2 * fixed some general bugs with handling of ".active" elements and fonts
5 * cleanup of game panel elements (some elements were not really needed)
6 * added displaying of gravity state (on/off) as new game panel control
7 * added animation for game panel elements (similar to game elements)
10 * added new pseudo game mode "PANEL" to define panel fonts and graphics
11 - panel fonts now use ".PANEL" suffix instead of ".PLAYING" suffix
12 - panel graphics now use ".PANEL" suffix instead of ".DOOR" suffix
13 (else graphics would have to use ".PLAYING", which would be confusing)
14 * fixed bug when fading out to game screen with border mask defined
17 * added attribute ".tile_size" for element style game panel controls
20 * added <space> key as additional valid key to use for confirm requester
23 * improved menu fading, adding separate fading definitions for entering
24 and leaving a "content" screen (in general), and optional definitions
25 for the special "content" screens SCORES, EDITOR, INFO and PLAYING
28 * added (currently invisible) setup option to define scroll delay value
29 * fixed small bug in priority handling when auto-detecting level start
30 position in levels without player element (but player from CE etc.)
31 * added option "game.forced_scroll_delay_value" to override user choice
32 of scroll delay value for certain level sets with "graphicsinfo.conf"
33 * replaced setup option "scroll delay: on/off" by new setup option that
34 directly allows selecting the desired scroll delay value from 0 to 8
37 * added displaying of most game panel control elements (not animated)
40 * added new configuration directives to display additional game engine
41 values on the game control panel, like the following examples:
42 - game.panel.time_hh/time_mm/time_ss - level time in HH/MM/SS format
43 - game.panel.penguins - number of penguins to rescue
44 - game.panel.level_name - level name of current level
47 * added support for preview tile sizes "1" and "2" (1x1 and 2x2 pixels)
50 * added new player option "no centering when relocating" for "invisible"
51 teleportations to level areas that look exactly the same, giving the
52 illusion that the player did not relocate at all (this was the default
53 since 3.2.3, but caused visual problems with room creation in "Zelda")
54 * added new menu fading effect "melt", shamelessly stolen from "DOOM"
57 * improved menu fading, adding separate fading definitions for entering
58 and leaving a menu and for fading between menu and "content" screens
59 * fixed small bug with recognizing also ".font_xyz" style definitions
62 * improved menu fading, adding separate fading definitions for fading
63 between menu screens and fading between menu and "destination" screens
66 * titlemessage_initial_x and titlemessage_x set to "[DEFAULT]" in static
67 configuration (set from "[titlemessage_initial]" and "[titlemessage]")
68 * fading settings of "[titlemessage_initial]" and "[titlemessage]" set
69 to "[DEFAULT]" in static configuration (set from "[title_initial]" and
71 * improved title fading, allowing fading animation types "none", "fade"
72 and "crossfade" (including cross-fading of last title to main menu)
75 * added configurability of graphics, sounds and music for title screens,
76 which are separated into initial title screens (only shown once at
77 program startup) and title screens shown for a given level set; these
78 title screens can be composed of up to five title images and up to
79 five title text messages (each drawn using an optional background
80 image), also using background music and/or sounds; aspects like
81 background images, sounds and music of title screens can either be
82 defined generally (valid for all title screens) or specifically (and
83 therefore differently for each title screen) using these directives:
85 to define a background image, sound or music file for all screens:
86 - background.TITLE_INITIAL (for all title screens for game startup)
87 - background.TITLE (for all title screens for level sets)
89 to define a background image, sound or music file for a single screen:
90 - background.titlescreen_initial_x (with x in 1,2,3,4,5)
91 - background.titlescreen_x (with x in 1,2,3,4,5)
92 - background.titlemessage_initial_x (with x in 1,2,3,4,5)
93 - background.titlemessage_x (with x in 1,2,3,4,5)
95 to define the title screen images:
96 - titlescreen_initial_x (with x in 1,2,3,4,5)
97 - titlescreen_x (with x in 1,2,3,4,5)
99 to define the title text messages, place text files into the level set
100 directory that have the following file names:
101 - titlemessage_initial_x.txt (with x in 1,2,3,4,5)
102 - titlemessage_x.txt (with x in 1,2,3,4,5)
104 to define the properties of the text messages, either use directives
105 that affect all text messages:
106 - [titlemessage_initial].<suffix>
107 - [titlemessage].<suffix>
108 or use directives that affect single text messages:
109 - titlemessage_initial_x.<suffix> (with x in 1,2,3,4,5)
110 - titlemessage_x.<suffix> (with x in 1,2,3,4,5)
112 valid values for <suffix> are the same as for readme.<suffix> below;
113 use ".sort_priority" (default: 0) to define an arbitrary order for
114 title images and title messages (which can therefore be mixed)
117 * added full configurability of "readme.txt" screen appearance:
118 - readme.x: <left position used with alignment>
119 - readme.y: <top position>
120 - readme.width: <maximim text width in pixels>
121 - readme.height: <maximum text height in pixels>
122 - readme.chars: <maximum number of chars per line>
123 - readme.lines: <maximum number of lines displayed>
124 - readme.align: left,center,right (default: center)
125 - readme.top: top,middle,bottom (default: top)
126 - readme.font: font name
127 - readme.autowrap: true,false (default: true)
128 - readme.centered: true,false (default: false)
129 - readme.parse_comments: true,false (default: true)
130 - readme.sort_priority: (not used here, but only for title screens)
131 when "readme.chars" and/or "readme.lines" is set to "-1" (this is the
132 default), they are automatically determined from "readme.width" and
133 "readme.height" accordingly; when they are not "-1", they have
134 precedence over "readme.width" and "readme.height"
135 * added internal ad-hoc config settings for displaying text files like
136 title messages or "readme.txt" style level set info files:
137 - .font: font name (default: readme.font)
138 - .autowrap: true,false (default: readme.autowrap)
139 - .centered: true,false (default: readme.centered)
140 - .parse_comments: true,false (default: readme.parse_comments)
141 (the leading '.' and the separating ':' are mandatory here); to use
142 these ad-hoc settings, they have to be written inside a comment, like
143 "# .autowrap: false" or "# .centered: true"; these settings then
144 override the above global settings (they can even be used more than
145 once, like "# .centered: true", then some text that should be drawn
