2 * fixed small problem with separate fading definition for game screen
5 * added additional configuration directives for setup screen draw offset
6 menu.draw_xoffset.SETUP[XXX] and menu.draw_yoffset.SETUP[XXX] with XXX
7 in GAME, EDITOR, GRAPHICS, SOUND, ARTWORK, INPUT, SHORTCUTS_1,
8 SHORTCUTS_2, CHOOSE_ARTWORK, CHOOSE_OTHER (where "CHOOSE_ARTWORK" is
9 used to define draw offset on custom artwork selection screens and
10 "CHOOSE_OTHER" is used on all other list style selection screens, like
11 choosing game speed or screen mode for fullscreen mode)
12 * added additional configuration directives to define main menu buttons:
13 - menu.button_name and menu.button_name.active
14 - menu.button_levels and menu.button_levels.active
15 - menu.button_scores and menu.button_scores.active
16 - menu.button_editor and menu.button_editor.active
17 - menu.button_info and menu.button_info.active
18 - menu.button_game and menu.button_game.active
19 - menu.button_setup and menu.button_setup.active
20 - menu.button_quit and menu.button_quit.active
21 * added eight pure decoration graphic definitions for the game panel
24 * added support for accessing native Diamond Caves II level packages
25 * fixed displaying of game panel values for Emerald Mine game engine
26 * fixed displaying end-of-level time and score values on new game panel
29 * added game panel control to display arbitrary elements on game panel
30 * added game panel control to display custom element score (globally
31 unique for identical custom elements) either as value or as element
32 * added ".draw_masked" and ".draw_order" to game panel control drawing
35 * fixed some general bugs with handling of ".active" elements and fonts
38 * cleanup of game panel elements (some elements were not really needed)
39 * added displaying of gravity state (on/off) as new game panel control
40 * added animation for game panel elements (similar to game elements)
43 * added new pseudo game mode "PANEL" to define panel fonts and graphics
44 - panel fonts now use ".PANEL" suffix instead of ".PLAYING" suffix
45 - panel graphics now use ".PANEL" suffix instead of ".DOOR" suffix
46 (else graphics would have to use ".PLAYING", which would be confusing)
47 * fixed bug when fading out to game screen with border mask defined
50 * added attribute ".tile_size" for element style game panel controls
53 * added <space> key as additional valid key to use for confirm requester
56 * improved menu fading, adding separate fading definitions for entering
57 and leaving a "content" screen (in general), and optional definitions
58 for the special "content" screens SCORES, EDITOR, INFO and PLAYING
61 * added (currently invisible) setup option to define scroll delay value
62 * fixed small bug in priority handling when auto-detecting level start
63 position in levels without player element (but player from CE etc.)
64 * added option "game.forced_scroll_delay_value" to override user choice
65 of scroll delay value for certain level sets with "graphicsinfo.conf"
66 * replaced setup option "scroll delay: on/off" by new setup option that
67 directly allows selecting the desired scroll delay value from 0 to 8
70 * added displaying of most game panel control elements (not animated)
73 * added new configuration directives to display additional game engine
74 values on the game control panel, like the following examples:
75 - game.panel.time_hh/time_mm/time_ss - level time in HH/MM/SS format
76 - game.panel.penguins - number of penguins to rescue
77 - game.panel.level_name - level name of current level
80 * added support for preview tile sizes "1" and "2" (1x1 and 2x2 pixels)
83 * added new player option "no centering when relocating" for "invisible"
84 teleportations to level areas that look exactly the same, giving the
85 illusion that the player did not relocate at all (this was the default
86 since 3.2.3, but caused visual problems with room creation in "Zelda")
87 * added new menu fading effect "melt", shamelessly stolen from "DOOM"
90 * improved menu fading, adding separate fading definitions for entering
91 and leaving a menu and for fading between menu and "content" screens
92 * fixed small bug with recognizing also ".font_xyz" style definitions
95 * improved menu fading, adding separate fading definitions for fading
96 between menu screens and fading between menu and "destination" screens
99 * titlemessage_initial_x and titlemessage_x set to "[DEFAULT]" in static
100 configuration (set from "[titlemessage_initial]" and "[titlemessage]")
101 * fading settings of "[titlemessage_initial]" and "[titlemessage]" set
102 to "[DEFAULT]" in static configuration (set from "[title_initial]" and
104 * improved title fading, allowing fading animation types "none", "fade"
105 and "crossfade" (including cross-fading of last title to main menu)
108 * added configurability of graphics, sounds and music for title screens,
109 which are separated into initial title screens (only shown once at
110 program startup) and title screens shown for a given level set; these
111 title screens can be composed of up to five title images and up to
112 five title text messages (each drawn using an optional background
113 image), also using background music and/or sounds; aspects like
114 background images, sounds and music of title screens can either be
115 defined generally (valid for all title screens) or specifically (and
116 therefore differently for each title screen) using these directives:
118 to define a background image, sound or music file for all screens:
119 - background.TITLE_INITIAL (for all title screens for game startup)
120 - background.TITLE (for all title screens for level sets)
122 to define a background image, sound or music file for a single screen:
123 - background.titlescreen_initial_x (with x in 1,2,3,4,5)
124 - background.titlescreen_x (with x in 1,2,3,4,5)
125 - background.titlemessage_initial_x (with x in 1,2,3,4,5)
126 - background.titlemessage_x (with x in 1,2,3,4,5)
128 to define the title screen images:
129 - titlescreen_initial_x (with x in 1,2,3,4,5)
130 - titlescreen_x (with x in 1,2,3,4,5)
132 to define the title text messages, place text files into the level set
133 directory that have the following file names:
134 - titlemessage_initial_x.txt (with x in 1,2,3,4,5)
135 - titlemessage_x.txt (with x in 1,2,3,4,5)
137 to define the properties of the text messages, either use directives
138 that affect all text messages:
139 - [titlemessage_initial].<suffix>
140 - [titlemessage].<suffix>
141 or use directives that affect single text messages:
142 - titlemessage_initial_x.<suffix> (with x in 1,2,3,4,5)
143 - titlemessage_x.<suffix> (with x in 1,2,3,4,5)
145 valid values for <suffix> are the same as for readme.<suffix> below;
146 use ".sort_priority" (default: 0) to define an arbitrary order for
147 title images and title messages (which can therefore be mixed)
150 * added full configurability of "readme.txt" screen appearance:
151 - readme.x: <left position used with alignment>
152 - readme.y: <top position>
153 - readme.width: <maximim text width in pixels>
154 - readme.height: <maximum text height in pixels>
155 - readme.chars: <maximum number of chars per line>
156 - readme.lines: <maximum number of lines displayed>
157 - readme.align: left,center,right (default: center)
158 - readme.top: top,middle,bottom (default: top)
159 - readme.font: font name
160 - readme.autowrap: true,false (default: true)
161 - readme.centered: true,false (default: false)
162 - readme.parse_comments: true,false (default: true)
163 - readme.sort_priority: (not used here, but only for title screens)
164 when "readme.chars" and/or "readme.lines" is set to "-1" (this is the
165 default), they are automatically determined from "readme.width" and
166 "readme.height" accordingly; when they are not "-1", they have
167 precedence over "readme.width" and "readme.height"
168 * added internal ad-hoc config settings for displaying text files like
169 title messages or "readme.txt" style level set info files:
170 - .font: font name (default: readme.font)
171 - .autowrap: true,false (default: readme.autowrap)
172 - .centered: true,false (default: readme.centered)
173 - .parse_comments: true,false (default: readme.parse_comments)
174 (the leading '.' and the separating ':' are mandatory here); to use
175 these ad-hoc settings, they have to be written inside a comment, like
176 "# .autowrap: false" or "# .centered: true"; these settings then
177 override the above global settings (they can even be used more than
178 once, like "# .centered: true", then some text that should be drawn
179 centered, then "# .centered: false" to go back to non-centered text;
180 important note: after using "# .parse_comments: false", or when using
181 "readme.parse_comments: false", detecting and parsing comments inside
182 the file is disabled and comments are just printed like normal text;
183 also be aware that all automatic text size calculations are done with
184 the font defined in "readme.font", while using different fonts using
185 "# .font: <font>" inside the text file may cause unexpected results
188 * changed some numerical limits in the level editor from 255 to 999
191 * added option "system.sdl_videodriver" to select SDL video driver
192 * added output of SDL video and audio driver to "version info" page
195 * added group element drawing to IntelliDraw drawing functions
196 * fixed animation resetting problem again (last try broke Snake Bite)
197 * fixed diagonal scrolling in screen scrolling (last try broke Pac Man)
200 * added new (special) "include: <filename>" directive that works in all
201 configuration files (like "graphicsinfo.conf") and that has the same
202 effect as if that directive would be replaced with the content of the
203 specified file (this can be useful to split large configuration files
204 into several smaller ones and include them from one main file, or to
205 store configuration settings that always stay the same into a separate
206 file, while including it and only add those parts that really change)
209 * fixed minor bug (screen redraw of player tiles) in EMC graphics engine
212 * fixed bug in "InitMovingField()" where treating an integer array as
213 boolean caused wrong resetting of animations while elements are moving
214 * fixed problem with resetting animations when starting element change
217 * added sort priority for order of title screens and title messages
220 * changed end of game again: do not wait for the user to press a key
221 anymore, but directly ask/confirm tape saving and go to hall of fame
222 * re-enabled quitting of lost game by pressing space or return again
223 * added blanking of mouse pointer when displaying title screens
224 * added remaining menu draw offset definitions for info sub-screens
227 * added setup option to select game speed (from very slow to very fast)
228 * improved handling of title text messages (initial and for level set)
231 * added new options "auto-wrap" and "centered" for DC2 style envelopes
234 * fixed displaying and typing of player name when it is centered
235 * added special characters to be allowed for player name (not only A-Z)
238 * fixed blit in ScrollLevel() to same bitmap to not overlap anymore
239 (newer versions of the SDL library seem to not like this anymore)
242 * added code for configuration directives for control of game panel
245 * fixed small cosmetical bug with underlining property tabs in editor
248 * fixed small drawing bug in X11FadeRectangle
249 * added new elements for newly supported Diamond Caves II levels:
250 - EM/DC style exits that disappear after passing
251 - white key and gate (one white key needed for each white gate)
252 - fake gate (there is no key to open/pass this kind of gate!)
