directive would be replaced with the content of the
1078 specified file (this can be useful to split large configuration files
1079 into several smaller ones and include them from one main file, or to
1080 store configuration settings that always stay the same into a separate
1081 file, while including it and only add those parts that really change)
1084 * fixed minor bug (screen redraw of player tiles) in EMC graphics engine
1087 * fixed bug in "InitMovingField()" where treating an integer array as
1088 boolean caused wrong resetting of animations while elements are moving
1089 * fixed problem with resetting animations when starting element change
1092 * added sort priority for order of title screens and title messages
1095 * changed end of game again: do not wait for the user to press a key
1096 anymore, but directly ask/confirm tape saving and go to hall of fame
1097 * re-enabled quitting of lost game by pressing space or return again
1098 * added blanking of mouse pointer when displaying title screens
1099 * added remaining menu draw offset definitions for info sub-screens
1102 * added setup option to select game speed (from very slow to very fast)
1103 * improved handling of title text messages (initial and for level set)
1106 * added new options "auto-wrap" and "centered" for DC2 style envelopes
1109 * fixed displaying and typing of player name when it is centered
1110 * added special characters to be allowed for player name (not only A-Z)
1113 * fixed blit in ScrollLevel() to same bitmap to not overlap anymore
1114 (newer versions of the SDL library seem to not like this anymore)
1117 * added code for configuration directives for control of game panel
1120 * fixed small cosmetical bug with underlining property tabs in editor
1123 * fixed small drawing bug in X11FadeRectangle
1124 * added new elements for newly supported Diamond Caves II levels:
1125 - EM/DC style exits that disappear after passing
1126 - white key and gate (one white key needed for each white gate)
1127 - fake gate (there is no key to open/pass this kind of gate!)
1128 - extended magic wall which also handles pearls and crystals
1132 * changed maximum value for endless loop detection to a higher value
1133 (some levels really used very deep recursion without being endless)
1136 * added new elements for newly supported Diamond Caves II levels:
1137 - growing steel walls
1138 - snappable land mine
1141 * added new elements for newly supported Diamond Caves II levels:
1142 - steel text elements
1145 * added level file loader for native Diamond Caves II levels
1148 * version number set to 3.2.4
1151 * version 3.2.3 released
1154 * fixed malloc/free bug when updating EMC artwork entries in level list
1155 * added workaround (warning and request to quit the current game) when
1156 changing elements cause endless recursion loop (which would otherwise
1157 freeze the game, causing a crash-like program exit on some systems)
1160 * fixed nasty string overflow bug when entering too long envelope text
1163 * added feedback sounds for menu navigation "menu.item.activating" and
1164 "menu.item.selecting" (for highlighting and executing menu entries)
1167 * improved "no scrolling when relocating" to also consider scroll delay
1168 (meaning that the player is not automatically centered in this case;
1169 this makes it possible to "invisibly" relocate the player to a region
1170 of the level playfield which looks the same as the old level region)
1171 * fixed bug with not recognizing "main.input.name.align" when active
1174 * fixed bug with displaying masked borders over title screens when
1175 screen fading is disabled
1178 * fixed infinite loop / crash bug when killing the player while having
1179 a CE with the setting "kill player X when explosion of <player X>"
1180 * added special editor graphic for "char_space" to distinguish it from
1181 "empty_space" when editing a level (in-game graphics still the same)
1184 * fixed nasty bug with initialization only done for the first player
1187 * small change to handle loading empty element/content list micro chunks
1190 * uploaded pre-release (test) version 3.2.3-0 binary and source code
1193 * some optimizations on startup speed by reducing initial text output
1196 * added caching of custom artwork information for faster startup times
1199 * fixed graphical bug when using fewer menu entries on level selection
1200 screen than usual (with "menu.list_size.LEVELS" directive)
1201 * fixed crash bug (Windows/SDL only) caused by BlitBitmap blitting from
1202 the backbuffer to the backbuffer by error (with identical rectangle)
1205 * fixed bug when displaying titlescreen with size less than element tile
1206 * fixed bug that caused elements with "change when digging <e>" event
1207 to change for _every_ digged element, not only those specified in <e>
1208 * fixed bug that caused impact style collision when dropping element one
1209 tile over the player that can both fall down and smash players
1210 * fixed bug that caused impact style collision when element changed to
1211 falling/smashing element over the player immediately after movement
1214 * fixed bug that allowed making engine snapshots from the level editor
1217 * fixed bugs with player name and current level positions on main screen
1220 * added configuration directives for control of title screens:
1221 - "title.fade_delay" for fading time
1222 - "title.post_delay" for pause between screens (when not crossfading)
1223 - "title.auto_delay" to automatically continue after some time
1224 these settings can each be overridden by specifying them with titles:
1225 - "titlescreen_initial_{1-5}.{fade_delay,post_delay,auto_delay}"
1226 - "titlescreen_{1-5}.{fade_delay,post_delay,auto_delay}"
1227 fading mode can also be specified:
1228 - "titlescreen_initial_{1-5}.anim_mode: {fade,crossfade}
1229 - "titlescreen_{1-5}.anim_mode: {fade,crossfade}
1230 default is using normal fading for menues and initial title screens,
1231 while using cross-fading for level set title screens
1232 * fixed bug with background not drawn in Hall of Fame after game was won
1235 * added configuration directives for the remaining main menu items
1238 * added additional configuration directives for info screen draw offset:
1239 menu.draw_{x,y}offset.INFO[{ELEMENTS,MUSIC,CREDITS,PROGRAM,LEVELSET}]
1240 * added additional configuration directives for preview info text
1241 * limited mouse wheel sensitive screen area to scrollable screen area
1244 * added highlighted menu text entries to menu navigation when selected
1247 * fixed bug that prevented player from correctly being created in the
1248 top left corner by a custom element change in a level without player
1249 * fixed bug that prevented player from being killed when indestructible,
1250 non-walkable element is placed on player position by extended change
1251 * added configurable menu button, text and input positions to main menu
1254 * added page fading effects for remaining info sub-screens
1255 * fixed small bug that caused some delays when answering door request
1258 * added directives "border.draw_masked.*" for menu/playfield area and
1259 door areas to display overlapping/masked borders from "global.border"
1262 * fixed bug with CE with move speed "not moving" not being animated
1263 * when changing player artwork by CE action, reset animation frame
1266 * fixed bug with not unmapping main menu screen gadgets on other screens
1267 * fixed bug with un-pausing a paused game by releasing still pressed key
1268 * fixed bug with not redrawing screen when toggling to/from fullscreen
1269 mode while fast reloading tape (without redrawing playfield contents)
1270 * fixed bug with quick-saving tape snapshot despite answering with "no"
1273 * version number set to 3.2.3
1276 * version 3.2.2 released
1279 * fixed bug with redrawing screen in fullscreen mode after quick tape
1280 reloading when using the EMC game engine
1281 * changed token names from "last_ce_[1-8]" to "prev_ce_[1-8]"
1284 * fixed bug in GameWon() when level contains no exit (like in Sokoban)
1287 * added engine snapshot functionality for instant tape reloading (this
1288 only works for the last tape saved using "quick save", and does not
1289 work across program restarts, because it completely works in memory)
1292 * version number set to 3.2.2
1295 * version 3.2.1 released
1298 * fixed nasty bugs with handling error message file on Mac OS X systems
1301 * general code cleanup (removing many annoying "#if 0" blocks etc.)
1304 * fixed bug that caused broken tapes when manually appending to tapes
1305 using the "pause before death" functionality, followed by recording
1306 * added setup option to disable fading of screens for faster testing
1309 * code cleanup of new fading functions
1312 * changed behaviour after solved game -- do not immediately stop engine
1313 * added some more smooth screen fadings (game start, hall of fame etc.)
1316 * fixed bug with displaying pushed CE with value/score/delay anim_mode
1319 * added configurable level preview position, tile size and dimensions
1320 * added configurable game panel value positions (gems, time, score etc.)