146 centered, then "# .centered: false" to go back to non-centered text;
147 important note: after using "# .parse_comments: false", or when using
148 "readme.parse_comments: false", detecting and parsing comments inside
149 the file is disabled and comments are just printed like normal text;
150 also be aware that all automatic text size calculations are done with
151 the font defined in "readme.font", while using different fonts using
152 "# .font: <font>" inside the text file may cause unexpected results
155 * changed some numerical limits in the level editor from 255 to 999
158 * added option "system.sdl_videodriver" to select SDL video driver
159 * added output of SDL video and audio driver to "version info" page
162 * added group element drawing to IntelliDraw drawing functions
163 * fixed animation resetting problem again (last try broke Snake Bite)
164 * fixed diagonal scrolling in screen scrolling (last try broke Pac Man)
167 * added new (special) "include: <filename>" directive that works in all
168 configuration files (like "graphicsinfo.conf") and that has the same
169 effect as if that directive would be replaced with the content of the
170 specified file (this can be useful to split large configuration files
171 into several smaller ones and include them from one main file, or to
172 store configuration settings that always stay the same into a separate
173 file, while including it and only add those parts that really change)
176 * fixed minor bug (screen redraw of player tiles) in EMC graphics engine
179 * fixed bug in "InitMovingField()" where treating an integer array as
180 boolean caused wrong resetting of animations while elements are moving
181 * fixed problem with resetting animations when starting element change
184 * added sort priority for order of title screens and title messages
187 * changed end of game again: do not wait for the user to press a key
188 anymore, but directly ask/confirm tape saving and go to hall of fame
189 * re-enabled quitting of lost game by pressing space or return again
190 * added blanking of mouse pointer when displaying title screens
191 * added remaining menu draw offset definitions for info sub-screens
194 * added setup option to select game speed (from very slow to very fast)
195 * improved handling of title text messages (initial and for level set)
198 * added new options "auto-wrap" and "centered" for DC2 style envelopes
201 * fixed displaying and typing of player name when it is centered
202 * added special characters to be allowed for player name (not only A-Z)
205 * fixed blit in ScrollLevel() to same bitmap to not overlap anymore
206 (newer versions of the SDL library seem to not like this anymore)
209 * added code for configuration directives for control of game panel
212 * fixed small cosmetical bug with underlining property tabs in editor
215 * fixed small drawing bug in X11FadeRectangle
216 * added new elements for newly supported Diamond Caves II levels:
217 - EM/DC style exits that disappear after passing
218 - white key and gate (one white key needed for each white gate)
219 - fake gate (there is no key to open/pass this kind of gate!)
220 - extended magic wall which also handles pearls and crystals
224 * changed maximum value for endless loop detection to a higher value
225 (some levels really used very deep recursion without being endless)
228 * added new elements for newly supported Diamond Caves II levels:
229 - growing steel walls
230 - snappable land mine
233 * added new elements for newly supported Diamond Caves II levels:
234 - steel text elements
237 * added level file loader for native Diamond Caves II levels
240 * version number set to 3.2.4
243 * version 3.2.3 released
246 * fixed malloc/free bug when updating EMC artwork entries in level list
247 * added workaround (warning and request to quit the current game) when
248 changing elements cause endless recursion loop (which would otherwise
249 freeze the game, causing a crash-like program exit on some systems)
252 * fixed nasty string overflow bug when entering too long envelope text
255 * added feedback sounds for menu navigation "menu.item.activating" and
256 "menu.item.selecting" (for highlighting and executing menu entries)
259 * improved "no scrolling when relocating" to also consider scroll delay
260 (meaning that the player is not automatically centered in this case;
261 this makes it possible to "invisibly" relocate the player to a region
262 of the level playfield which looks the same as the old level region)
263 * fixed bug with not recognizing "main.input.name.align" when active
266 * fixed bug with displaying masked borders over title screens when
267 screen fading is disabled
270 * fixed infinite loop / crash bug when killing the player while having
271 a CE with the setting "kill player X when explosion of <player X>"
272 * added special editor graphic for "char_space" to distinguish it from
273 "empty_space" when editing a level (in-game graphics still the same)
276 * fixed nasty bug with initialization only done for the first player
279 * small change to handle loading empty element/content list micro chunks
282 * uploaded pre-release (test) version 3.2.3-0 binary and source code
285 * some optimizations on startup speed by reducing initial text output
288 * added caching of custom artwork information for faster startup times
291 * fixed graphical bug when using fewer menu entries on level selection
292 screen than usual (with "menu.list_size.LEVELS" directive)
293 * fixed crash bug (Windows/SDL only) caused by BlitBitmap blitting from
294 the backbuffer to the backbuffer by error (with identical rectangle)
297 * fixed bug when displaying titlescreen with size less than element tile
298 * fixed bug that caused elements with "change when digging <e>" event
299 to change for _every_ digged element, not only those specified in <e>
300 * fixed bug that caused impact style collision when dropping element one
301 tile over the player that can both fall down and smash players
302 * fixed bug that caused impact style collision when element changed to
303 falling/smashing element over the player immediately after movement
306 * fixed bug that allowed making engine snapshots from the level editor
309 * fixed bugs with player name and current level positions on main screen
312 * added configuration directives for control of title screens:
313 - "title.fade_delay" for fading time
314 - "title.post_delay" for pause between screens (when not crossfading)
315 - "title.auto_delay" to automatically continue after some time
316 these settings can each be overridden by specifying them with titles:
317 - "titlescreen_initial_{1-5}.{fade_delay,post_delay,auto_delay}"
318 - "titlescreen_{1-5}.{fade_delay,post_delay,auto_delay}"
319 fading mode can also be specified:
320 - "titlescreen_initial_{1-5}.anim_mode: {fade,crossfade}
321 - "titlescreen_{1-5}.anim_mode: {fade,crossfade}
322 default is using normal fading for menues and initial title screens,