253 - extended magic wall which also handles pearls and crystals
257 * changed maximum value for endless loop detection to a higher value
258 (some levels really used very deep recursion without being endless)
261 * added new elements for newly supported Diamond Caves II levels:
262 - growing steel walls
263 - snappable land mine
266 * added new elements for newly supported Diamond Caves II levels:
267 - steel text elements
270 * added level file loader for native Diamond Caves II levels
273 * version number set to 3.2.4
276 * version 3.2.3 released
279 * fixed malloc/free bug when updating EMC artwork entries in level list
280 * added workaround (warning and request to quit the current game) when
281 changing elements cause endless recursion loop (which would otherwise
282 freeze the game, causing a crash-like program exit on some systems)
285 * fixed nasty string overflow bug when entering too long envelope text
288 * added feedback sounds for menu navigation "menu.item.activating" and
289 "menu.item.selecting" (for highlighting and executing menu entries)
292 * improved "no scrolling when relocating" to also consider scroll delay
293 (meaning that the player is not automatically centered in this case;
294 this makes it possible to "invisibly" relocate the player to a region
295 of the level playfield which looks the same as the old level region)
296 * fixed bug with not recognizing "main.input.name.align" when active
299 * fixed bug with displaying masked borders over title screens when
300 screen fading is disabled
303 * fixed infinite loop / crash bug when killing the player while having
304 a CE with the setting "kill player X when explosion of <player X>"
305 * added special editor graphic for "char_space" to distinguish it from
306 "empty_space" when editing a level (in-game graphics still the same)
309 * fixed nasty bug with initialization only done for the first player
312 * small change to handle loading empty element/content list micro chunks
315 * uploaded pre-release (test) version 3.2.3-0 binary and source code
318 * some optimizations on startup speed by reducing initial text output
321 * added caching of custom artwork information for faster startup times
324 * fixed graphical bug when using fewer menu entries on level selection
325 screen than usual (with "menu.list_size.LEVELS" directive)
326 * fixed crash bug (Windows/SDL only) caused by BlitBitmap blitting from
327 the backbuffer to the backbuffer by error (with identical rectangle)
330 * fixed bug when displaying titlescreen with size less than element tile
331 * fixed bug that caused elements with "change when digging <e>" event
332 to change for _every_ digged element, not only those specified in <e>
333 * fixed bug that caused impact style collision when dropping element one
334 tile over the player that can both fall down and smash players
335 * fixed bug that caused impact style collision when element changed to
336 falling/smashing element over the player immediately after movement
339 * fixed bug that allowed making engine snapshots from the level editor
342 * fixed bugs with player name and current level positions on main screen
345 * added configuration directives for control of title screens:
346 - "title.fade_delay" for fading time
347 - "title.post_delay" for pause between screens (when not crossfading)
348 - "title.auto_delay" to automatically continue after some time
349 these settings can each be overridden by specifying them with titles:
350 - "titlescreen_initial_{1-5}.{fade_delay,post_delay,auto_delay}"
351 - "titlescreen_{1-5}.{fade_delay,post_delay,auto_delay}"
352 fading mode can also be specified:
353 - "titlescreen_initial_{1-5}.anim_mode: {fade,crossfade}
354 - "titlescreen_{1-5}.anim_mode: {fade,crossfade}
355 default is using normal fading for menues and initial title screens,
356 while using cross-fading for level set title screens
357 * fixed bug with background not drawn in Hall of Fame after game was won
360 * added configuration directives for the remaining main menu items
363 * added additional configuration directives for info screen draw offset:
364 menu.draw_{x,y}offset.INFO[{ELEMENTS,MUSIC,CREDITS,PROGRAM,LEVELSET}]
365 * added additional configuration directives for preview info text
366 * limited mouse wheel sensitive screen area to scrollable screen area
369 * added highlighted menu text entries to menu navigation when selected
372 * fixed bug that prevented player from correctly being created in the
373 top left corner by a custom element change in a level without player
374 * fixed bug that prevented player from being killed when indestructible,
375 non-walkable element is placed on player position by extended change
376 * added configurable menu button, text and input positions to main menu
379 * added page fading effects for remaining info sub-screens
380 * fixed small bug that caused some delays when answering door request
383 * added directives "border.draw_masked.*" for menu/playfield area and
384 door areas to display overlapping/masked borders from "global.border"
387 * fixed bug with CE with move speed "not moving" not being animated
388 * when changing player artwork by CE action, reset animation frame
391 * fixed bug with not unmapping main menu screen gadgets on other screens
392 * fixed bug with un-pausing a paused game by releasing still pressed key
393 * fixed bug with not redrawing screen when toggling to/from fullscreen
394 mode while fast reloading tape (without redrawing playfield contents)
395 * fixed bug with quick-saving tape snapshot despite answering with "no"
398 * version number set to 3.2.3
401 * version 3.2.2 released
404 * fixed bug with redrawing screen in fullscreen mode after quick tape
405 reloading when using the EMC game engine
406 * changed token names from "last_ce_[1-8]" to "prev_ce_[1-8]"
409 * fixed bug in GameWon() when level contains no exit (like in Sokoban)
412 * added engine snapshot functionality for instant tape reloading (this
413 only works for the last tape saved using "quick save", and does not
414 work across program restarts, because it completely works in memory)
417 * version number set to 3.2.2
420 * version 3.2.1 released
423 * fixed nasty bugs with handling error message file on Mac OS X systems
426 * general code cleanup (removing many annoying "#if 0" blocks etc.)
429 * fixed bug that caused broken tapes when manually appending to tapes
430 using the "pause before death" functionality, followed by recording
431 * added setup option to disable fading of screens for faster testing
434 * code cleanup of new fading functions
437 * changed behaviour after solved game -- do not immediately stop engine
438 * added some more smooth screen fadings (game start, hall of fame etc.)
441 * fixed bug with displaying pushed CE with value/score/delay anim_mode
444 * added configurable level preview position, tile size and dimensions
445 * added configurable game panel value positions (gems, time, score etc.)