1323 * fixed small bug with time displayed incorrectly when collecting CEs
1326 * fixed bug with bumpy scrolling with EM engine in double player mode
1329 * added compatibility code to fix "Snake Bite" style levels that were
1330 broken due to a bugfix regarding EL_SOKOBAN_FIELD_PLAYER in 3.2.0
1333 * fixed bug with scrollbars inside editor when using the Windows mouse
1334 enhancement tool "True X-Mouse" (which injects key events to the event
1335 queue to insert selected stuff into the Windows clipboard, which gets
1336 confused with the "Insert" key for jumping to the last editor cascade
1337 block in the element list)
1338 * added Rocks'n'Diamonds icon for use as window icon to SDL version
1339 * added key shortcut "Alt + Enter" to toggle fullscreen mode at any time
1342 * added selection of preferred fullscreen mode to setup / graphics menu
1343 (useful if default mode 800 x 600 does not match screen aspect ratio)
1346 * improved down-scaling of images for better editor and preview graphics
1347 * changed user data directory for Mac OS X from Unix style to new place
1350 * improved level number selection in main menu and player selection in
1351 setup menu (input devices section) by using standard button gadgets
1352 * added support for mouse scroll wheel (caused buggy behaviour before)
1353 * added support for scrolling horizontal scrollbars with mouse wheel by
1354 holding "Shift" key pressed while scrolling the wheel
1355 * added support for single step mouse wheel scrolling by holding "Alt"
1356 key pressed while scrolling the wheel (can be combined with "Shift")
1357 * changed output file "stderr.txt" on Windows platform now always to be
1358 created in the R'n'D sub-directory of the personal documents directory
1359 * added Windows message box to direct to "stderr.txt" after error aborts
1362 * improved general scrollbar handling (when jump-scrolling scrollbars)
1365 * changed scrollbars to always show last line as first after scrolling
1366 (that means jumping n - 1 screen lines instead of n screen lines)
1369 * fixed level versions of EMC level loader (from V4 to V1, V2 and V3)
1370 * fixed level time for EMC levels for V2 engine (V2 and V5 levels)
1371 * fixed special handling of vertically stacked acid becoming fake acid
1374 * fixed bug (very special case) with CE_SCORE_GETS_ZERO, which can
1375 affect multiple instances of the same CE, although this kind of
1376 change condition usually only affects one single custom element
1379 * version number set to 3.2.1
1382 * version 3.2.0 released
1385 * reorganized level editor element list a bit to match engines better
1388 * fixed newly introduced bug with wrongly initializing clipboard element
1391 * fixed bug with displaying visible/invisible level border in editor
1394 * reorganized some elements in the level editor element list
1397 * fixed bug with displaying any player as "yellow" when moving into acid
1398 * fixed bug with displaying running player when player stopped at border
1401 * fixed bug with player exploding when moving into acid
1402 * fixed bug with level settings being reset in editor and when playing
1403 (some compatibility settings being set not only after level loading)
1404 * fixed crash bug when number of custom graphic frames was set to zero
1405 * fixed bug with teleporting player on walkable tile not working anymore
1406 * added partial compatibility support for pre-release-only "CONF" chunk
1407 (to make Alan Bond's "color cycle" demo work again :-) )
1410 * fixed some bugs when displaying title screens from info screen menu
1411 * fixed bug which caused EMC doors #5 to #8 to be passable without keys
1414 * changed file major version to 3 to reflect level file format changes
1415 * uploaded pre-release (test) version 3.2.0-8 binary and source code
1418 * added new chunk "NAME" to level file format for level name settings
1419 * added new chunk "NOTE" to level file format for envelope settings
1420 * changed name of chunk "CONF" to "ELEM" (for normal element settings)
1421 * updated magic(5) file to recognize changed and new level file chunks
1422 * removed change events "change when CE value/score changes" as unneeded
1425 * changed gravity (which only affects the player) from level property
1426 to player property (only makes a difference in multi-player levels)
1427 * added change events "change when CE value/score changes"
1428 * added change events "change when CE value/score changes of <element>"
1431 * added new chunk "INFO" to level file format for global level settings
1432 * added all element settings from "HEAD" chunk to "CONF" chunk
1433 * added all global level settings from "HEAD" chunk to "INFO" chunk
1436 * changed level file format by adding two new chunks "CUSX" (for custom
1437 elements, replacing the previous "CUS4" chunk) and "GRPX" (for group
1438 elements, replacing the previous "GRP1" chunk); these new IFF style
1439 chunks use the new and flexible "micro chunks inside chunks" technique
1440 already used with the new "CONF" chunk (for normal element properties)
1441 which makes it possible to easily extend the existing level format
1442 (instead of using fixed-length chunks like before, which are either
1443 too big due to reserved bytes for future use, or too small when those
1444 reserved bytes have all been used and even more data should be stored,
1445 requiring the replacement by new and larger chunks just like it went
1446 with "CUS1" to "CUS4"); this whole problem now does not exist anymore
1449 * added credits pages to the "credits" section that were really missing
1450 * added some missing element descriptions to the level editor
1451 * added down position of switchgate switch to the level editor
1452 and allowed the use of both switch positions at the same time
1453 * changed use of "Insert" and "Delete" keys to navigate element list in
1454 level editor to start of previous or next cascading block of elements
1457 * added the possibility to view the title screen to the info screen menu
1458 * fixed some minor bugs with viewing title screens
1461 * fixed bug with title (cross)fading in/out when using fullscreen mode
1464 * fixed bug that forced re-defining of menu settings in local graphics
1465 config file which are already defined in existing base config file
1466 * fixed small bug that caused door sounds playing when music is enabled
1469 * added the possibility to define up to five title screens for each
1470 level set that are displayed after loading using (cross)fading in/out
1471 (this was added to display the various start images of the EMC sets)
1474 * added "CE score gets zero [of]" to custom element trigger conditions
1475 * added setup option to display element token name in level editor
1478 * added compatibility code for Juergen Bonhagen's menu artwork settings
1481 * fixed bug with displaying wrong animation frame 0 after CE changes
1482 * fixed bug with creating invisible elements when light switch is on
1485 * added selection between ECS and AGA graphics for EMC levels to setup
1488 * adjusted font handling for various narrow EMC style fonts
1491 * changed EM engine behaviour back to re-allow initial rolling springs
1494 * fixed handling of over-large selectboxes (less error-prone now)
1495 * fixed bug when creating GE with walkable element under the player
1498 * added use of "Insert" and "Delete" keys to navigate element list in
1499 level editor to start of custom elements or start of group elements
1500 * added virtual elements to access CE value and CE score of elements:
1501 - "CE value of triggering element"
1502 - "CE score of triggering element"
1503 - "CE value of current element"
1504 - "CE score of current element"
1507 * fixed "grass" to "sand" in older EM levels (up to file version V4)
1510 * changed behaviour of network games with internal errors (because of
1511 different client frame counters) from immediately terminating R'n'D
1512 to displaying an error message requester and stopping only the game
1513 (also to prevent impression of crashes under non command-line runs)
1514 * fixed playing network games with the EMC engine (did not work before)
1515 * fixed bug with not scrolling the screen in multi-player mode with the
1516 focus on player 1 when all players are moving in different directions