323 while using cross-fading for level set title screens
324 * fixed bug with background not drawn in Hall of Fame after game was won
327 * added configuration directives for the remaining main menu items
330 * added additional configuration directives for info screen draw offset:
331 menu.draw_{x,y}offset.INFO[{ELEMENTS,MUSIC,CREDITS,PROGRAM,LEVELSET}]
332 * added additional configuration directives for preview info text
333 * limited mouse wheel sensitive screen area to scrollable screen area
336 * added highlighted menu text entries to menu navigation when selected
339 * fixed bug that prevented player from correctly being created in the
340 top left corner by a custom element change in a level without player
341 * fixed bug that prevented player from being killed when indestructible,
342 non-walkable element is placed on player position by extended change
343 * added configurable menu button, text and input positions to main menu
346 * added page fading effects for remaining info sub-screens
347 * fixed small bug that caused some delays when answering door request
350 * added directives "border.draw_masked.*" for menu/playfield area and
351 door areas to display overlapping/masked borders from "global.border"
354 * fixed bug with CE with move speed "not moving" not being animated
355 * when changing player artwork by CE action, reset animation frame
358 * fixed bug with not unmapping main menu screen gadgets on other screens
359 * fixed bug with un-pausing a paused game by releasing still pressed key
360 * fixed bug with not redrawing screen when toggling to/from fullscreen
361 mode while fast reloading tape (without redrawing playfield contents)
362 * fixed bug with quick-saving tape snapshot despite answering with "no"
365 * version number set to 3.2.3
368 * version 3.2.2 released
371 * fixed bug with redrawing screen in fullscreen mode after quick tape
372 reloading when using the EMC game engine
373 * changed token names from "last_ce_[1-8]" to "prev_ce_[1-8]"
376 * fixed bug in GameWon() when level contains no exit (like in Sokoban)
379 * added engine snapshot functionality for instant tape reloading (this
380 only works for the last tape saved using "quick save", and does not
381 work across program restarts, because it completely works in memory)
384 * version number set to 3.2.2
387 * version 3.2.1 released
390 * fixed nasty bugs with handling error message file on Mac OS X systems
393 * general code cleanup (removing many annoying "#if 0" blocks etc.)
396 * fixed bug that caused broken tapes when manually appending to tapes
397 using the "pause before death" functionality, followed by recording
398 * added setup option to disable fading of screens for faster testing
401 * code cleanup of new fading functions
404 * changed behaviour after solved game -- do not immediately stop engine
405 * added some more smooth screen fadings (game start, hall of fame etc.)
408 * fixed bug with displaying pushed CE with value/score/delay anim_mode
411 * added configurable level preview position, tile size and dimensions
412 * added configurable game panel value positions (gems, time, score etc.)
415 * fixed small bug with time displayed incorrectly when collecting CEs
418 * fixed bug with bumpy scrolling with EM engine in double player mode
421 * added compatibility code to fix "Snake Bite" style levels that were
422 broken due to a bugfix regarding EL_SOKOBAN_FIELD_PLAYER in 3.2.0
425 * fixed bug with scrollbars inside editor when using the Windows mouse
426 enhancement tool "True X-Mouse" (which injects key events to the event
427 queue to insert selected stuff into the Windows clipboard, which gets
428 confused with the "Insert" key for jumping to the last editor cascade
429 block in the element list)
430 * added Rocks'n'Diamonds icon for use as window icon to SDL version
431 * added key shortcut "Alt + Enter" to toggle fullscreen mode at any time
434 * added selection of preferred fullscreen mode to setup / graphics menu
435 (useful if default mode 800 x 600 does not match screen aspect ratio)
438 * improved down-scaling of images for better editor and preview graphics
439 * changed user data directory for Mac OS X from Unix style to new place
442 * improved level number selection in main menu and player selection in
443 setup menu (input devices section) by using standard button gadgets
444 * added support for mouse scroll wheel (caused buggy behaviour before)
445 * added support for scrolling horizontal scrollbars with mouse wheel by
446 holding "Shift" key pressed while scrolling the wheel
447 * added support for single step mouse wheel scrolling by holding "Alt"
448 key pressed while scrolling the wheel (can be combined with "Shift")
449 * changed output file "stderr.txt" on Windows platform now always to be
450 created in the R'n'D sub-directory of the personal documents directory
451 * added Windows message box to direct to "stderr.txt" after error aborts
454 * improved general scrollbar handling (when jump-scrolling scrollbars)
457 * changed scrollbars to always show last line as first after scrolling
458 (that means jumping n - 1 screen lines instead of n screen lines)
461 * fixed level versions of EMC level loader (from V4 to V1, V2 and V3)
462 * fixed level time for EMC levels for V2 engine (V2 and V5 levels)
463 * fixed special handling of vertically stacked acid becoming fake acid
466 * fixed bug (very special case) with CE_SCORE_GETS_ZERO, which can
467 affect multiple instances of the same CE, although this kind of
468 change condition usually only affects one single custom element
471 * version number set to 3.2.1
474 * version 3.2.0 released
477 * reorganized level editor element list a bit to match engines better
480 * fixed newly introduced bug with wrongly initializing clipboard element
483 * fixed bug with displaying visible/invisible level border in editor
486 * reorganized some elements in the level editor element list
489 * fixed bug with displaying any player as "yellow" when moving into acid
490 * fixed bug with displaying running player when player stopped at border
493 * fixed bug with player exploding when moving into acid
494 * fixed bug with level settings being reset in editor and when playing
495 (some compatibility settings being set not only after level loading)
496 * fixed crash bug when number of custom graphic frames was set to zero
497 * fixed bug with teleporting player on walkable tile not working anymore
498 * added partial compatibility support for pre-release-only "CONF" chunk
499 (to make Alan Bond's "color cycle" demo work again :-) )
502 * fixed some bugs when displaying title screens from info screen menu
503 * fixed bug which caused EMC doors #5 to #8 to be passable without keys
506 * changed file major version to 3 to reflect level file format changes
507 * uploaded pre-release (test) version 3.2.0-8 binary and source code