448 * fixed small bug with time displayed incorrectly when collecting CEs
451 * fixed bug with bumpy scrolling with EM engine in double player mode
454 * added compatibility code to fix "Snake Bite" style levels that were
455 broken due to a bugfix regarding EL_SOKOBAN_FIELD_PLAYER in 3.2.0
458 * fixed bug with scrollbars inside editor when using the Windows mouse
459 enhancement tool "True X-Mouse" (which injects key events to the event
460 queue to insert selected stuff into the Windows clipboard, which gets
461 confused with the "Insert" key for jumping to the last editor cascade
462 block in the element list)
463 * added Rocks'n'Diamonds icon for use as window icon to SDL version
464 * added key shortcut "Alt + Enter" to toggle fullscreen mode at any time
467 * added selection of preferred fullscreen mode to setup / graphics menu
468 (useful if default mode 800 x 600 does not match screen aspect ratio)
471 * improved down-scaling of images for better editor and preview graphics
472 * changed user data directory for Mac OS X from Unix style to new place
475 * improved level number selection in main menu and player selection in
476 setup menu (input devices section) by using standard button gadgets
477 * added support for mouse scroll wheel (caused buggy behaviour before)
478 * added support for scrolling horizontal scrollbars with mouse wheel by
479 holding "Shift" key pressed while scrolling the wheel
480 * added support for single step mouse wheel scrolling by holding "Alt"
481 key pressed while scrolling the wheel (can be combined with "Shift")
482 * changed output file "stderr.txt" on Windows platform now always to be
483 created in the R'n'D sub-directory of the personal documents directory
484 * added Windows message box to direct to "stderr.txt" after error aborts
487 * improved general scrollbar handling (when jump-scrolling scrollbars)
490 * changed scrollbars to always show last line as first after scrolling
491 (that means jumping n - 1 screen lines instead of n screen lines)
494 * fixed level versions of EMC level loader (from V4 to V1, V2 and V3)
495 * fixed level time for EMC levels for V2 engine (V2 and V5 levels)
496 * fixed special handling of vertically stacked acid becoming fake acid
499 * fixed bug (very special case) with CE_SCORE_GETS_ZERO, which can
500 affect multiple instances of the same CE, although this kind of
501 change condition usually only affects one single custom element
504 * version number set to 3.2.1
507 * version 3.2.0 released
510 * reorganized level editor element list a bit to match engines better
513 * fixed newly introduced bug with wrongly initializing clipboard element
516 * fixed bug with displaying visible/invisible level border in editor
519 * reorganized some elements in the level editor element list
522 * fixed bug with displaying any player as "yellow" when moving into acid
523 * fixed bug with displaying running player when player stopped at border
526 * fixed bug with player exploding when moving into acid
527 * fixed bug with level settings being reset in editor and when playing
528 (some compatibility settings being set not only after level loading)
529 * fixed crash bug when number of custom graphic frames was set to zero
530 * fixed bug with teleporting player on walkable tile not working anymore
531 * added partial compatibility support for pre-release-only "CONF" chunk
532 (to make Alan Bond's "color cycle" demo work again :-) )
535 * fixed some bugs when displaying title screens from info screen menu
536 * fixed bug which caused EMC doors #5 to #8 to be passable without keys
539 * changed file major version to 3 to reflect level file format changes
540 * uploaded pre-release (test) version 3.2.0-8 binary and source code
543 * added new chunk "NAME" to level file format for level name settings
544 * added new chunk "NOTE" to level file format for envelope settings
545 * changed name of chunk "CONF" to "ELEM" (for normal element settings)
546 * updated magic(5) file to recognize changed and new level file chunks
547 * removed change events "change when CE value/score changes" as unneeded
550 * changed gravity (which only affects the player) from level property
551 to player property (only makes a difference in multi-player levels)
552 * added change events "change when CE value/score changes"
553 * added change events "change when CE value/score changes of <element>"
556 * added new chunk "INFO" to level file format for global level settings
557 * added all element settings from "HEAD" chunk to "CONF" chunk
558 * added all global level settings from "HEAD" chunk to "INFO" chunk
561 * changed level file format by adding two new chunks "CUSX" (for custom
562 elements, replacing the previous "CUS4" chunk) and "GRPX" (for group
563 elements, replacing the previous "GRP1" chunk); these new IFF style
564 chunks use the new and flexible "micro chunks inside chunks" technique
565 already used with the new "CONF" chunk (for normal element properties)
566 which makes it possible to easily extend the existing level format
567 (instead of using fixed-length chunks like before, which are either
568 too big due to reserved bytes for future use, or too small when those
569 reserved bytes have all been used and even more data should be stored,
570 requiring the replacement by new and larger chunks just like it went
571 with "CUS1" to "CUS4"); this whole problem now does not exist anymore
574 * added credits pages to the "credits" section that were really missing
575 * added some missing element descriptions to the level editor
576 * added down position of switchgate switch to the level editor
577 and allowed the use of both switch positions at the same time
578 * changed use of "Insert" and "Delete" keys to navigate element list in
579 level editor to start of previous or next cascading block of elements
582 * added the possibility to view the title screen to the info screen menu
583 * fixed some minor bugs with viewing title screens
586 * fixed bug with title (cross)fading in/out when using fullscreen mode
589 * fixed bug that forced re-defining of menu settings in local graphics
590 config file which are already defined in existing base config file
591 * fixed small bug that caused door sounds playing when music is enabled
594 * added the possibility to define up to five title screens for each
595 level set that are displayed after loading using (cross)fading in/out
596 (this was added to display the various start images of the EMC sets)
599 * added "CE score gets zero [of]" to custom element trigger conditions
600 * added setup option to display element token name in level editor
603 * added compatibility code for Juergen Bonhagen's menu artwork settings
606 * fixed bug with displaying wrong animation frame 0 after CE changes
607 * fixed bug with creating invisible elements when light switch is on
610 * added selection between ECS and AGA graphics for EMC levels to setup
613 * adjusted font handling for various narrow EMC style fonts
616 * changed EM engine behaviour back to re-allow initial rolling springs
619 * fixed handling of over-large selectboxes (less error-prone now)
620 * fixed bug when creating GE with walkable element under the player
623 * added use of "Insert" and "Delete" keys to navigate element list in
624 level editor to start of custom elements or start of group elements
625 * added virtual elements to access CE value and CE score of elements:
626 - "CE value of triggering element"
627 - "CE score of triggering element"
628 - "CE value of current element"
629 - "CE score of current element"
632 * fixed "grass" to "sand" in older EM levels (up to file version V4)
635 * changed behaviour of network games with internal errors (because of
636 different client frame counters) from immediately terminating R'n'D
637 to displaying an error message requester and stopping only the game
638 (also to prevent impression of crashes under non command-line runs)
639 * fixed playing network games with the EMC engine (did not work before)
640 * fixed bug with not scrolling the screen in multi-player mode with the
641 focus on player 1 when all players are moving in different directions
642 * fixed bug with keeping pointer to gadget even after its deallocation
643 * fixed bug with allowing "focus on all players" in network games
644 * fixed bug with player focus when playing tapes from network games
647 * uploaded pre-release (test) version 3.2.0-7 binary and source code
650 * code cleanup for game action control for R'n'D and EMC game engine
653 * fixed bug in multi-player movement with focus on both players
654 * added option to control only the focussed player with all input
657 * added player focus switching to level tape recording and re-playing
660 * fixed some bugs in player focus switching in EMC and RND game engine
663 * added special Supaplex animations for Murphy digging and snapping
664 * added special Supaplex animations for Murphy being bored and sleeping
667 * added four new yam yams with explicit start direction for EMC engine
668 * fixed bug in src/libgame/text.c with printing text outside the window