1517 * fixed bug with keeping pointer to gadget even after its deallocation
1518 * fixed bug with allowing "focus on all players" in network games
1519 * fixed bug with player focus when playing tapes from network games
1522 * uploaded pre-release (test) version 3.2.0-7 binary and source code
1525 * code cleanup for game action control for R'n'D and EMC game engine
1528 * fixed bug in multi-player movement with focus on both players
1529 * added option to control only the focussed player with all input
1532 * added player focus switching to level tape recording and re-playing
1535 * fixed some bugs in player focus switching in EMC and RND game engine
1538 * added special Supaplex animations for Murphy digging and snapping
1539 * added special Supaplex animations for Murphy being bored and sleeping
1542 * added four new yam yams with explicit start direction for EMC engine
1543 * fixed bug in src/libgame/text.c with printing text outside the window
1546 * fixed small bug in EMC level loader (copyright sign in EM II levels)
1549 * added delayed ignition of EM style dynamite when used in R'n'D engine
1550 * added limited movement range to EMC engine when focus on all players
1553 * fixed bug with missing (zero) score values for native Supaplex levels
1556 * added "continuous snapping" (snapping many elements while holding the
1557 snap key pressed, without releasing the snap key after each element)
1558 as a new player setting for more compatibility with the classic games
1561 * finished scrolling for "focus on all players" in EMC graphics engine
1564 * level sets with "levels: 0" are ignored for levels, but not artwork
1565 * fixed bug when scanning empty level group directories (endless loop)
1568 * fixed bug with explosion graphic for player using "Murphy" graphic
1569 * fixed bug with explosion graphic if player leaves explosion in time
1570 * changed some descriptive text in setup menu to use medium-width font
1571 * added key shortcut settings for switching player focus to setup menu
1574 * fixed bug with random value initialization when recording tapes
1575 * fixed bug with playing single player tapes when team mode activated
1578 * fixed little bug when trying to switch to player that does not exist
1581 * added player switching (visual and quick) to R'n'D and EM game engine
1582 * added setup option to select visual or quick in-game player switching
1585 * added use of "Home" and "End" keys to handle element list in editor
1588 * fixed bug with adding score when playing tape with EMC game engine
1589 * added steel wall border for levels using EMC engine without border
1590 * finally fixed delayed scrolling in EMC engine also for small levels
1593 * fixed potential crash bug in WarnBuggyBase() (missing boundary check)
1596 * fixed bug with CE change order in TestIfElementTouchesCustomElement()
1597 * fixed bug when displaying info element without action, but direction
1600 * fixed minor graphical problems with springs smashing and slurping
1601 (when using R'n'D style graphics instead of EMC style graphics)
1604 * added scroll delay (as configured in setup) to EMC graphics engine
1607 * improved screen redraw for EMC graphics engine (faster and smoother)
1608 * when not scrolling, do not redraw the whole playfield if not needed
1611 * added multi-player mode for EMC game engine (with up to four players)
1614 * added android (can clone elements) from EMC engine to R'n'D engine
1617 * added spring bumper (reflects spring) from EMC engine to R'n'D engine
1620 * added selectbox for initial player speed to player settings in editor
1623 * version 3.1.2 created that is basically version 3.1.1, but with a
1624 major bug fixed that prevented editing your own private levels
1625 * version 3.1.2 released
1628 * added magic ball (creates elements) from EMC engine to R'n'D engine
1631 * uploaded fixed pre-release version 3.2.0-6 binary and source code
1634 * fixed bug when using "CE can leave behind <trigger element>"
1635 * added new change condition "(after/when) creation of <element>"
1636 * added new change condition "(after/when) digging <element>"
1637 * fixed bug accessing invalid gadget that caused crashes under Windows
1638 * deactivated new possibility for multiple CE changes per frame
1641 * uploaded pre-release (test) version 3.2.0-6 binary and source code
1644 * added animation types "ce_value" and "ce_score" to graphicsinfo.conf
1645 * fixed bug with not keeping CE value for moving CEs with only action
1646 * changed CE action selectboxes in editor to be only reset when needed
1649 * added option "use artwork from element" for custom player artwork
1650 * added option "use explosion from element" for player explosions
1653 * added cascaded element lists in the level editor
1654 * added persistence for cascaded element lists by "editorcascade.conf"
1655 * added dynamic element list with all elements used in current level
1656 * added possibility for multiple CE changes per frame (experimental)
1659 * uploaded pre-release (test) version 3.2.0-5 binary and source code
1662 * changed "score for each 10 seconds/steps left" to "1 second/step"
1663 * added own score for collecting "extra time" instead of sharing it
1664 * added change events "switched by player" and "player switches <e>"
1665 * added change events "snapped by player" and "player snaps <e>"
1666 * added "set player artwork: <element choice>" to CE action options
1667 * added change event "move of <element>"
1670 * added "set player shield: off / normal / deadly" to CE action options
1671 * added new player option "use level start element" in level editor
1672 to set the correct focus at level start to elements from which the
1673 player is created later (this did not work before for cascaded CE
1674 changes resulting in creation of the player; it is now also possible
1675 to create the player from a yam yam which is smashed at level start)
1678 * added "set player speed: frozen (not moving)" to CE action options
1679 * added "move player: l/r/u/d/trigger/-trigger" to CE action options
1682 * added new player option "block snap field" (enabled by default) to
1683 make it possible to show a snapping animation like in Emerald Mine
1686 * added dynamic selectboxes to custom element action settings in editor
1687 * added "CE value" counter for custom elements (instead of "CE count")
1688 * added option to use the last "CE value" after custom element change
1689 * added option to use the "CE value" of other elements in CE actions
1690 * fixed odd behaviour when pressing time orb in levels w/o time limit
1691 * added checkbox "use time orb bug" for older levels that use this bug
1694 * added missing configuration settings for the following elements:
1695 - EL_TIMEGATE_SWITCH (time of open time gate)
1696 - EL_LIGHT_SWITCH_ACTIVE (time of light switched on)
1697 - EL_SHIELD_NORMAL (time of shield duration)
1698 - EL_SHIELD_DEADLY (time of shield duration)
1699 - EL_EXTRA_TIME (time added to level time)
1700 - EL_TIME_ORB_FULL (time added to level time)
1703 * added "wind direction" as a movement pattern for custom elements
1704 * added initial wind direction for balloon / custom elements to editor
1705 * added functionality for EL_BALLOON_SWITCH_NONE to R'n'D game engine
1708 * added parameters for "game of life" and "biomaze" elements to editor
1711 * added level file chunk "CONF" for generic level and element settings
1714 * uploaded pre-release (test) version 3.2.0-4 binary and source code
1717 * skip empty level sets (with "levels: 0"; may be artwork base sets)
1718 * added sound action ".page[1]" to ".page[32]" for each CE change page
1721 * added image config suffix ".clone_from" to copy whole image settings
1722 * fixed bug with invalid ("undefined") CE settings in old level files
1725 * fixed graphical bug with smashing elements falling faster than player
1728 * fixed major bug which prevented private levels from being edited
1729 * fixed bug with precedence of general and special font definitions
1732 * fixed graphical bug with player animation when player moves slowly
1735 * uploaded pre-release (test) version 3.2.0-3 binary and source code
1738 * fixed bug which prevented "global.num_toons: 0" from working
1741 * major code cleanup (removed all these annoying "#if 0" blocks)
1744 * added custom element actions for CE change page in level editor