510 * added new chunk "NAME" to level file format for level name settings
511 * added new chunk "NOTE" to level file format for envelope settings
512 * changed name of chunk "CONF" to "ELEM" (for normal element settings)
513 * updated magic(5) file to recognize changed and new level file chunks
514 * removed change events "change when CE value/score changes" as unneeded
517 * changed gravity (which only affects the player) from level property
518 to player property (only makes a difference in multi-player levels)
519 * added change events "change when CE value/score changes"
520 * added change events "change when CE value/score changes of <element>"
523 * added new chunk "INFO" to level file format for global level settings
524 * added all element settings from "HEAD" chunk to "CONF" chunk
525 * added all global level settings from "HEAD" chunk to "INFO" chunk
528 * changed level file format by adding two new chunks "CUSX" (for custom
529 elements, replacing the previous "CUS4" chunk) and "GRPX" (for group
530 elements, replacing the previous "GRP1" chunk); these new IFF style
531 chunks use the new and flexible "micro chunks inside chunks" technique
532 already used with the new "CONF" chunk (for normal element properties)
533 which makes it possible to easily extend the existing level format
534 (instead of using fixed-length chunks like before, which are either
535 too big due to reserved bytes for future use, or too small when those
536 reserved bytes have all been used and even more data should be stored,
537 requiring the replacement by new and larger chunks just like it went
538 with "CUS1" to "CUS4"); this whole problem now does not exist anymore
541 * added credits pages to the "credits" section that were really missing
542 * added some missing element descriptions to the level editor
543 * added down position of switchgate switch to the level editor
544 and allowed the use of both switch positions at the same time
545 * changed use of "Insert" and "Delete" keys to navigate element list in
546 level editor to start of previous or next cascading block of elements
549 * added the possibility to view the title screen to the info screen menu
550 * fixed some minor bugs with viewing title screens
553 * fixed bug with title (cross)fading in/out when using fullscreen mode
556 * fixed bug that forced re-defining of menu settings in local graphics
557 config file which are already defined in existing base config file
558 * fixed small bug that caused door sounds playing when music is enabled
561 * added the possibility to define up to five title screens for each
562 level set that are displayed after loading using (cross)fading in/out
563 (this was added to display the various start images of the EMC sets)
566 * added "CE score gets zero [of]" to custom element trigger conditions
567 * added setup option to display element token name in level editor
570 * added compatibility code for Juergen Bonhagen's menu artwork settings
573 * fixed bug with displaying wrong animation frame 0 after CE changes
574 * fixed bug with creating invisible elements when light switch is on
577 * added selection between ECS and AGA graphics for EMC levels to setup
580 * adjusted font handling for various narrow EMC style fonts
583 * changed EM engine behaviour back to re-allow initial rolling springs
586 * fixed handling of over-large selectboxes (less error-prone now)
587 * fixed bug when creating GE with walkable element under the player
590 * added use of "Insert" and "Delete" keys to navigate element list in
591 level editor to start of custom elements or start of group elements
592 * added virtual elements to access CE value and CE score of elements:
593 - "CE value of triggering element"
594 - "CE score of triggering element"
595 - "CE value of current element"
596 - "CE score of current element"
599 * fixed "grass" to "sand" in older EM levels (up to file version V4)
602 * changed behaviour of network games with internal errors (because of
603 different client frame counters) from immediately terminating R'n'D
604 to displaying an error message requester and stopping only the game
605 (also to prevent impression of crashes under non command-line runs)
606 * fixed playing network games with the EMC engine (did not work before)
607 * fixed bug with not scrolling the screen in multi-player mode with the
608 focus on player 1 when all players are moving in different directions
609 * fixed bug with keeping pointer to gadget even after its deallocation
610 * fixed bug with allowing "focus on all players" in network games
611 * fixed bug with player focus when playing tapes from network games
614 * uploaded pre-release (test) version 3.2.0-7 binary and source code
617 * code cleanup for game action control for R'n'D and EMC game engine
620 * fixed bug in multi-player movement with focus on both players
621 * added option to control only the focussed player with all input
624 * added player focus switching to level tape recording and re-playing
627 * fixed some bugs in player focus switching in EMC and RND game engine
630 * added special Supaplex animations for Murphy digging and snapping
631 * added special Supaplex animations for Murphy being bored and sleeping
634 * added four new yam yams with explicit start direction for EMC engine
635 * fixed bug in src/libgame/text.c with printing text outside the window
638 * fixed small bug in EMC level loader (copyright sign in EM II levels)
641 * added delayed ignition of EM style dynamite when used in R'n'D engine
642 * added limited movement range to EMC engine when focus on all players
645 * fixed bug with missing (zero) score values for native Supaplex levels
648 * added "continuous snapping" (snapping many elements while holding the
649 snap key pressed, without releasing the snap key after each element)
650 as a new player setting for more compatibility with the classic games
653 * finished scrolling for "focus on all players" in EMC graphics engine
656 * level sets with "levels: 0" are ignored for levels, but not artwork
657 * fixed bug when scanning empty level group directories (endless loop)
660 * fixed bug with explosion graphic for player using "Murphy" graphic
661 * fixed bug with explosion graphic if player leaves explosion in time
662 * changed some descriptive text in setup menu to use medium-width font
663 * added key shortcut settings for switching player focus to setup menu
666 * fixed bug with random value initialization when recording tapes
667 * fixed bug with playing single player tapes when team mode activated
670 * fixed little bug when trying to switch to player that does not exist
673 * added player switching (visual and quick) to R'n'D and EM game engine
674 * added setup option to select visual or quick in-game player switching
677 * added use of "Home" and "End" keys to handle element list in editor
680 * fixed bug with adding score when playing tape with EMC game engine
681 * added steel wall border for levels using EMC engine without border