671 * fixed small bug in EMC level loader (copyright sign in EM II levels)
674 * added delayed ignition of EM style dynamite when used in R'n'D engine
675 * added limited movement range to EMC engine when focus on all players
678 * fixed bug with missing (zero) score values for native Supaplex levels
681 * added "continuous snapping" (snapping many elements while holding the
682 snap key pressed, without releasing the snap key after each element)
683 as a new player setting for more compatibility with the classic games
686 * finished scrolling for "focus on all players" in EMC graphics engine
689 * level sets with "levels: 0" are ignored for levels, but not artwork
690 * fixed bug when scanning empty level group directories (endless loop)
693 * fixed bug with explosion graphic for player using "Murphy" graphic
694 * fixed bug with explosion graphic if player leaves explosion in time
695 * changed some descriptive text in setup menu to use medium-width font
696 * added key shortcut settings for switching player focus to setup menu
699 * fixed bug with random value initialization when recording tapes
700 * fixed bug with playing single player tapes when team mode activated
703 * fixed little bug when trying to switch to player that does not exist
706 * added player switching (visual and quick) to R'n'D and EM game engine
707 * added setup option to select visual or quick in-game player switching
710 * added use of "Home" and "End" keys to handle element list in editor
713 * fixed bug with adding score when playing tape with EMC game engine
714 * added steel wall border for levels using EMC engine without border
715 * finally fixed delayed scrolling in EMC engine also for small levels
718 * fixed potential crash bug in WarnBuggyBase() (missing boundary check)
721 * fixed bug with CE change order in TestIfElementTouchesCustomElement()
722 * fixed bug when displaying info element without action, but direction
725 * fixed minor graphical problems with springs smashing and slurping
726 (when using R'n'D style graphics instead of EMC style graphics)
729 * added scroll delay (as configured in setup) to EMC graphics engine
732 * improved screen redraw for EMC graphics engine (faster and smoother)
733 * when not scrolling, do not redraw the whole playfield if not needed
736 * added multi-player mode for EMC game engine (with up to four players)
739 * added android (can clone elements) from EMC engine to R'n'D engine
742 * added spring bumper (reflects spring) from EMC engine to R'n'D engine
745 * added selectbox for initial player speed to player settings in editor
748 * version 3.1.2 created that is basically version 3.1.1, but with a
749 major bug fixed that prevented editing your own private levels
750 * version 3.1.2 released
753 * added magic ball (creates elements) from EMC engine to R'n'D engine
756 * uploaded fixed pre-release version 3.2.0-6 binary and source code
759 * fixed bug when using "CE can leave behind <trigger element>"
760 * added new change condition "(after/when) creation of <element>"
761 * added new change condition "(after/when) digging <element>"
762 * fixed bug accessing invalid gadget that caused crashes under Windows
763 * deactivated new possibility for multiple CE changes per frame
766 * uploaded pre-release (test) version 3.2.0-6 binary and source code
769 * added animation types "ce_value" and "ce_score" to graphicsinfo.conf
770 * fixed bug with not keeping CE value for moving CEs with only action
771 * changed CE action selectboxes in editor to be only reset when needed
774 * added option "use artwork from element" for custom player artwork
775 * added option "use explosion from element" for player explosions
778 * added cascaded element lists in the level editor
779 * added persistence for cascaded element lists by "editorcascade.conf"
780 * added dynamic element list with all elements used in current level
781 * added possibility for multiple CE changes per frame (experimental)
784 * uploaded pre-release (test) version 3.2.0-5 binary and source code
787 * changed "score for each 10 seconds/steps left" to "1 second/step"
788 * added own score for collecting "extra time" instead of sharing it
789 * added change events "switched by player" and "player switches <e>"
790 * added change events "snapped by player" and "player snaps <e>"
791 * added "set player artwork: <element choice>" to CE action options
792 * added change event "move of <element>"
795 * added "set player shield: off / normal / deadly" to CE action options
796 * added new player option "use level start element" in level editor
797 to set the correct focus at level start to elements from which the
798 player is created later (this did not work before for cascaded CE
799 changes resulting in creation of the player; it is now also possible
800 to create the player from a yam yam which is smashed at level start)
803 * added "set player speed: frozen (not moving)" to CE action options
804 * added "move player: l/r/u/d/trigger/-trigger" to CE action options
807 * added new player option "block snap field" (enabled by default) to
808 make it possible to show a snapping animation like in Emerald Mine
811 * added dynamic selectboxes to custom element action settings in editor
812 * added "CE value" counter for custom elements (instead of "CE count")
813 * added option to use the last "CE value" after custom element change
814 * added option to use the "CE value" of other elements in CE actions
815 * fixed odd behaviour when pressing time orb in levels w/o time limit
816 * added checkbox "use time orb bug" for older levels that use this bug
819 * added missing configuration settings for the following elements:
820 - EL_TIMEGATE_SWITCH (time of open time gate)
821 - EL_LIGHT_SWITCH_ACTIVE (time of light switched on)
822 - EL_SHIELD_NORMAL (time of shield duration)
823 - EL_SHIELD_DEADLY (time of shield duration)
824 - EL_EXTRA_TIME (time added to level time)
825 - EL_TIME_ORB_FULL (time added to level time)
828 * added "wind direction" as a movement pattern for custom elements
829 * added initial wind direction for balloon / custom elements to editor
830 * added functionality for EL_BALLOON_SWITCH_NONE to R'n'D game engine
833 * added parameters for "game of life" and "biomaze" elements to editor
836 * added level file chunk "CONF" for generic level and element settings
839 * uploaded pre-release (test) version 3.2.0-4 binary and source code
842 * skip empty level sets (with "levels: 0"; may be artwork base sets)
843 * added sound action ".page[1]" to ".page[32]" for each CE change page
846 * added image config suffix ".clone_from" to copy whole image settings
847 * fixed bug with invalid ("undefined") CE settings in old level files
850 * fixed graphical bug with smashing elements falling faster than player
853 * fixed major bug which prevented private levels from being edited
854 * fixed bug with precedence of general and special font definitions
857 * fixed graphical bug with player animation when player moves slowly
860 * uploaded pre-release (test) version 3.2.0-3 binary and source code
863 * fixed bug which prevented "global.num_toons: 0" from working
866 * major code cleanup (removed all these annoying "#if 0" blocks)
869 * added custom element actions for CE change page in level editor
872 * fixed music initialization bug in init.c (thanks to David Binderman)
873 * fixed mouse wheel "button" bug in editor (thanks to Tomi Belan)
874 (this bug must probably be fixed at other places, too)
877 * fixed buggy '#include "SDL.h"' statements in src/libgame/sdl.h
878 (should be '#include <SDL.h>' instead)
881 * fixed bug which prevented "walkable from no direction" from working
882 (due to compatibility code overwriting this setting after loading)
885 * fixed bug on Mac OS X (use of reserved name "Random") in EM engine
888 * version number temporarily set to 3.1.1 (intermediate bugfix release)
889 * version 3.1.1 released
892 * changed some va_arg() arguments from 'long' to 'int', fixing problems
893 on 64-bit architecture systems with LP64 data model
896 * fixed bug with bombs not exploding when hitting the last level line
897 (introduced after the release of 3.1.0)
900 * added support for dumping small-sized level sketches from editor
903 * added recognition of "trigger element" for "change digged element to"
904 (this is not really what the "trigger element" was made for, but its
905 use may seem obvious for leaving back digged elements unchanged)
908 * fixed multiple warnings about failed joystick device initialization
911 * fixed bug with dynamite dropped on top of just dropped custom element
912 (collect dynamite, collect CE, drop CE => dynamite was also dropped);
913 dynamite can still be dropped, but drop key must be released before
916 * fixed bug with wrong start directory when started from file browser
917 (due to this bug, R'n'D could not be started from KDE's Konqueror)
920 * fixed bug causing "change when impact" on player not working
921 * fixed wrong priority of "hitting something" over "hitting <element>"