1747 * fixed music initialization bug in init.c (thanks to David Binderman)
1748 * fixed mouse wheel "button" bug in editor (thanks to Tomi Belan)
1749 (this bug must probably be fixed at other places, too)
1752 * fixed buggy '#include "SDL.h"' statements in src/libgame/sdl.h
1753 (should be '#include <SDL.h>' instead)
1756 * fixed bug which prevented "walkable from no direction" from working
1757 (due to compatibility code overwriting this setting after loading)
1760 * fixed bug on Mac OS X (use of reserved name "Random") in EM engine
1763 * version number temporarily set to 3.1.1 (intermediate bugfix release)
1764 * version 3.1.1 released
1767 * changed some va_arg() arguments from 'long' to 'int', fixing problems
1768 on 64-bit architecture systems with LP64 data model
1771 * fixed bug with bombs not exploding when hitting the last level line
1772 (introduced after the release of 3.1.0)
1775 * added support for dumping small-sized level sketches from editor
1778 * added recognition of "trigger element" for "change digged element to"
1779 (this is not really what the "trigger element" was made for, but its
1780 use may seem obvious for leaving back digged elements unchanged)
1783 * fixed multiple warnings about failed joystick device initialization
1786 * fixed bug with dynamite dropped on top of just dropped custom element
1787 (collect dynamite, collect CE, drop CE => dynamite was also dropped);
1788 dynamite can still be dropped, but drop key must be released before
1791 * fixed bug with wrong start directory when started from file browser
1792 (due to this bug, R'n'D could not be started from KDE's Konqueror)
1795 * fixed bug causing "change when impact" on player not working
1796 * fixed wrong priority of "hitting something" over "hitting <element>"
1797 * fixed wrong priority of "hit by something" over "hit by <element>"
1800 * fixed graphical bug which caused the player (being Murphy) to show
1801 collecting animations although the element was collected by penguin
1804 * fixed two bugs causing wrong door background graphics in system.c
1805 (in functions "SetBackgroundBitmap()" and "DrawingOnBackground()")
1808 * fixed graphic bug with exploding bomb and R'n'D graphics in EM engine
1809 * added "no direction" to "walkable/passable from" selectbox options
1812 * enhanced tape autoplay to accept "autoplay <set> [<nr> ...]" format
1813 * in tape autoplay, not only report broken, but also missing tapes
1816 * uploaded pre-release (test) version 3.2.0-2 binary and source code
1819 * fixed small bug with "linear" animation not working for active lamp
1822 * fixed bug with moving up despite gravity due to "block last field"
1823 * fixed small bug with wrong draw offset when typing name in main menu
1824 * when reading user names from "passwd", ignore data after first comma
1825 * when creating new "levelinfo.conf", only write some selected entries
1828 * fixed displaying "imported from/by" on preview with empty string
1829 * fixed ignoring draw offset for fonts used for level preview texts
1832 * fixed a delay problem with SDL and too many mouse motion events
1833 * added setup option "skip levels" and level skipping functionality
1836 * added move speed "not moving" for non-moving CEs, but with direction
1839 * fixed mapping of obsolete element token names in "editorsetup.conf"
1840 * fixed bug with sound "acid.splashing" treated as a loop sound
1841 * fixed some little sound bugs in native EM engine
1844 * fixed small bug when dragging scrollbars to end positions
1847 * added editor element descriptions written by Aaron Davidson
1850 * improved fallback handling when configured artwork is not available
1851 (now using default artwork instead of exiting when files not found)
1854 * fixed bug on level selection screen when dragging scrollbar
1857 * fixed bug which caused broken tapes when appending to EM engine tapes
1860 * uploaded pre-release (test) version 3.2.0-1 binary and source code
1863 * added code to replace changed artwork config tokens with other tokens
1864 (needed for backwards compatibility, so that older tokens still work)
1867 * added native R'n'D graphics for some new EMC elements in EM engine
1870 * fixed some bugs in the EM engine integration code
1871 * changed EM engine code to allow diagonal movement
1872 * changed EM engine code to allow use of separate snap and drop keys
1875 * fixed some redraw bugs when using EM engine
1878 * fixed bug with not converting RND levels which are set to use native
1879 engine to native level structure when loading
1882 * uploaded pre-release (test) version 3.2.0-0 binary and source code
1885 * version number set to 3.2.0
1888 * level data now reset to defaults after attempt to load invalid file
1891 * added use of "editorsetup.conf" for different level sets
1894 * added auto-detection for various types of Emerald Mine level files
1897 * fixed bug with scrollbars getting too small when list is very large
1900 * fixed bug with 3+3 (cross) sized explosion not making explosion sound
1903 * added most level editor configuration gadgets for new EMC elements
1906 * added more element and graphic definitions for new EMC elements
1909 * modified native EM engine to use integrated R'n'D sound system
1912 * added SDL support to graphics functions in native EM engine
1913 (by always using generic libgame interface functions)
1916 * fixed bug in frame synchronization in native EM engine
1919 * added code to convert levels between R'n'D and native EM engine
1922 * new Emerald Mine engine can now play levels selected in main menu
1925 * fixed big memory leak in function "CreateBitmapWithSmallBitmaps()"
1926 (which creates scaled down graphics for level editor and preview);
1927 there's still a memory leak somewhere in the artwork handling code
1928 * added "scale image up" functionality to X11 version of zoom function
1931 * first attempts to integrate new, native Emerald Mine Club engine
1934 * fixed bug in gadget code which caused reset of CEs in level editor
1935 (example: pressing 'b' [grab brush] on CE config page erased values)
1936 (solution: check if gadgets in ClickOnGadget() are really mapped)
1937 * improved level change detection in editor (settings now also checked)
1938 * fixed bug with "can move into acid" and "don't collide with" state
1941 * fixed maze runner style CEs to use the configured move delay value
1944 * added Aaron Davidson's tutorial level set to the "Tutorials" section
1947 * fixed engine change that broke 3.0.8 levels like "Walpurgis Gardens"
1948 * fixed the above fix because it broke level set "machine" (*sigh*)
1949 * fixed random element placement in level editor to work as expected
1950 * fixed undefined graphic of runtime element "EL_AMOEBA_TO_DIAMOND"
1953 * re-recorded tape for BD2K3, level 010 (broken due to bugfix)
1956 * fixed bug (missing array boundary check) which caused broken tapes
1957 * fixed bug (when loading level template) which caused broken levels
1958 * fixed bug with new block last field code when using non-yellow player
1961 * fixed bug when pressing "stop, pause, stop, play" on tape recorder
1962 * internal change of how the player blocks the last field when moving
1963 * fixed blocking delay of last field for EM and SP style block delay
1964 * fixed bug where the player had to wait for the usual move delay after
1965 unsuccessfully trying to move, when he directly could move after that
1966 * the last two changes should make original Supaplex level 93 solvable
1967 * improved use of random number generator to make it less predictable
1968 * fixed behaviour of slippery SP elements to let slip left, then right
1971 * fixed bug with wrong door state after trying to quickload empty tape
1972 * fixed waste of static memory usage of the binary, making it smaller
1973 * fixed very little graphical bug in Supaplex explosion
1976 * version number set to 3.1.1
1979 * version 3.1.0 released
1982 * fixed bug with crash when writing user levelinfo.conf the first time
1985 * added option "convert LEVELDIR [NR]" to command line batch commands
1986 * re-converted Supaplex levels to apply latest engine fixes
1987 * changed "use graphic/sound of element" to "use graphic of element"
1988 due to compatibility problems with some levels ("bug machine" etc.)