682 * finally fixed delayed scrolling in EMC engine also for small levels
685 * fixed potential crash bug in WarnBuggyBase() (missing boundary check)
688 * fixed bug with CE change order in TestIfElementTouchesCustomElement()
689 * fixed bug when displaying info element without action, but direction
692 * fixed minor graphical problems with springs smashing and slurping
693 (when using R'n'D style graphics instead of EMC style graphics)
696 * added scroll delay (as configured in setup) to EMC graphics engine
699 * improved screen redraw for EMC graphics engine (faster and smoother)
700 * when not scrolling, do not redraw the whole playfield if not needed
703 * added multi-player mode for EMC game engine (with up to four players)
706 * added android (can clone elements) from EMC engine to R'n'D engine
709 * added spring bumper (reflects spring) from EMC engine to R'n'D engine
712 * added selectbox for initial player speed to player settings in editor
715 * version 3.1.2 created that is basically version 3.1.1, but with a
716 major bug fixed that prevented editing your own private levels
717 * version 3.1.2 released
720 * added magic ball (creates elements) from EMC engine to R'n'D engine
723 * uploaded fixed pre-release version 3.2.0-6 binary and source code
726 * fixed bug when using "CE can leave behind <trigger element>"
727 * added new change condition "(after/when) creation of <element>"
728 * added new change condition "(after/when) digging <element>"
729 * fixed bug accessing invalid gadget that caused crashes under Windows
730 * deactivated new possibility for multiple CE changes per frame
733 * uploaded pre-release (test) version 3.2.0-6 binary and source code
736 * added animation types "ce_value" and "ce_score" to graphicsinfo.conf
737 * fixed bug with not keeping CE value for moving CEs with only action
738 * changed CE action selectboxes in editor to be only reset when needed
741 * added option "use artwork from element" for custom player artwork
742 * added option "use explosion from element" for player explosions
745 * added cascaded element lists in the level editor
746 * added persistence for cascaded element lists by "editorcascade.conf"
747 * added dynamic element list with all elements used in current level
748 * added possibility for multiple CE changes per frame (experimental)
751 * uploaded pre-release (test) version 3.2.0-5 binary and source code
754 * changed "score for each 10 seconds/steps left" to "1 second/step"
755 * added own score for collecting "extra time" instead of sharing it
756 * added change events "switched by player" and "player switches <e>"
757 * added change events "snapped by player" and "player snaps <e>"
758 * added "set player artwork: <element choice>" to CE action options
759 * added change event "move of <element>"
762 * added "set player shield: off / normal / deadly" to CE action options
763 * added new player option "use level start element" in level editor
764 to set the correct focus at level start to elements from which the
765 player is created later (this did not work before for cascaded CE
766 changes resulting in creation of the player; it is now also possible
767 to create the player from a yam yam which is smashed at level start)
770 * added "set player speed: frozen (not moving)" to CE action options
771 * added "move player: l/r/u/d/trigger/-trigger" to CE action options
774 * added new player option "block snap field" (enabled by default) to
775 make it possible to show a snapping animation like in Emerald Mine
778 * added dynamic selectboxes to custom element action settings in editor
779 * added "CE value" counter for custom elements (instead of "CE count")
780 * added option to use the last "CE value" after custom element change
781 * added option to use the "CE value" of other elements in CE actions
782 * fixed odd behaviour when pressing time orb in levels w/o time limit
783 * added checkbox "use time orb bug" for older levels that use this bug
786 * added missing configuration settings for the following elements:
787 - EL_TIMEGATE_SWITCH (time of open time gate)
788 - EL_LIGHT_SWITCH_ACTIVE (time of light switched on)
789 - EL_SHIELD_NORMAL (time of shield duration)
790 - EL_SHIELD_DEADLY (time of shield duration)
791 - EL_EXTRA_TIME (time added to level time)
792 - EL_TIME_ORB_FULL (time added to level time)
795 * added "wind direction" as a movement pattern for custom elements
796 * added initial wind direction for balloon / custom elements to editor
797 * added functionality for EL_BALLOON_SWITCH_NONE to R'n'D game engine
800 * added parameters for "game of life" and "biomaze" elements to editor
803 * added level file chunk "CONF" for generic level and element settings
806 * uploaded pre-release (test) version 3.2.0-4 binary and source code
809 * skip empty level sets (with "levels: 0"; may be artwork base sets)
810 * added sound action ".page[1]" to ".page[32]" for each CE change page
813 * added image config suffix ".clone_from" to copy whole image settings
814 * fixed bug with invalid ("undefined") CE settings in old level files
817 * fixed graphical bug with smashing elements falling faster than player
820 * fixed major bug which prevented private levels from being edited
821 * fixed bug with precedence of general and special font definitions
824 * fixed graphical bug with player animation when player moves slowly
827 * uploaded pre-release (test) version 3.2.0-3 binary and source code
830 * fixed bug which prevented "global.num_toons: 0" from working
833 * major code cleanup (removed all these annoying "#if 0" blocks)
836 * added custom element actions for CE change page in level editor
839 * fixed music initialization bug in init.c (thanks to David Binderman)
840 * fixed mouse wheel "button" bug in editor (thanks to Tomi Belan)
841 (this bug must probably be fixed at other places, too)
844 * fixed buggy '#include "SDL.h"' statements in src/libgame/sdl.h
845 (should be '#include <SDL.h>' instead)
848 * fixed bug which prevented "walkable from no direction" from working
849 (due to compatibility code overwriting this setting after loading)
852 * fixed bug on Mac OS X (use of reserved name "Random") in EM engine
855 * version number temporarily set to 3.1.1 (intermediate bugfix release)
856 * version 3.1.1 released
859 * changed some va_arg() arguments from 'long' to 'int', fixing problems
860 on 64-bit architecture systems with LP64 data model
863 * fixed bug with bombs not exploding when hitting the last level line
864 (introduced after the release of 3.1.0)
867 * added support for dumping small-sized level sketches from editor
870 * added recognition of "trigger element" for "change digged element to"
871 (this is not really what the "trigger element" was made for, but its
872 use may seem obvious for leaving back digged elements unchanged)
875 * fixed multiple warnings about failed joystick device initialization