922 * fixed wrong priority of "hit by something" over "hit by <element>"
925 * fixed graphical bug which caused the player (being Murphy) to show
926 collecting animations although the element was collected by penguin
929 * fixed two bugs causing wrong door background graphics in system.c
930 (in functions "SetBackgroundBitmap()" and "DrawingOnBackground()")
933 * fixed graphic bug with exploding bomb and R'n'D graphics in EM engine
934 * added "no direction" to "walkable/passable from" selectbox options
937 * enhanced tape autoplay to accept "autoplay <set> [<nr> ...]" format
938 * in tape autoplay, not only report broken, but also missing tapes
941 * uploaded pre-release (test) version 3.2.0-2 binary and source code
944 * fixed small bug with "linear" animation not working for active lamp
947 * fixed bug with moving up despite gravity due to "block last field"
948 * fixed small bug with wrong draw offset when typing name in main menu
949 * when reading user names from "passwd", ignore data after first comma
950 * when creating new "levelinfo.conf", only write some selected entries
953 * fixed displaying "imported from/by" on preview with empty string
954 * fixed ignoring draw offset for fonts used for level preview texts
957 * fixed a delay problem with SDL and too many mouse motion events
958 * added setup option "skip levels" and level skipping functionality
961 * added move speed "not moving" for non-moving CEs, but with direction
964 * fixed mapping of obsolete element token names in "editorsetup.conf"
965 * fixed bug with sound "acid.splashing" treated as a loop sound
966 * fixed some little sound bugs in native EM engine
969 * fixed small bug when dragging scrollbars to end positions
972 * added editor element descriptions written by Aaron Davidson
975 * improved fallback handling when configured artwork is not available
976 (now using default artwork instead of exiting when files not found)
979 * fixed bug on level selection screen when dragging scrollbar
982 * fixed bug which caused broken tapes when appending to EM engine tapes
985 * uploaded pre-release (test) version 3.2.0-1 binary and source code
988 * added code to replace changed artwork config tokens with other tokens
989 (needed for backwards compatibility, so that older tokens still work)
992 * added native R'n'D graphics for some new EMC elements in EM engine
995 * fixed some bugs in the EM engine integration code
996 * changed EM engine code to allow diagonal movement
997 * changed EM engine code to allow use of separate snap and drop keys
1000 * fixed some redraw bugs when using EM engine
1003 * fixed bug with not converting RND levels which are set to use native
1004 engine to native level structure when loading
1007 * uploaded pre-release (test) version 3.2.0-0 binary and source code
1010 * version number set to 3.2.0
1013 * level data now reset to defaults after attempt to load invalid file
1016 * added use of "editorsetup.conf" for different level sets
1019 * added auto-detection for various types of Emerald Mine level files
1022 * fixed bug with scrollbars getting too small when list is very large
1025 * fixed bug with 3+3 (cross) sized explosion not making explosion sound
1028 * added most level editor configuration gadgets for new EMC elements
1031 * added more element and graphic definitions for new EMC elements
1034 * modified native EM engine to use integrated R'n'D sound system
1037 * added SDL support to graphics functions in native EM engine
1038 (by always using generic libgame interface functions)
1041 * fixed bug in frame synchronization in native EM engine
1044 * added code to convert levels between R'n'D and native EM engine
1047 * new Emerald Mine engine can now play levels selected in main menu
1050 * fixed big memory leak in function "CreateBitmapWithSmallBitmaps()"
1051 (which creates scaled down graphics for level editor and preview);
1052 there's still a memory leak somewhere in the artwork handling code
1053 * added "scale image up" functionality to X11 version of zoom function
1056 * first attempts to integrate new, native Emerald Mine Club engine
1059 * fixed bug in gadget code which caused reset of CEs in level editor
1060 (example: pressing 'b' [grab brush] on CE config page erased values)
1061 (solution: check if gadgets in ClickOnGadget() are really mapped)
1062 * improved level change detection in editor (settings now also checked)
1063 * fixed bug with "can move into acid" and "don't collide with" state
1066 * fixed maze runner style CEs to use the configured move delay value
1069 * added Aaron Davidson's tutorial level set to the "Tutorials" section
1072 * fixed engine change that broke 3.0.8 levels like "Walpurgis Gardens"
1073 * fixed the above fix because it broke level set "machine" (*sigh*)
1074 * fixed random element placement in level editor to work as expected
1075 * fixed undefined graphic of runtime element "EL_AMOEBA_TO_DIAMOND"
1078 * re-recorded tape for BD2K3, level 010 (broken due to bugfix)
1081 * fixed bug (missing array boundary check) which caused broken tapes
1082 * fixed bug (when loading level template) which caused broken levels
1083 * fixed bug with new block last field code when using non-yellow player
1086 * fixed bug when pressing "stop, pause, stop, play" on tape recorder
1087 * internal change of how the player blocks the last field when moving
1088 * fixed blocking delay of last field for EM and SP style block delay
1089 * fixed bug where the player had to wait for the usual move delay after
1090 unsuccessfully trying to move, when he directly could move after that
1091 * the last two changes should make original Supaplex level 93 solvable
1092 * improved use of random number generator to make it less predictable
1093 * fixed behaviour of slippery SP elements to let slip left, then right
1096 * fixed bug with wrong door state after trying to quickload empty tape
1097 * fixed waste of static memory usage of the binary, making it smaller
1098 * fixed very little graphical bug in Supaplex explosion
1101 * version number set to 3.1.1
1104 * version 3.1.0 released
1107 * fixed bug with crash when writing user levelinfo.conf the first time
1110 * added option "convert LEVELDIR [NR]" to command line batch commands
1111 * re-converted Supaplex levels to apply latest engine fixes
1112 * changed "use graphic/sound of element" to "use graphic of element"
1113 due to compatibility problems with some levels ("bug machine" etc.)
1116 * fixed bug with CE change replacing player with same or other player
1119 * fixed bug with opaque font in envelope with background graphic when
1120 background graphic is not transparent itself
1123 * added "gravity on" and "gravity off" ports for Supaplex compatibility
1124 * corrected original Supaplex level loading code to use these new ports
1125 * also corrected Supaplex loader to auto-count infotrons if set to zero
1128 * fixed bug with missing initialization of "modified" flag for GEs
1131 * fixed bug that caused endless recursion loop when relocating player
1132 * fixed tape recorder bug in "step mode" when using "pause before end"
1133 * fixed tape recorder bug when changing from "warp forward" mode
1136 * fixed bug with "when touching" for pushed elements at last position
1139 * fixed bug that caused two activated toolbox buttons in level editor
1140 * fixed bug with exploding dynabomb under player due to other explosion
1143 * fixed bug with creating walkable custom element under player (again)
1144 * fixed bug with not copying explosion type when copying CEs in editor
1145 * fixed graphical bug when drawing player in setup menu (input devices)
1146 * fixed graphical bug when the player is pushing an accessible element
1147 * fixed bug with classic switchable elements triggering CE changes
1148 * fixed bug with entering/leaving walkable element in RelocatePlayer()
1149 * fixed crash bug when CE leaves behind the trigger player element
1152 * fixed bug with broken tubes after placing/exploding dynamite in them
1153 * fixed bug with exploding dynamite under player due to other explosion
1154 * fixed bug with not resetting push delay under certain circumstances
1157 * added option "handicap" for "levelinfo.conf" (thanks to Niko Böhm)
1158 * added network multiplayer code for Windows (thanks to Niko Böhm)
1161 * added option "reachable despite gravity" for gravity movement
1162 * changed gravity movement of most classic walkable and passable
1163 elements back to "not reachable" (for compatibility reasons)
1166 * fixed (removed) "indestructible" / "can explode" dependency in editor
1167 * fixed (removed) "accessible inside" / "protected" dependency
1168 * fixed (removed) "step mode" / "shield time" dependency
1171 * fixed dynabombs exploding now into anything diggable
1172 * fixed Supaplex style gravity movement into buggy base now impossible
1173 * added pressing key "space" as valid action to select menu options
1176 * added "replace when walkable" to relocate player to walkable element
1177 * added "enter"/"leave" event for elements affected by relocation
1178 * fixed "direct"/"indirect" change order also for "when change" event