1991 * fixed bug with CE change replacing player with same or other player
1994 * fixed bug with opaque font in envelope with background graphic when
1995 background graphic is not transparent itself
1998 * added "gravity on" and "gravity off" ports for Supaplex compatibility
1999 * corrected original Supaplex level loading code to use these new ports
2000 * also corrected Supaplex loader to auto-count infotrons if set to zero
2003 * fixed bug with missing initialization of "modified" flag for GEs
2006 * fixed bug that caused endless recursion loop when relocating player
2007 * fixed tape recorder bug in "step mode" when using "pause before end"
2008 * fixed tape recorder bug when changing from "warp forward" mode
2011 * fixed bug with "when touching" for pushed elements at last position
2014 * fixed bug that caused two activated toolbox buttons in level editor
2015 * fixed bug with exploding dynabomb under player due to other explosion
2018 * fixed bug with creating walkable custom element under player (again)
2019 * fixed bug with not copying explosion type when copying CEs in editor
2020 * fixed graphical bug when drawing player in setup menu (input devices)
2021 * fixed graphical bug when the player is pushing an accessible element
2022 * fixed bug with classic switchable elements triggering CE changes
2023 * fixed bug with entering/leaving walkable element in RelocatePlayer()
2024 * fixed crash bug when CE leaves behind the trigger player element
2027 * fixed bug with broken tubes after placing/exploding dynamite in them
2028 * fixed bug with exploding dynamite under player due to other explosion
2029 * fixed bug with not resetting push delay under certain circumstances
2032 * added option "handicap" for "levelinfo.conf" (thanks to Niko Böhm)
2033 * added network multiplayer code for Windows (thanks to Niko Böhm)
2036 * added option "reachable despite gravity" for gravity movement
2037 * changed gravity movement of most classic walkable and passable
2038 elements back to "not reachable" (for compatibility reasons)
2041 * fixed (removed) "indestructible" / "can explode" dependency in editor
2042 * fixed (removed) "accessible inside" / "protected" dependency
2043 * fixed (removed) "step mode" / "shield time" dependency
2046 * fixed dynabombs exploding now into anything diggable
2047 * fixed Supaplex style gravity movement into buggy base now impossible
2048 * added pressing key "space" as valid action to select menu options
2051 * added "replace when walkable" to relocate player to walkable element
2052 * added "enter"/"leave" event for elements affected by relocation
2053 * fixed "direct"/"indirect" change order also for "when change" event
2054 * fixed graphical bug when pushing things from elements walkable inside
2057 * fixed graphic bug when player is snapping while moving in old levels
2058 * fixed bug when a moving custom element leaves a player element behind
2059 * fixed bug with mole not disappearing when moving into acid pool
2060 * fixed bug with incomplete path setting when using "--basepath" option
2061 * moving CE can now leave walkable elements behind under the player
2062 * when relocating, player can be set on walkable element now
2063 * fixed another gravity movement bug
2066 * uploaded pre-release (test) version 3.1.0-2 binary and source code
2069 * added "collectible" and "removable" to extended replacement types
2070 (where "removable" replaces "diggable" and "collectible" elements)
2071 * added "collectible & throwable" (to throw element to the next field)
2072 * fixed bug with CEs digging elements that are just about to explode
2073 * changed mouse cursor now always being visible when game is paused
2076 * added possibility to push/press accessible elements from a side that
2078 * fixed bug with not setting actual date when appending to tape
2081 * fixed bug with incorrectly initialized custom element editor graphics
2084 * corrected set "Contributions_1995-2000/rnd_kjell_kristiansson":
2085 - number of levels corrected from 18 to 17 in "levelinfo.conf"
2088 * fixed bug with destroyed robot wheel still attracting robots forever
2089 * fixed bug with time gate switch deactivating after robot wheel time
2090 (while the time gate itself is not affected by this misbehaviour)
2091 * changed behaviour of BD style amoeba to always get blocked by player
2092 (before it was different when there were non-BD elements in level)
2093 * fixed bug with player destroying indestructable elements with shield
2096 * added option to make growing elements grow into anything diggable
2097 (for the various amoeba types, biomaze and "game of life")
2100 * fixed bug with movable elements not moving after left behind by CEs
2101 * changed gravity movement to anything diggable, not only sand/base
2102 * optionally allowing passing to walkable element, not only empty space
2103 * added option "can pass to walkable element" for players
2104 * finally fixed gravity movement (hopefully)
2107 * fixed bug with movable elements not moving anymore after falling down
2110 * fixed another bug with custom elements digging and leaving elements
2111 * fixed bug with "along left/right side" and automatic start direction
2112 * trigger elements now also displayed when "more custom" deactivated
2113 * fixed bug with clipboard element initialized when loading new level
2114 * added option "drop delay" to set delay before dropping next element
2117 * uploaded pre-release (test) version 3.1.0-1 binary and source code
2120 * added copy and paste functions for custom change pages
2121 * enhanced graphical display and functionality of tape recorder
2122 * fixed bug with custom elements digging and leaving elements
2125 * added move speed faster than "very fast" for custom elements
2126 * fixed bug with 3+3 style explosions and missing border content
2127 * fixed little bug when copying custom elements in the editor
2128 * enhanced custom element changes by more side trigger actions
2131 * added option "no scrolling when relocating" for instant teleporting
2132 * uploaded pre-release (test) version 3.1.0-0 binary and source code
2135 * added trigger element and trigger player to use as target elements
2136 * added copy and paste functions for custom and group elements
2139 * fixed graphical bug when displaying explosion animations
2140 * fixed bug when appending to tapes, resulting in broken tapes
2141 * re-recorded a few tapes broken by fixing gravity checking bug
2144 * "can move into acid" property now for all elements independently
2145 * "can fall into acid" property for player stored in same bitfield now
2146 * added option for deadliness of Supaplex 'sniksnak' and 'electron'
2147 * version number set to 3.1.0 (finally!)
2150 * changed tape recording to only record input, not programmed actions
2153 * fixed totally broken (every 8th frame skipped) step-by-step recording
2154 * fixed bug with requester not displayed when quick-loading interrupted
2155 * added option "can fall into acid (with gravity)" for players
2156 * fixed bug with player not falling when snapping down with gravity
2159 * fixed bug which messed up key config when using keypad number keys
2162 * fixed bug which allowed moving upwards even when gravity was active
2163 * fixed bug with missing error handling when dumping levels or tapes
2166 * added different colored editor graphics for Supaplex gravity tubes
2169 * fixed bug that allowed solvable tapes for unsolvable levels
2172 * use unlimited number of droppable elements when "count" set to zero
2173 * added option to use step limit instead of time limit for level
2176 * added player and change page as trigger for custom element change
2179 * fixed bug with exploding amoeba (explosion 3x3 instead of 1x1)
2182 * fixed bug with dark yamyam changing to acid when moving over acid
2183 * fixed handling of levels with more than 999 seconds level time
2184 (example: level 76 of "Denmine")
2187 * "spring push bug" reintroduced as configurable element property
2188 * fixed bug with missing properties for "mole"
2189 * fixed bug that showed up when fixing the above "mole" properties bug
2190 * added option "can move into acid" for all movable elements
2191 * fixed graphical bug for elements moving into acid
2192 * changed event handling to handle all pending events before going on
2195 * fixed bug which caused all CE change pages to be ignored which had
2196 the same change event, but used a different element side
2197 (reported by Simon Forsberg)
2199 * fixed bug which caused elements that can move and fall and that are
2200 transported by a conveyor belt to continue moving into that direction
2201 after leaving the conveyor belt, regardless of their own movement
2202 type; only elements which can not move are transported now
2203 (reported by Simon Forsberg)
2205 * fixed bug which could cause an array overflow in RelocatePlayer()
2206 (reported by Niko Böhm)
2208 * changed Emerald Mine style "passable / over" elements to "protected"
2209 (fixing unsolvable level 10 of "Bondmine 9" with bug beside gate)
2211 * added new option to select from which side a "walkable/passable"
2212 element can be entered
2215 * added explosion and ignition delay for elements that can explode
2218 * fixed bug which caused player not being protected against enemies
2219 when a CE was "walkable / inside" and was not "indestructible"
2220 * added "walkable/passable" fields to be "protected/unprotected"
2221 against enemies, even if not accessible "inside" but "over/under"
2224 * corrected move pattern to 32 bit and initial move direction to 8 bit
2227 * added second custom element base configuration page
2230 * added some special EMC mappings to Emerald Mine level loader
2231 (also covering previously unknown element in level 0 of "Bondmine 8")
2234 * added option to block last field when player is moving (for Supaplex)
2235 * adjusted push delay of Supaplex elements
2236 * removed delays for envelopes etc. when replaying with maximum speed
2237 * fixed bug when dropping element on a field that just changed to empty
2240 * fixed bug: infotrons can now smash yellow disks
2241 * fixed bug: when gravity active, port above player can now be entered
2242 * removed "one white dot" mouse pointer which irritated some people
2245 * added "choice type" for group element selection
2248 * fixed bug with initial invulnerability of non-yellow player
2251 * added level loader for loading native Supaplex packed levels
2252 (including multi-part levels like the "splvls99" levels)
2255 * fixed bug which allowed creating emeralds by escaping explosions
2258 * custom elements can change (limited) or leave (unlimited) elements
2259 * finally added multiple matches using group elements
2260 * added shortcut to dump brush (type ":DB" in editor) for use in forum
2263 * added new start movement type "previous" for continued CE movement
2264 * added new start movement type "random" for random CE movement start
2267 * added new element "sokoban_field_player" needed for Sokoban levels
2268 (thanks to Ed Booker for pointing this out!)
2271 * added elements that can be digged or left behind by custom elements
2274 * added group elements for multiple matches and random element creation
2277 * fixed some graphical errors displayed in old levels
2280 * fixed wrong double speed movement after passing closing gates
2283 * added level loader for loading native Emerald Mine levels
2286 * changes for "shooting" style CE movement
2289 * Happy New Year! ;-)
2292 * changed default snap/drop keys from left/right Shift to Control keys
2295 * fixed bug with dead player getting reanimated from custom element
2298 * fixed bug with wrong penguin graphics (when entering exit)
2301 * fixed bug with wrong "Murphy" graphics (when digging etc.)