878 * fixed bug with dynamite dropped on top of just dropped custom element
879 (collect dynamite, collect CE, drop CE => dynamite was also dropped);
880 dynamite can still be dropped, but drop key must be released before
883 * fixed bug with wrong start directory when started from file browser
884 (due to this bug, R'n'D could not be started from KDE's Konqueror)
887 * fixed bug causing "change when impact" on player not working
888 * fixed wrong priority of "hitting something" over "hitting <element>"
889 * fixed wrong priority of "hit by something" over "hit by <element>"
892 * fixed graphical bug which caused the player (being Murphy) to show
893 collecting animations although the element was collected by penguin
896 * fixed two bugs causing wrong door background graphics in system.c
897 (in functions "SetBackgroundBitmap()" and "DrawingOnBackground()")
900 * fixed graphic bug with exploding bomb and R'n'D graphics in EM engine
901 * added "no direction" to "walkable/passable from" selectbox options
904 * enhanced tape autoplay to accept "autoplay <set> [<nr> ...]" format
905 * in tape autoplay, not only report broken, but also missing tapes
908 * uploaded pre-release (test) version 3.2.0-2 binary and source code
911 * fixed small bug with "linear" animation not working for active lamp
914 * fixed bug with moving up despite gravity due to "block last field"
915 * fixed small bug with wrong draw offset when typing name in main menu
916 * when reading user names from "passwd", ignore data after first comma
917 * when creating new "levelinfo.conf", only write some selected entries
920 * fixed displaying "imported from/by" on preview with empty string
921 * fixed ignoring draw offset for fonts used for level preview texts
924 * fixed a delay problem with SDL and too many mouse motion events
925 * added setup option "skip levels" and level skipping functionality
928 * added move speed "not moving" for non-moving CEs, but with direction
931 * fixed mapping of obsolete element token names in "editorsetup.conf"
932 * fixed bug with sound "acid.splashing" treated as a loop sound
933 * fixed some little sound bugs in native EM engine
936 * fixed small bug when dragging scrollbars to end positions
939 * added editor element descriptions written by Aaron Davidson
942 * improved fallback handling when configured artwork is not available
943 (now using default artwork instead of exiting when files not found)
946 * fixed bug on level selection screen when dragging scrollbar
949 * fixed bug which caused broken tapes when appending to EM engine tapes
952 * uploaded pre-release (test) version 3.2.0-1 binary and source code
955 * added code to replace changed artwork config tokens with other tokens
956 (needed for backwards compatibility, so that older tokens still work)
959 * added native R'n'D graphics for some new EMC elements in EM engine
962 * fixed some bugs in the EM engine integration code
963 * changed EM engine code to allow diagonal movement
964 * changed EM engine code to allow use of separate snap and drop keys
967 * fixed some redraw bugs when using EM engine
970 * fixed bug with not converting RND levels which are set to use native
971 engine to native level structure when loading
974 * uploaded pre-release (test) version 3.2.0-0 binary and source code
977 * version number set to 3.2.0
980 * level data now reset to defaults after attempt to load invalid file
983 * added use of "editorsetup.conf" for different level sets
986 * added auto-detection for various types of Emerald Mine level files
989 * fixed bug with scrollbars getting too small when list is very large
992 * fixed bug with 3+3 (cross) sized explosion not making explosion sound
995 * added most level editor configuration gadgets for new EMC elements
998 * added more element and graphic definitions for new EMC elements
1001 * modified native EM engine to use integrated R'n'D sound system
1004 * added SDL support to graphics functions in native EM engine
1005 (by always using generic libgame interface functions)
1008 * fixed bug in frame synchronization in native EM engine
1011 * added code to convert levels between R'n'D and native EM engine
1014 * new Emerald Mine engine can now play levels selected in main menu
1017 * fixed big memory leak in function "CreateBitmapWithSmallBitmaps()"
1018 (which creates scaled down graphics for level editor and preview);
1019 there's still a memory leak somewhere in the artwork handling code
1020 * added "scale image up" functionality to X11 version of zoom function
1023 * first attempts to integrate new, native Emerald Mine Club engine
1026 * fixed bug in gadget code which caused reset of CEs in level editor
1027 (example: pressing 'b' [grab brush] on CE config page erased values)
1028 (solution: check if gadgets in ClickOnGadget() are really mapped)
1029 * improved level change detection in editor (settings now also checked)
1030 * fixed bug with "can move into acid" and "don't collide with" state
1033 * fixed maze runner style CEs to use the configured move delay value
1036 * added Aaron Davidson's tutorial level set to the "Tutorials" section
1039 * fixed engine change that broke 3.0.8 levels like "Walpurgis Gardens"
1040 * fixed the above fix because it broke level set "machine" (*sigh*)
1041 * fixed random element placement in level editor to work as expected
1042 * fixed undefined graphic of runtime element "EL_AMOEBA_TO_DIAMOND"
1045 * re-recorded tape for BD2K3, level 010 (broken due to bugfix)
1048 * fixed bug (missing array boundary check) which caused broken tapes
1049 * fixed bug (when loading level template) which caused broken levels
1050 * fixed bug with new block last field code when using non-yellow player
1053 * fixed bug when pressing "stop, pause, stop, play" on tape recorder
1054 * internal change of how the player blocks the last field when moving
1055 * fixed blocking delay of last field for EM and SP style block delay
1056 * fixed bug where the player had to wait for the usual move delay after
1057 unsuccessfully trying to move, when he directly could move after that
1058 * the last two changes should make original Supaplex level 93 solvable
1059 * improved use of random number generator to make it less predictable
1060 * fixed behaviour of slippery SP elements to let slip left, then right
1063 * fixed bug with wrong door state after trying to quickload empty tape
1064 * fixed waste of static memory usage of the binary, making it smaller
1065 * fixed very little graphical bug in Supaplex explosion
1068 * version number set to 3.1.1
1071 * version 3.1.0 released
1074 * fixed bug with crash when writing user levelinfo.conf the first time
1077 * added option "convert LEVELDIR [NR]" to command line batch commands
1078 * re-converted Supaplex levels to apply latest engine fixes
1079 * changed "use graphic/sound of element" to "use graphic of element"
1080 due to compatibility problems with some levels ("bug machine" etc.)