1179 * fixed graphical bug when pushing things from elements walkable inside
1182 * fixed graphic bug when player is snapping while moving in old levels
1183 * fixed bug when a moving custom element leaves a player element behind
1184 * fixed bug with mole not disappearing when moving into acid pool
1185 * fixed bug with incomplete path setting when using "--basepath" option
1186 * moving CE can now leave walkable elements behind under the player
1187 * when relocating, player can be set on walkable element now
1188 * fixed another gravity movement bug
1191 * uploaded pre-release (test) version 3.1.0-2 binary and source code
1194 * added "collectible" and "removable" to extended replacement types
1195 (where "removable" replaces "diggable" and "collectible" elements)
1196 * added "collectible & throwable" (to throw element to the next field)
1197 * fixed bug with CEs digging elements that are just about to explode
1198 * changed mouse cursor now always being visible when game is paused
1201 * added possibility to push/press accessible elements from a side that
1203 * fixed bug with not setting actual date when appending to tape
1206 * fixed bug with incorrectly initialized custom element editor graphics
1209 * corrected set "Contributions_1995-2000/rnd_kjell_kristiansson":
1210 - number of levels corrected from 18 to 17 in "levelinfo.conf"
1213 * fixed bug with destroyed robot wheel still attracting robots forever
1214 * fixed bug with time gate switch deactivating after robot wheel time
1215 (while the time gate itself is not affected by this misbehaviour)
1216 * changed behaviour of BD style amoeba to always get blocked by player
1217 (before it was different when there were non-BD elements in level)
1218 * fixed bug with player destroying indestructable elements with shield
1221 * added option to make growing elements grow into anything diggable
1222 (for the various amoeba types, biomaze and "game of life")
1225 * fixed bug with movable elements not moving after left behind by CEs
1226 * changed gravity movement to anything diggable, not only sand/base
1227 * optionally allowing passing to walkable element, not only empty space
1228 * added option "can pass to walkable element" for players
1229 * finally fixed gravity movement (hopefully)
1232 * fixed bug with movable elements not moving anymore after falling down
1235 * fixed another bug with custom elements digging and leaving elements
1236 * fixed bug with "along left/right side" and automatic start direction
1237 * trigger elements now also displayed when "more custom" deactivated
1238 * fixed bug with clipboard element initialized when loading new level
1239 * added option "drop delay" to set delay before dropping next element
1242 * uploaded pre-release (test) version 3.1.0-1 binary and source code
1245 * added copy and paste functions for custom change pages
1246 * enhanced graphical display and functionality of tape recorder
1247 * fixed bug with custom elements digging and leaving elements
1250 * added move speed faster than "very fast" for custom elements
1251 * fixed bug with 3+3 style explosions and missing border content
1252 * fixed little bug when copying custom elements in the editor
1253 * enhanced custom element changes by more side trigger actions
1256 * added option "no scrolling when relocating" for instant teleporting
1257 * uploaded pre-release (test) version 3.1.0-0 binary and source code
1260 * added trigger element and trigger player to use as target elements
1261 * added copy and paste functions for custom and group elements
1264 * fixed graphical bug when displaying explosion animations
1265 * fixed bug when appending to tapes, resulting in broken tapes
1266 * re-recorded a few tapes broken by fixing gravity checking bug
1269 * "can move into acid" property now for all elements independently
1270 * "can fall into acid" property for player stored in same bitfield now
1271 * added option for deadliness of Supaplex 'sniksnak' and 'electron'
1272 * version number set to 3.1.0 (finally!)
1275 * changed tape recording to only record input, not programmed actions
1278 * fixed totally broken (every 8th frame skipped) step-by-step recording
1279 * fixed bug with requester not displayed when quick-loading interrupted
1280 * added option "can fall into acid (with gravity)" for players
1281 * fixed bug with player not falling when snapping down with gravity
1284 * fixed bug which messed up key config when using keypad number keys
1287 * fixed bug which allowed moving upwards even when gravity was active
1288 * fixed bug with missing error handling when dumping levels or tapes
1291 * added different colored editor graphics for Supaplex gravity tubes
1294 * fixed bug that allowed solvable tapes for unsolvable levels
1297 * use unlimited number of droppable elements when "count" set to zero
1298 * added option to use step limit instead of time limit for level
1301 * added player and change page as trigger for custom element change
1304 * fixed bug with exploding amoeba (explosion 3x3 instead of 1x1)
1307 * fixed bug with dark yamyam changing to acid when moving over acid
1308 * fixed handling of levels with more than 999 seconds level time
1309 (example: level 76 of "Denmine")
1312 * "spring push bug" reintroduced as configurable element property
1313 * fixed bug with missing properties for "mole"
1314 * fixed bug that showed up when fixing the above "mole" properties bug
1315 * added option "can move into acid" for all movable elements
1316 * fixed graphical bug for elements moving into acid
1317 * changed event handling to handle all pending events before going on
1320 * fixed bug which caused all CE change pages to be ignored which had
1321 the same change event, but used a different element side
1322 (reported by Simon Forsberg)
1324 * fixed bug which caused elements that can move and fall and that are
1325 transported by a conveyor belt to continue moving into that direction
1326 after leaving the conveyor belt, regardless of their own movement
1327 type; only elements which can not move are transported now
1328 (reported by Simon Forsberg)
1330 * fixed bug which could cause an array overflow in RelocatePlayer()
1331 (reported by Niko Böhm)
1333 * changed Emerald Mine style "passable / over" elements to "protected"
1334 (fixing unsolvable level 10 of "Bondmine 9" with bug beside gate)
1336 * added new option to select from which side a "walkable/passable"
1337 element can be entered
1340 * added explosion and ignition delay for elements that can explode
1343 * fixed bug which caused player not being protected against enemies
1344 when a CE was "walkable / inside" and was not "indestructible"
1345 * added "walkable/passable" fields to be "protected/unprotected"
1346 against enemies, even if not accessible "inside" but "over/under"
1349 * corrected move pattern to 32 bit and initial move direction to 8 bit
1352 * added second custom element base configuration page
1355 * added some special EMC mappings to Emerald Mine level loader
1356 (also covering previously unknown element in level 0 of "Bondmine 8")
1359 * added option to block last field when player is moving (for Supaplex)
1360 * adjusted push delay of Supaplex elements
1361 * removed delays for envelopes etc. when replaying with maximum speed
1362 * fixed bug when dropping element on a field that just changed to empty
1365 * fixed bug: infotrons can now smash yellow disks
1366 * fixed bug: when gravity active, port above player can now be entered
1367 * removed "one white dot" mouse pointer which irritated some people
1370 * added "choice type" for group element selection
1373 * fixed bug with initial invulnerability of non-yellow player
1376 * added level loader for loading native Supaplex packed levels
1377 (including multi-part levels like the "splvls99" levels)
1380 * fixed bug which allowed creating emeralds by escaping explosions
1383 * custom elements can change (limited) or leave (unlimited) elements
1384 * finally added multiple matches using group elements
1385 * added shortcut to dump brush (type ":DB" in editor) for use in forum
1388 * added new start movement type "previous" for continued CE movement
1389 * added new start movement type "random" for random CE movement start
1392 * added new element "sokoban_field_player" needed for Sokoban levels
1393 (thanks to Ed Booker for pointing this out!)
1396 * added elements that can be digged or left behind by custom elements
1399 * added group elements for multiple matches and random element creation
1402 * fixed some graphical errors displayed in old levels
1405 * fixed wrong double speed movement after passing closing gates
1408 * added level loader for loading native Emerald Mine levels
1411 * changes for "shooting" style CE movement
1414 * Happy New Year! ;-)
1417 * changed default snap/drop keys from left/right Shift to Control keys
1420 * fixed bug with dead player getting reanimated from custom element
1423 * fixed bug with wrong penguin graphics (when entering exit)
1426 * fixed bug with wrong "Murphy" graphics (when digging etc.)