2304 * version number set to 3.0.9
2307 * version 3.0.8 released
2310 * added function checked_free()
2313 * fixed bug with double nut cracking sound
2314 (by eliminating "default element action sound" assignment in init.c)
2317 * fixed crash when no music info files are available
2320 * fixed boring and sleeping sounds
2323 * added "maze runner" and "maze hunter" movement types
2324 * added extended collision conditions for custom elements
2327 * added warnings for undefined token values in artwork config files
2330 * added menu entry for level set information to the info screen
2333 * fixed bug with wrong default impact sound for colored emeralds
2336 * added several sub-screens for the info screen
2337 * menu text now also clickable (not only blue/red sphere left of it)
2340 * added configurable "bored" and "sleeping" animations for the player
2341 * added "awakening" sound for player when waking up after sleeping
2344 * added "copy" and "exchange" functions for custom elements to editor
2347 * added configurable element animations for info screen
2350 * added configurable music credits for info screen
2353 * finally fixed tape recording when player is created from CE change
2356 * added "editorsetup.conf" for editor element list configuration
2359 * added "musicinfo.conf" for menu and level music configuration
2362 * fixed a very nasty bug in dragon turning code in TurnRoundExt()
2363 (that only showed up on Linux, but not on Windows systems)
2366 * fixed turning movement of butterflies and fireflies (no frame reset)
2367 * enhanced sniksnak turning movement (two steps instead of only one)
2370 * version number set to 3.0.8
2373 * version 3.0.7 released
2376 * fixed reset of player animation frame when, for example,
2377 walking, digging or collecting share the same animation
2378 * fixed CE with "deadly when touching" exploding when touching amoeba
2381 * fixed tape recording when player is created from CE element change
2384 * introduced "turning..." action graphic for elements with move delay
2385 (non-CE: bug, spaceship, sniksnak, mole, pacman, yamyam)
2386 * added turning animations for bug, spaceship and sniksnak
2389 * prevent "extended" changed elements from delay change in same frame
2392 * fixed bug when pushing element that can move away to the side
2393 (like pushing falling elements, but now with moving elements)
2396 * finally fixed serious bug in code for delayed element pushing (again)
2399 * unavailable setup options now marked as "n/a" instead of "off"
2400 * new boolean directive "latest_engine" for "levelinfo.conf": when set
2401 to "true", levels are always played with the latest game engine,
2402 which is desired for levels that are imported from other games; all
2403 other levels are played with the engine version stored in level file
2404 (which is normally the engine version the level was created with)
2407 * fixed serious bug in code for delayed element pushing
2408 * fixed little bug in animation frame selection for pushed elements
2409 * speed-up of reading config file for verbose output
2412 * added configuration option for opening and closing Supaplex exit
2413 * added configuration option for moving up/down animation for Murphy
2414 * fixed incorrectly displayed animation for attacking dragon
2415 * fixed bug with not setting initial gravity for each new game
2416 * fixed bug with teleportation of player by custom element change
2417 * fixed bug with player not getting smashed by rock sometimes
2420 * version number set to 3.0.7
2423 * version 3.0.6 released
2426 * added support for MP3 music for SDL version through SMPEG library
2429 * fixed bug when initializing font graphic structure
2430 * fixed bug with animation mode "pingpong" when using only 1 frame
2431 * fixed bug with extended change target introduced in 3.0.5
2432 * fixed bug where passing over moving element doubles player speed
2433 * fixed bug with elements continuing to move into push direction
2434 * fixed bug with duplicated player when dropping bomb with shield on
2435 * added "switching" event for custom elements ("pressing" only once)
2436 * fixed switching bug (resetting flag when not switching but not idle)
2439 * fixed element tokens for certain file elements with ".active" etc.
2442 * version number set to 3.0.6
2445 * version 3.0.5 released
2448 * now four envelope elements available
2449 * font, background, animation and sound for envelope now configurable
2450 * main menu doors opening/closing animation type now configurable
2453 * active/inactive sides configurable for custom element changes
2454 * new movement type "move when pushed" available for custom elements
2457 * fixed bug in multiple config pages loader code that caused crashes
2460 * enhanced (remaining low-resolution) Supaplex graphics
2463 * version number set to 3.0.5
2466 * version 3.0.4 released
2468 2003-09-12 src/tools.c
2469 * fixed bug in custom definition of crumbled element graphics
2471 2003-09-11 src/files.c
2472 * fixed bug in multiple config pages code that caused crashes
2475 * version number set to 3.0.4
2478 * version 3.0.3 released
2481 * added music to Supaplex classic level set
2483 2003-09-07 src/libgame/misc.c
2484 * added support for loading various music formats through SDL_mixer
2486 2003-09-06 (various source files)
2487 * fixed several nasty bugs that may have caused crashes on some systems
2488 * added envelope content which gets displayed when collecting envelope
2489 * added multiple change event pages for custom elements
2491 2003-08-24 src/game.c
2492 * fixed problem with player animation when snapping and moving
2494 2003-08-23 src/screens.c, src/cartoons.c, src/libgame/toons.c
2495 * fixed problem with flickering when drawing toon animations
2497 2003-08-23 src/libgame/sdl.c
2498 * fixed problem with setting mouse cursor in SDL version in fullscreen
2500 2003-08-23 src/game.c
2501 * fixed bug (missing array boundary check) which could crash the game
2504 * version number set to 3.0.3
2507 * version 3.0.2 released
2509 2003-08-21 src/game.c
2510 * fixed bug with creating inaccessible elements at player position
2512 2003-08-20 src/init.c
2513 * fixed bug with not finding current level artwork directory
2515 2003-08-20 src/files.c
2516 * fixed bug with choosing wrong engine version when playing tapes
2517 * fixed bug with messing up custom element properties in 3.0.0 levels
2520 * version number set to 3.0.2
2523 * version 3.0.1 released
2525 2003-08-17 (no source files affected)
2526 * changed all "classic" PCX image files with 16 colors or less to
2527 256 color (8 bit) storage format, because the Allegro game library
2528 cannot handle PCX files with less than 256 colors (contributed
2529 graphics are not affected and might look wrong in the DOS version)
2531 2003-08-16 src/init.c
2532 * fixed bug which (for example) crashed the level editor when defining
2533 "dynamite.EDITOR: [NONE]", because graphics may not be undefined
2534 (only set to default) -- invalid graphics now set to default graphic
2536 2003-08-16 src/init.c
2537 * fixed graphical bug of player digging/collecting/snapping element
2538 when no corresponding graphic/animation is defined for this action,
2539 resulting in player being drawn as EL_EMPTY (which should only be
2540 done to elements being collected, but not to the player)
2542 2003-08-16 src/game.c
2543 * fixed small graphical bug of player not totally moving into exit
2545 2003-08-16 src/libgame/setup.c
2546 * fixed bug with wrong MS-DOS 8.3 filename conversion
2548 2003-08-16 src/tools.c
2549 * fixed bug with invisible mouse cursor when pressing ESC while playing
2551 2003-08-16 (various source files)
2552 * added another 128 custom elements (disabled in editor by default)
2554 2003-08-16 src/editor.c
2555 * fixed NULL string bug causing Solaris to crash in sprintf()
2557 2003-08-16 src/screen.c
2558 * fixed drawing over scrollbar on level selection with custom fonts
2560 2003-08-15 src/game.c
2561 * cleanup of simple sounds / loop sounds / music settings
2563 2003-08-08 (various source files)
2564 * added custom element property for dropping collected elements
2566 2003-08-08 src/conf_gfx.c
2567 * fixed bug with missing graphic for active red disk bomb
2569 2003-08-07 src/files.c, src/editor.c src/game.c, src/main.h
2570 * extended variable "level.gravity" to "level.initial_gravity" and
2571 "game.current_gravity" to prevent level setting from being changed
2572 by playing the level (keeping the runtime value after playing)
2574 * fixed graphics bug when digging element that has 'crumbled' graphic
2575 definition, but not 'diggable' graphic definition
2578 * version number set to 3.0.1
2581 * version 3.0.0 released
2584 * various bug fixes; among others:
2585 - fixed bug with pushing spring over empty space
2586 - fixed bug with leaving tube while placing dynamite
2587 - fixed bug with explosion of smashed penguins
2588 - allow Murphy player graphic in levels with non-Supaplex elements
2592 * I have forgotten to document changes for some time
2595 * pre-release version 2.2.0rc1 released
2597 2002-08-25 src/libgame/setup.c, src/libgame/sound.c
2598 * Level series artwork now configurable via level series config file.