1083 * fixed bug with CE change replacing player with same or other player
1086 * fixed bug with opaque font in envelope with background graphic when
1087 background graphic is not transparent itself
1090 * added "gravity on" and "gravity off" ports for Supaplex compatibility
1091 * corrected original Supaplex level loading code to use these new ports
1092 * also corrected Supaplex loader to auto-count infotrons if set to zero
1095 * fixed bug with missing initialization of "modified" flag for GEs
1098 * fixed bug that caused endless recursion loop when relocating player
1099 * fixed tape recorder bug in "step mode" when using "pause before end"
1100 * fixed tape recorder bug when changing from "warp forward" mode
1103 * fixed bug with "when touching" for pushed elements at last position
1106 * fixed bug that caused two activated toolbox buttons in level editor
1107 * fixed bug with exploding dynabomb under player due to other explosion
1110 * fixed bug with creating walkable custom element under player (again)
1111 * fixed bug with not copying explosion type when copying CEs in editor
1112 * fixed graphical bug when drawing player in setup menu (input devices)
1113 * fixed graphical bug when the player is pushing an accessible element
1114 * fixed bug with classic switchable elements triggering CE changes
1115 * fixed bug with entering/leaving walkable element in RelocatePlayer()
1116 * fixed crash bug when CE leaves behind the trigger player element
1119 * fixed bug with broken tubes after placing/exploding dynamite in them
1120 * fixed bug with exploding dynamite under player due to other explosion
1121 * fixed bug with not resetting push delay under certain circumstances
1124 * added option "handicap" for "levelinfo.conf" (thanks to Niko Böhm)
1125 * added network multiplayer code for Windows (thanks to Niko Böhm)
1128 * added option "reachable despite gravity" for gravity movement
1129 * changed gravity movement of most classic walkable and passable
1130 elements back to "not reachable" (for compatibility reasons)
1133 * fixed (removed) "indestructible" / "can explode" dependency in editor
1134 * fixed (removed) "accessible inside" / "protected" dependency
1135 * fixed (removed) "step mode" / "shield time" dependency
1138 * fixed dynabombs exploding now into anything diggable
1139 * fixed Supaplex style gravity movement into buggy base now impossible
1140 * added pressing key "space" as valid action to select menu options
1143 * added "replace when walkable" to relocate player to walkable element
1144 * added "enter"/"leave" event for elements affected by relocation
1145 * fixed "direct"/"indirect" change order also for "when change" event
1146 * fixed graphical bug when pushing things from elements walkable inside
1149 * fixed graphic bug when player is snapping while moving in old levels
1150 * fixed bug when a moving custom element leaves a player element behind
1151 * fixed bug with mole not disappearing when moving into acid pool
1152 * fixed bug with incomplete path setting when using "--basepath" option
1153 * moving CE can now leave walkable elements behind under the player
1154 * when relocating, player can be set on walkable element now
1155 * fixed another gravity movement bug
1158 * uploaded pre-release (test) version 3.1.0-2 binary and source code
1161 * added "collectible" and "removable" to extended replacement types
1162 (where "removable" replaces "diggable" and "collectible" elements)
1163 * added "collectible & throwable" (to throw element to the next field)
1164 * fixed bug with CEs digging elements that are just about to explode
1165 * changed mouse cursor now always being visible when game is paused
1168 * added possibility to push/press accessible elements from a side that
1170 * fixed bug with not setting actual date when appending to tape
1173 * fixed bug with incorrectly initialized custom element editor graphics
1176 * corrected set "Contributions_1995-2000/rnd_kjell_kristiansson":
1177 - number of levels corrected from 18 to 17 in "levelinfo.conf"
1180 * fixed bug with destroyed robot wheel still attracting robots forever
1181 * fixed bug with time gate switch deactivating after robot wheel time
1182 (while the time gate itself is not affected by this misbehaviour)
1183 * changed behaviour of BD style amoeba to always get blocked by player
1184 (before it was different when there were non-BD elements in level)
1185 * fixed bug with player destroying indestructable elements with shield
1188 * added option to make growing elements grow into anything diggable
1189 (for the various amoeba types, biomaze and "game of life")
1192 * fixed bug with movable elements not moving after left behind by CEs
1193 * changed gravity movement to anything diggable, not only sand/base
1194 * optionally allowing passing to walkable element, not only empty space
1195 * added option "can pass to walkable element" for players
1196 * finally fixed gravity movement (hopefully)
1199 * fixed bug with movable elements not moving anymore after falling down
1202 * fixed another bug with custom elements digging and leaving elements
1203 * fixed bug with "along left/right side" and automatic start direction
1204 * trigger elements now also displayed when "more custom" deactivated
1205 * fixed bug with clipboard element initialized when loading new level
1206 * added option "drop delay" to set delay before dropping next element
1209 * uploaded pre-release (test) version 3.1.0-1 binary and source code
1212 * added copy and paste functions for custom change pages
1213 * enhanced graphical display and functionality of tape recorder
1214 * fixed bug with custom elements digging and leaving elements
1217 * added move speed faster than "very fast" for custom elements
1218 * fixed bug with 3+3 style explosions and missing border content
1219 * fixed little bug when copying custom elements in the editor
1220 * enhanced custom element changes by more side trigger actions
1223 * added option "no scrolling when relocating" for instant teleporting
1224 * uploaded pre-release (test) version 3.1.0-0 binary and source code
1227 * added trigger element and trigger player to use as target elements
1228 * added copy and paste functions for custom and group elements
1231 * fixed graphical bug when displaying explosion animations
1232 * fixed bug when appending to tapes, resulting in broken tapes
1233 * re-recorded a few tapes broken by fixing gravity checking bug
1236 * "can move into acid" property now for all elements independently
1237 * "can fall into acid" property for player stored in same bitfield now
1238 * added option for deadliness of Supaplex 'sniksnak' and 'electron'
1239 * version number set to 3.1.0 (finally!)