1429 * version number set to 3.0.9
1432 * version 3.0.8 released
1435 * added function checked_free()
1438 * fixed bug with double nut cracking sound
1439 (by eliminating "default element action sound" assignment in init.c)
1442 * fixed crash when no music info files are available
1445 * fixed boring and sleeping sounds
1448 * added "maze runner" and "maze hunter" movement types
1449 * added extended collision conditions for custom elements
1452 * added warnings for undefined token values in artwork config files
1455 * added menu entry for level set information to the info screen
1458 * fixed bug with wrong default impact sound for colored emeralds
1461 * added several sub-screens for the info screen
1462 * menu text now also clickable (not only blue/red sphere left of it)
1465 * added configurable "bored" and "sleeping" animations for the player
1466 * added "awakening" sound for player when waking up after sleeping
1469 * added "copy" and "exchange" functions for custom elements to editor
1472 * added configurable element animations for info screen
1475 * added configurable music credits for info screen
1478 * finally fixed tape recording when player is created from CE change
1481 * added "editorsetup.conf" for editor element list configuration
1484 * added "musicinfo.conf" for menu and level music configuration
1487 * fixed a very nasty bug in dragon turning code in TurnRoundExt()
1488 (that only showed up on Linux, but not on Windows systems)
1491 * fixed turning movement of butterflies and fireflies (no frame reset)
1492 * enhanced sniksnak turning movement (two steps instead of only one)
1495 * version number set to 3.0.8
1498 * version 3.0.7 released
1501 * fixed reset of player animation frame when, for example,
1502 walking, digging or collecting share the same animation
1503 * fixed CE with "deadly when touching" exploding when touching amoeba
1506 * fixed tape recording when player is created from CE element change
1509 * introduced "turning..." action graphic for elements with move delay
1510 (non-CE: bug, spaceship, sniksnak, mole, pacman, yamyam)
1511 * added turning animations for bug, spaceship and sniksnak
1514 * prevent "extended" changed elements from delay change in same frame
1517 * fixed bug when pushing element that can move away to the side
1518 (like pushing falling elements, but now with moving elements)
1521 * finally fixed serious bug in code for delayed element pushing (again)
1524 * unavailable setup options now marked as "n/a" instead of "off"
1525 * new boolean directive "latest_engine" for "levelinfo.conf": when set
1526 to "true", levels are always played with the latest game engine,
1527 which is desired for levels that are imported from other games; all
1528 other levels are played with the engine version stored in level file
1529 (which is normally the engine version the level was created with)
1532 * fixed serious bug in code for delayed element pushing
1533 * fixed little bug in animation frame selection for pushed elements
1534 * speed-up of reading config file for verbose output
1537 * added configuration option for opening and closing Supaplex exit
1538 * added configuration option for moving up/down animation for Murphy
1539 * fixed incorrectly displayed animation for attacking dragon
1540 * fixed bug with not setting initial gravity for each new game
1541 * fixed bug with teleportation of player by custom element change
1542 * fixed bug with player not getting smashed by rock sometimes
1545 * version number set to 3.0.7
1548 * version 3.0.6 released
1551 * added support for MP3 music for SDL version through SMPEG library
1554 * fixed bug when initializing font graphic structure
1555 * fixed bug with animation mode "pingpong" when using only 1 frame
1556 * fixed bug with extended change target introduced in 3.0.5
1557 * fixed bug where passing over moving element doubles player speed
1558 * fixed bug with elements continuing to move into push direction
1559 * fixed bug with duplicated player when dropping bomb with shield on
1560 * added "switching" event for custom elements ("pressing" only once)
1561 * fixed switching bug (resetting flag when not switching but not idle)
1564 * fixed element tokens for certain file elements with ".active" etc.
1567 * version number set to 3.0.6
1570 * version 3.0.5 released
1573 * now four envelope elements available
1574 * font, background, animation and sound for envelope now configurable
1575 * main menu doors opening/closing animation type now configurable
1578 * active/inactive sides configurable for custom element changes
1579 * new movement type "move when pushed" available for custom elements
1582 * fixed bug in multiple config pages loader code that caused crashes
1585 * enhanced (remaining low-resolution) Supaplex graphics
1588 * version number set to 3.0.5
1591 * version 3.0.4 released
1593 2003-09-12 src/tools.c
1594 * fixed bug in custom definition of crumbled element graphics
1596 2003-09-11 src/files.c
1597 * fixed bug in multiple config pages code that caused crashes
1600 * version number set to 3.0.4
1603 * version 3.0.3 released
1606 * added music to Supaplex classic level set
1608 2003-09-07 src/libgame/misc.c
1609 * added support for loading various music formats through SDL_mixer
1611 2003-09-06 (various source files)
1612 * fixed several nasty bugs that may have caused crashes on some systems
1613 * added envelope content which gets displayed when collecting envelope
1614 * added multiple change event pages for custom elements
1616 2003-08-24 src/game.c
1617 * fixed problem with player animation when snapping and moving
1619 2003-08-23 src/screens.c, src/cartoons.c, src/libgame/toons.c
1620 * fixed problem with flickering when drawing toon animations
1622 2003-08-23 src/libgame/sdl.c
1623 * fixed problem with setting mouse cursor in SDL version in fullscreen
1625 2003-08-23 src/game.c
1626 * fixed bug (missing array boundary check) which could crash the game
1629 * version number set to 3.0.3
1632 * version 3.0.2 released
1634 2003-08-21 src/game.c
1635 * fixed bug with creating inaccessible elements at player position
1637 2003-08-20 src/init.c
1638 * fixed bug with not finding current level artwork directory
1640 2003-08-20 src/files.c
1641 * fixed bug with choosing wrong engine version when playing tapes
1642 * fixed bug with messing up custom element properties in 3.0.0 levels
1645 * version number set to 3.0.2
1648 * version 3.0.1 released
1650 2003-08-17 (no source files affected)
1651 * changed all "classic" PCX image files with 16 colors or less to
1652 256 color (8 bit) storage format, because the Allegro game library
1653 cannot handle PCX files with less than 256 colors (contributed
1654 graphics are not affected and might look wrong in the DOS version)
1656 2003-08-16 src/init.c
1657 * fixed bug which (for example) crashed the level editor when defining
1658 "dynamite.EDITOR: [NONE]", because graphics may not be undefined
1659 (only set to default) -- invalid graphics now set to default graphic
1661 2003-08-16 src/init.c
1662 * fixed graphical bug of player digging/collecting/snapping element
1663 when no corresponding graphic/animation is defined for this action,
1664 resulting in player being drawn as EL_EMPTY (which should only be
1665 done to elements being collected, but not to the player)
1667 2003-08-16 src/game.c
1668 * fixed small graphical bug of player not totally moving into exit
1670 2003-08-16 src/libgame/setup.c
1671 * fixed bug with wrong MS-DOS 8.3 filename conversion
1673 2003-08-16 src/tools.c
1674 * fixed bug with invisible mouse cursor when pressing ESC while playing
1676 2003-08-16 (various source files)
1677 * added another 128 custom elements (disabled in editor by default)
1679 2003-08-16 src/editor.c
1680 * fixed NULL string bug causing Solaris to crash in sprintf()
1682 2003-08-16 src/screen.c
1683 * fixed drawing over scrollbar on level selection with custom fonts
1685 2003-08-15 src/game.c
1686 * cleanup of simple sounds / loop sounds / music settings
1688 2003-08-08 (various source files)
1689 * added custom element property for dropping collected elements
1691 2003-08-08 src/conf_gfx.c
1692 * fixed bug with missing graphic for active red disk bomb
1694 2003-08-07 src/files.c, src/editor.c src/game.c, src/main.h
1695 * extended variable "level.gravity" to "level.initial_gravity" and
1696 "game.current_gravity" to prevent level setting from being changed
1697 by playing the level (keeping the runtime value after playing)
1699 * fixed graphics bug when digging element that has 'crumbled' graphic
1700 definition, but not 'diggable' graphic definition
1703 * version number set to 3.0.1
1706 * version 3.0.0 released
1709 * various bug fixes; among others:
1710 - fixed bug with pushing spring over empty space
1711 - fixed bug with leaving tube while placing dynamite
1712 - fixed bug with explosion of smashed penguins
1713 - allow Murphy player graphic in levels with non-Supaplex elements
1717 * I have forgotten to document changes for some time
1720 * pre-release version 2.2.0rc1 released
1723 * version number set to 2.1.2
1726 * version 2.1.1 released
1729 * version number set to 2.1.1
1732 * version 2.1.0 released
1735 * version number set to 2.1.0
1737 2002-04-03 to 2002-05-19 (various source files)
1738 * graphics, sounds and music now fully configurable
1739 * bug fixed that prevented walking through tubes when gravity on
1741 2002-04-02 src/events.c, src/editor.c
1742 * Make Escape key less aggressive when playing or when editing level.
1743 This can be configured as an option in the setup menu. (Default is
1744 "less aggressive" which means "ask user if something can be lost"
1745 when pressing the Escape key.)
1747 2002-04-02 src/screen.c
1748 * Added "graphics setup" screen.
1750 2002-04-01 src/screen.c
1751 * Changed "choose level" setup screen stuff to be more generic (to
1752 make it easier to add more "choose from generic tree" setup screens).
1754 2002-04-01 src/config.c, src/timestamp.h
1755 * Added source files "src/config.[ch]" and "src/timestamp.h" (which
1756 automatically gets created by "src/Makefile" and contains an actual
1757 compile-time timestamp to identify development versions of the game).