2599 "levelinfo.conf" may now contain directives "graphics_set",
2600 "sounds_set" and "music_set" to select artwork sets which are
2601 globally defined or which are included into other level series.
2604 * version number set to 2.1.2
2607 * version 2.1.1 released
2609 2002-08-10 src/libgame/system.h
2610 * Default "snap" and "bomb" keys for Mac OS X set to left control key
2611 and keypad enter key -- Macs seem not to distinguish between left
2612 and right modifier keys (both generate scan code for left key). :-(
2614 2002-08-10 src/libgame/sound.c
2615 * Fixed small NetBSD compilation bug.
2616 Thanks to Adam Ciarcinski for the bug report.
2618 2002-08-10 src/libgame/sound.c
2619 * Added support for audio device "/dev/sound/dsp" (devfs).
2620 Thanks to Christoph Bauer for the corresponding report.
2622 2002-08-10 src/libgame/sound.c
2623 * Bug fixed that caused regular crashes under SDL/Windows version.
2624 Mixer_InsertSound(): Always stop music before playing new music,
2625 else "mixer_active_channels" can get fucked up.
2626 Thanks to Keith Peterston for the bug report.
2629 * version number set to 2.1.1
2632 * version 2.1.0 released
2634 2002-05-31 src/libgame/image.c
2635 * Read_PCX_to_Pixmap(): Fixed bad memory leak by freeing "ximageinfo"
2636 and "image" after converting loaded PCX image file to X11 Pixmap.
2637 This really showed up when reloading custom artwork several times.
2639 2002-05-20 src/libgame/sound.c
2640 * added support for 16 bit WAV sound files
2643 * version number set to 2.1.0
2645 2002-04-03 to 2002-05-19 (various source files)
2646 * graphics, sounds and music now fully configurable
2647 * bug fixed that prevented walking through tubes when gravity on
2648 * added support for TrueColor PCX graphics files
2649 * enhanced sound system (especially regarding stereo and loop sounds)
2651 2002-04-02 src/events.c, src/editor.c
2652 * Make Escape key less aggressive when playing or when editing level.
2653 This can be configured as an option in the setup menu. (Default is
2654 "less aggressive" which means "ask user if something can be lost"
2655 when pressing the Escape key.)
2657 2002-04-02 src/screen.c
2658 * Added "graphics setup" screen.
2660 2002-04-01 src/screen.c
2661 * Changed "choose level" setup screen stuff to be more generic (to
2662 make it easier to add more "choose from generic tree" setup screens).
2664 2002-04-01 src/config.c, src/timestamp.h
2665 * Added source files "src/config.[ch]" and "src/timestamp.h" (which
2666 automatically gets created by "src/Makefile" and contains an actual
2667 compile-time timestamp to identify development versions of the game).
2669 2002-04-01 src/libgame/misc.c
2670 * Added (currently incomplete) function "getKeyFromKeyName()" simply
2671 for orthogonality. When really needed, this function must be
2672 extended accordingly (analog to "getKeyFromX11KeyName()").
2674 2002-04-01 src/libgame/setup.c
2675 * Changed setup "TYPE_KEY" (internal, X11 style key symbol name) to
2676 "TYPE_KEY_X11" and added "TYPE_KEY" (human readable key symbol name).
2677 (This was needed for custom key setup handling in "src/screens.c".)
2679 2002-03-31 src/tape.c, src/events.c
2680 * Added quick game/tape save/load functions to tape stuff which can be
2681 invoked by a keyboard shortcut. Default: "F1" saves game/tape, "F2"
2682 loads previously recorded tape and directly goes into recording mode
2683 from the end of the tape (therefore appending to the tape).
2685 2002-03-31 src/tape.c
2686 * Added "index mark" function to tape recorder. When playing or
2687 recording, "eject" button changes to "index" button. Setting index
2688 mark is not yet implemented, but pressing index button when playing
2689 allows very quick advancing to end of tape (when normal playing),
2690 very fast forward mode (when playing with normal fast forward) or
2691 very fast reaching of "pause before end of tape" (when playing with
2692 "pause before end" playing mode).
2694 2002-03-30 src/cartoons.c
2695 * Moved some stuff from cartoons.c to the new "src/libgame/toons.c".
2697 2002-03-30 src/libgame/toons.c
2698 * New libgame source file "toons.c" for the program independant part
2701 2002-03-29 src/screen.c
2702 * Changed setup screen stuff to be more generic (to make it easier
2703 to add more setup screens).
2705 2002-03-29 src/libgame/setup.c
2706 * Changed "LoadLevelInfoFromLevelDir()" so that not only directories
2707 with level sub-directories are recognized, but also directories
2708 that directly contain level files.
2710 2002-03-29 src/libgame/sound.c
2711 * Changed "boolean stereo = TRUE;" to "static boolean stereo = TRUE;".
2712 (This was a bug that showed up only when in mono audio mode.)
2714 2002-03-24 src/libgame/x11.c, src/libgame/sdl.c, src/libgame/image.c
2715 * Changed image loading code to not exit on error, but set error by
2716 using "SetError()" accordingly. Image loading errors must now be
2717 catched by above layers (src/init.c for example).
2719 2002-03-24 src/libgame/misc.c
2720 * New functions "SetError()" and "GetError()" to provide more
2721 flexible error handling.
2723 2002-03-23 src/main.c, src/main.h
2724 * Various changes due to the introduction of the new libgame files
2725 "setup.c" and "joystick.c".
2727 2002-03-23 src/files.c
2728 * Generic parts of "src/files.c" (mainly setup and level directory
2729 stuff) moved to new libgame file "src/libgame/setup.c".
2731 2002-03-23 src/joystick.c
2732 * File "src/joystick.c" moved to libgame source tree, with
2733 correspondig changes.
2735 2002-03-23 src/libgame/system.c, src/libgame/system.h
2736 * Various changes due to the introduction of the new files "setup.c"
2739 2002-03-23 src/libgame/setup.c
2740 * New libgame source file "setup.c" that contains now most setup and
2741 level directory stuff previously handled in "src/files.c".
2743 2002-03-23 src/libgame/joystick.c
2744 * New libgame source file "joystick.c" that contains now all joystick
2745 stuff previously handled in "src/joystick.c" of "Rocks'n'Diamonds".
2747 2002-03-22 src/screens.c
2748 * "HandleChooseLevel()": Another bug in level series navigation fixed.
2749 (Wrong level series information displayed when entering main group.)
2751 2002-03-22 src/editor.c
2752 * Slight change to support new gadget event "GD_EVENT_INFO_LEAVING".
2754 2002-03-22 src/editor.c
2755 * Changed behaviour of "Escape" key in level editor to be more
2756 intuitive: When in "Element Properties" or "Level Info" mode,
2757 return to "Drawing Mode" instead of leaving the level editor.
2759 2002-03-22 src/libgame/misc.c, src/libgame/sound.c
2760 * Added command line option "-s" / "--sounds" and "-m" / "--music"
2761 to specify alternative sound and music directories. (The former
2762 shortcut "-s" for "--serveronly" has changed accordingly.)
2764 2002-03-22 src/libgame/gadgets.c
2765 * Added new gadget events for displaying gadget info texts:
2766 "GD_EVENT_INFO_ENTERING" and "GD_EVENT_INFO_LEAVING". Before,
2767 the info text callback function was only called when entering
2768 a gadget (implicit "GD_EVENT_INFO_ENTERING"). But the info text
2769 was never erased. This can now be done by checking the event type
2770 in the info callback function.
2772 2002-03-21 src/game.c, src/editor.c, src/files.c
2773 * 2.0.1 introduced the corrected "Emerald Mine" style behaviour of
2774 gems (emeralds, diamonds, ...) slipping down from normal wall,
2775 steel wall and growing wall (as in E.M.C. style levels). Although
2776 the behaviour of contributed and private levels wasn't changed (due
2777 to the use of "level.game_version"; see previous entry), editing
2778 those levels will (of course) change the behaviour accordingly.