1759 2002-03-31 src/tape.c, src/events.c
1760 * Added quick game/tape save/load functions to tape stuff which can be
1761 invoked by a keyboard shortcut. Default: "F1" saves game/tape, "F2"
1762 loads previously recorded tape and directly goes into recording mode
1763 from the end of the tape (therefore appending to the tape).
1765 2002-03-31 src/tape.c
1766 * Added "index mark" function to tape recorder. When playing or
1767 recording, "eject" button changes to "index" button. Setting index
1768 mark is not yet implemented, but pressing index button when playing
1769 allows very quick advancing to end of tape (when normal playing),
1770 very fast forward mode (when playing with normal fast forward) or
1771 very fast reaching of "pause before end of tape" (when playing with
1772 "pause before end" playing mode).
1774 2002-03-30 src/cartoons.c
1775 * Moved some stuff from cartoons.c to the new "src/libgame/toons.c".
1777 2002-03-29 src/screen.c
1778 * Changed setup screen stuff to be more generic (to make it easier
1779 to add more setup screens).
1781 2002-03-23 src/main.c, src/main.h
1782 * Various changes due to the introduction of the new libgame files
1783 "setup.c" and "joystick.c".
1785 2002-03-23 src/files.c
1786 * Generic parts of "src/files.c" (mainly setup and level directory
1787 stuff) moved to new libgame file "src/libgame/setup.c".
1789 2002-03-23 src/joystick.c
1790 * File "src/joystick.c" moved to libgame source tree, with
1791 correspondig changes.
1793 2002-03-22 src/screens.c
1794 * "HandleChooseLevel()": Another bug in level series navigation fixed.
1795 (Wrong level series information displayed when entering main group.)
1797 2002-03-22 src/editor.c
1798 * Slight change to support new gadget event "GD_EVENT_INFO_LEAVING".
1800 2002-03-22 src/editor.c
1801 * Changed behaviour of "Escape" key in level editor to be more
1802 intuitive: When in "Element Properties" or "Level Info" mode,
1803 return to "Drawing Mode" instead of leaving the level editor.
1805 2002-03-21 src/game.c, src/editor.c, src/files.c
1806 * 2.0.1 introduced the corrected "Emerald Mine" style behaviour of
1807 gems (emeralds, diamonds, ...) slipping down from normal wall,
1808 steel wall and growing wall (as in E.M.C. style levels). Although
1809 the behaviour of contributed and private levels wasn't changed (due
1810 to the use of "level.game_version"; see previous entry), editing
1811 those levels will (of course) change the behaviour accordingly.
1813 This change seems a bit too hard after thinking about it, because
1814 the EM style behaviour is not the "expected" behaviour (gems would
1815 normally only slip down from "rounded" walls). Therefore this was
1816 now changed to an element property for gem style elements, with the
1817 default setting "off" (which means: no special EM style behaviour).
1818 To fix older converted levels, this flag is set to "on" for pre-2.0
1819 levels that are neither contributed nor private levels.
1821 2002-03-20 src/files.h
1822 * Corrected settings for "level.game_version" depending of level type.
1823 (Contributed and private levels always get played with game engine
1824 version they were created with, while converted levels always get
1825 played with the most recent version of the game engine, to let new
1826 corrections of the emulation behaviour take effect.)
1828 2002-03-20 src/main.h
1829 * Added "#include <time.h>". This seems to be needed by "tape.c" for
1830 compiling the SDL version on some systems.
1831 Thanks to the several people who pointed this out.
1834 * Version number set to 2.0.2.
1837 * Version 2.0.1 released.
1839 2002-03-18 src/screens.c
1840 * "HandleChooseLevel()": Small bug in level series navigation fixed.
1842 2002-03-18 src/files.c [src/libgame/misc.c]
1843 * Moved some common functions from src/files.c to src/libgame/misc.c.
1845 2002-03-18 src/files.c [src/libgame/misc.c]
1846 * Changed permissions for new directories and saved files (especially
1847 score files) according to suggestions of Debian users and mantainers.
1848 Thanks to Drew Parsons <dparsons@emerall.com> for the patch.
1850 2002-03-17 src/files.c
1851 * Changed "{Load|Save}{Level|Tape}()" to IFF style file format:
1852 Replaced "cookie" header string ("ROCKSNDIAMONDS_...\n") with
1853 real IFF style header "RND1....XXXX" (where "XXXX" is "CAVE"
1854 for levels and "TAPE" for tapes). Old "cookie" style format is
1855 still supported for reading. New level and tape files are written
1858 * New IFF chunk "VERS" contains version numbers for file and game
1859 (where "game version" is the version of the program that wrote the
1860 file, and "file version" is a version number to distinguish files
1861 with different format, for example after adding new features).
1863 2002-03-15 src/screen.c
1864 * "DrawHallOfFame()": "FadeSounds()" when entering the hall of fame.
1865 (Before, you heard a mixture of the in-game music and the
1866 hall-of-fame music.)
1868 2002-03-14 src/events.c
1869 * Function "DumpTape()" (files.c) now available by pressing 't' from
1870 main menu (when in DEBUG mode).
1872 2002-03-14 src/game.c
1873 * "GameWon()": When game was won playing a tape, now there is no delay
1874 raising the score and no corresponding sound is played.
1876 2002-03-14 src/files.c
1877 * Changed "LoadTape()" for real chunk support and also adjusted
1878 "SaveTape()" accordingly.
1880 2002-03-14 src/game.c, src/tape.c, src/files.c
1881 * Important changes to tape format: The old tape format stored all
1882 actions with a real effect with a corresponding delay between the
1883 stored actions. This had some major disadvantages (for example,
1884 push delays had to be ignored, pressing a button for some seconds
1885 mutated to several single button presses because of the non-action
1886 delays between two action frames etc.). The new tape format just
1887 stupidly records all device actions and replays them later. I really
1888 don't know why I haven't solved it that way before?! Old-style tapes
1889 (with tape file version less than 2.0) get converted to the new
1890 format on-the-fly when loading and can therefore still be played;
1891 only some minor parts of the old-style tape handling code was needed.
1892 (A perfect conversion is not possible, because there is information
1893 missing about the device actions between two action frames.)
1895 2002-03-14 src/files.c
1896 * New function "DumpTape()" to dump the contents of the current tape
1897 in a human readable format.
1899 2002-03-14 src/game.c
1900 * Small tape bug fixed: When automatically advancing to next level
1901 after a game was won, the tape from the previous level still was
1902 loaded as a tape for the new level.
1904 2002-03-14 src/tape.c
1905 * Small graphical bug fixed: When pressing ""Record" or "Play" on
1906 tape, cartoons did not get completely removed because
1907 StopAnimation() was not called.
1909 2002-03-13 src/files.c
1910 * Changed "LoadLevel()" and "SaveLevel()" to add new chunk "CNT2".
1911 Fixed bug of "CONT" and "BODY" (chunk size was set to 8-bit element
1912 size even when using 16-bit elements). Added new chunk "CNT2" for
1913 16-bit amoeba content (previously written in 8-bit field in "HEAD"
1914 chunk even when content was 16-bit element). "CNT2" should now be
1915 able to store content for arbitrary elements (up to eight blocks of
1916 3 x 3 element arrays). All "CNT2" elements will always be stored as
1917 16-bit elements. "CONT" (with 8/16-bit elements) now obsolete.
1919 2002-03-13 src/files.c
1920 * Changed "LoadLevel()" for real chunk support.
1922 2002-03-12 src/game.c
1923 * Fixed problem (introduced after 2.0.0 release) with penguins
1924 not getting killed by enemies
1926 2002-02-24 src/game.c, src/main.h
1927 * Added "player->is_moving"; now "player->last_move_dir" does
1928 not contain any information if the player is just moving at
1930 Before, "player->last_move_dir" was misused for this purpose
1931 for the robot stuff (robots don't kill players when they are
1932 moving). But setting "player->last_move_dir" to MV_NO_MOVING
1933 broke tapes when walking through pipes!
1934 ("IS_MOVING()" uses "MovPos[][]", but this fails when it is 0
1935 in a continuous movement. This fact is ignored for friends and