2780 This change seems a bit too hard after thinking about it, because
2781 the EM style behaviour is not the "expected" behaviour (gems would
2782 normally only slip down from "rounded" walls). Therefore this was
2783 now changed to an element property for gem style elements, with the
2784 default setting "off" (which means: no special EM style behaviour).
2785 To fix older converted levels, this flag is set to "on" for pre-2.0
2786 levels that are neither contributed nor private levels.
2788 2002-03-20 src/files.h
2789 * Corrected settings for "level.game_version" depending of level type.
2790 (Contributed and private levels always get played with game engine
2791 version they were created with, while converted levels always get
2792 played with the most recent version of the game engine, to let new
2793 corrections of the emulation behaviour take effect.)
2795 2002-03-20 src/main.h
2796 * Added "#include <time.h>". This seems to be needed by "tape.c" for
2797 compiling the SDL version on some systems.
2798 Thanks to the several people who pointed this out.
2800 2002-03-20 src/libgame/gadgets.c
2801 * "va_arg(ap, boolean)" changed to "(boolean)va_arg(ap, int)";
2802 this caused problems especially on PowerPC architecture (although
2803 it is wrong on i386 and other architectures, too)
2805 2002-03-20 src/libgame/pcx.c, src/libgame/image.c
2806 * Added support for loading and displaying true-color PCX files.
2808 2002-03-20 src/libgame/misc.c, src/libgame/x11.c
2809 * Added command line option "-g" / "--graphics" to specify an
2810 alternative graphics directory.
2813 * Version number set to 2.0.2.
2816 * Version 2.0.1 released.
2818 2002-03-19 src/libgame/system.c, src/libgame/sdl.c [src/tools.c]
2819 * Moved function "GetPixel()" from src/tools.c ("Mirror Magic" code)
2820 to libgame source files; needed for SDL fullscreen bug workaround
2823 2002-03-18 src/screens.c
2824 * "HandleChooseLevel()": Small bug in level series navigation fixed.
2826 2002-03-18 src/files.c [src/libgame/misc.c]
2827 * Moved some common functions from src/files.c to src/libgame/misc.c.
2829 2002-03-18 src/files.c [src/libgame/misc.c]
2830 * Changed permissions for new directories and saved files (especially
2831 score files) according to suggestions of Debian users and mantainers.
2832 Thanks to Drew Parsons <dparsons@emerall.com> for the patch.
2834 2002-03-18 src/libgame/misc.c [src/files.c]
2835 * Moved some common functions from src/files.c to src/libgame/misc.c.
2837 2002-03-18 src/libgame/misc.c [src/files.c]
2838 * Changed permissions for new directories and saved files (especially
2839 score files) according to suggestions of Debian users and mantainers.
2840 Thanks to Drew Parsons <dparsons@emerall.com> for the patch.
2842 2002-03-17 src/files.c
2843 * Changed "{Load|Save}{Level|Tape}()" to IFF style file format:
2844 Replaced "cookie" header string ("ROCKSNDIAMONDS_...\n") with
2845 real IFF style header "RND1....XXXX" (where "XXXX" is "CAVE"
2846 for levels and "TAPE" for tapes). Old "cookie" style format is
2847 still supported for reading. New level and tape files are written
2850 * New IFF chunk "VERS" contains version numbers for file and game
2851 (where "game version" is the version of the program that wrote the
2852 file, and "file version" is a version number to distinguish files
2853 with different format, for example after adding new features).
2855 2002-03-17 src/libgame/sound.c
2856 * Bug in "StopMusic()" fixed: SDL_mixer functions may be called
2857 even when sound not available.
2858 Thanks to Drew Parsons <dparsons@emerall.com> for the patch.
2860 2002-03-15 src/screen.c
2861 * "DrawHallOfFame()": "FadeSounds()" when entering the hall of fame.
2862 (Before, you heard a mixture of the in-game music and the
2863 hall-of-fame music.)
2865 2002-03-15 src/libgame/sound.c, src/libgame/platform.h
2866 * Added /dev/dsp (streaming audio) support for NetBSD (instead of the
2867 /dev/audio (ulaw) based Unix audio interface).
2868 Thanks to Krister Walfridsson <cato@df.lth.se> for the patches.
2870 2002-03-15 src/libgame/sdl.c
2871 * Workaround for fullscreen bug in WIN32 version of SDL (at least
2872 in the currently actual version 1.2.3) by using "standard" screen
2873 resolutions like 800x600 and mapping all input (mouse events) and
2874 output (screen drawing) accordingly.
2876 2002-03-14 src/events.c
2877 * Function "DumpTape()" (files.c) now available by pressing 't' from
2878 main menu (when in DEBUG mode).
2880 2002-03-14 src/game.c
2881 * "GameWon()": When game was won playing a tape, now there is no delay
2882 raising the score and no corresponding sound is played.
2884 2002-03-14 src/files.c
2885 * Changed "LoadTape()" for real chunk support and also adjusted
2886 "SaveTape()" accordingly.
2888 2002-03-14 src/game.c, src/tape.c, src/files.c
2889 * Important changes to tape format: The old tape format stored all
2890 actions with a real effect with a corresponding delay between the
2891 stored actions. This had some major disadvantages (for example,
2892 push delays had to be ignored, pressing a button for some seconds
2893 mutated to several single button presses because of the non-action
2894 delays between two action frames etc.). The new tape format just
2895 stupidly records all device actions and replays them later. I really
2896 don't know why I haven't solved it that way before?! Old-style tapes
2897 (with tape file version less than 2.0) get converted to the new
2898 format on-the-fly when loading and can therefore still be played;
2899 only some minor parts of the old-style tape handling code was needed.
2900 (A perfect conversion is not possible, because there is information
2901 missing about the device actions between two action frames.)
2903 2002-03-14 src/files.c
2904 * New function "DumpTape()" to dump the contents of the current tape
2905 in a human readable format.
2907 2002-03-14 src/game.c
2908 * Small tape bug fixed: When automatically advancing to next level
2909 after a game was won, the tape from the previous level still was
2910 loaded as a tape for the new level.
2912 2002-03-14 src/tape.c
2913 * Small graphical bug fixed: When pressing ""Record" or "Play" on
2914 tape, cartoons did not get completely removed because
2915 StopAnimation() was not called.
2917 2002-03-13 src/files.c
2918 * Changed "LoadLevel()" and "SaveLevel()" to add new chunk "CNT2".
2919 Fixed bug of "CONT" and "BODY" (chunk size was set to 8-bit element
2920 size even when using 16-bit elements). Added new chunk "CNT2" for
2921 16-bit amoeba content (previously written in 8-bit field in "HEAD"
2922 chunk even when content was 16-bit element). "CNT2" should now be
2923 able to store content for arbitrary elements (up to eight blocks of
2924 3 x 3 element arrays). All "CNT2" elements will always be stored as
2925 16-bit elements. "CONT" (with 8/16-bit elements) now obsolete.
2927 2002-03-13 src/files.c
2928 * Changed "LoadLevel()" for real chunk support.
2930 2002-03-12 src/game.c
2931 * Fixed problem (introduced after 2.0.0 release) with penguins
2932 not getting killed by enemies
2934 2002-02-28 src/libgame/sound.c
2935 * Fixed small problem with new SDL_Mixer 1.2.1:
2936 Mix_VolumeMusic() must be called _after_ Mix_PlayMusic(),
2937 or it has no effect.
2939 2002-02-24 src/game.c, src/main.h
2940 * Added "player->is_moving"; now "player->last_move_dir" does
2941 not contain any information if the player is just moving at
2943 Before, "player->last_move_dir" was misused for this purpose
2944 for the robot stuff (robots don't kill players when they are
2945 moving). But setting "player->last_move_dir" to MV_NO_MOVING
2946 broke tapes when walking through pipes!
2947 ("IS_MOVING()" uses "MovPos[][]", but this fails when it is 0
2948 in a continuous movement. This fact is ignored for friends and