1242 * changed tape recording to only record input, not programmed actions
1245 * fixed totally broken (every 8th frame skipped) step-by-step recording
1246 * fixed bug with requester not displayed when quick-loading interrupted
1247 * added option "can fall into acid (with gravity)" for players
1248 * fixed bug with player not falling when snapping down with gravity
1251 * fixed bug which messed up key config when using keypad number keys
1254 * fixed bug which allowed moving upwards even when gravity was active
1255 * fixed bug with missing error handling when dumping levels or tapes
1258 * added different colored editor graphics for Supaplex gravity tubes
1261 * fixed bug that allowed solvable tapes for unsolvable levels
1264 * use unlimited number of droppable elements when "count" set to zero
1265 * added option to use step limit instead of time limit for level
1268 * added player and change page as trigger for custom element change
1271 * fixed bug with exploding amoeba (explosion 3x3 instead of 1x1)
1274 * fixed bug with dark yamyam changing to acid when moving over acid
1275 * fixed handling of levels with more than 999 seconds level time
1276 (example: level 76 of "Denmine")
1279 * "spring push bug" reintroduced as configurable element property
1280 * fixed bug with missing properties for "mole"
1281 * fixed bug that showed up when fixing the above "mole" properties bug
1282 * added option "can move into acid" for all movable elements
1283 * fixed graphical bug for elements moving into acid
1284 * changed event handling to handle all pending events before going on
1287 * fixed bug which caused all CE change pages to be ignored which had
1288 the same change event, but used a different element side
1289 (reported by Simon Forsberg)
1291 * fixed bug which caused elements that can move and fall and that are
1292 transported by a conveyor belt to continue moving into that direction
1293 after leaving the conveyor belt, regardless of their own movement
1294 type; only elements which can not move are transported now
1295 (reported by Simon Forsberg)
1297 * fixed bug which could cause an array overflow in RelocatePlayer()
1298 (reported by Niko Böhm)
1300 * changed Emerald Mine style "passable / over" elements to "protected"
1301 (fixing unsolvable level 10 of "Bondmine 9" with bug beside gate)
1303 * added new option to select from which side a "walkable/passable"
1304 element can be entered
1307 * added explosion and ignition delay for elements that can explode
1310 * fixed bug which caused player not being protected against enemies
1311 when a CE was "walkable / inside" and was not "indestructible"
1312 * added "walkable/passable" fields to be "protected/unprotected"
1313 against enemies, even if not accessible "inside" but "over/under"
1316 * corrected move pattern to 32 bit and initial move direction to 8 bit
1319 * added second custom element base configuration page
1322 * added some special EMC mappings to Emerald Mine level loader
1323 (also covering previously unknown element in level 0 of "Bondmine 8")
1326 * added option to block last field when player is moving (for Supaplex)
1327 * adjusted push delay of Supaplex elements
1328 * removed delays for envelopes etc. when replaying with maximum speed
1329 * fixed bug when dropping element on a field that just changed to empty
1332 * fixed bug: infotrons can now smash yellow disks
1333 * fixed bug: when gravity active, port above player can now be entered
1334 * removed "one white dot" mouse pointer which irritated some people
1337 * added "choice type" for group element selection
1340 * fixed bug with initial invulnerability of non-yellow player
1343 * added level loader for loading native Supaplex packed levels
1344 (including multi-part levels like the "splvls99" levels)
1347 * fixed bug which allowed creating emeralds by escaping explosions
1350 * custom elements can change (limited) or leave (unlimited) elements
1351 * finally added multiple matches using group elements
1352 * added shortcut to dump brush (type ":DB" in editor) for use in forum
1355 * added new start movement type "previous" for continued CE movement
1356 * added new start movement type "random" for random CE movement start
1359 * added new element "sokoban_field_player" needed for Sokoban levels
1360 (thanks to Ed Booker for pointing this out!)
1363 * added elements that can be digged or left behind by custom elements
1366 * added group elements for multiple matches and random element creation
1369 * fixed some graphical errors displayed in old levels
1372 * fixed wrong double speed movement after passing closing gates
1375 * added level loader for loading native Emerald Mine levels
1378 * changes for "shooting" style CE movement
1381 * Happy New Year! ;-)
1384 * changed default snap/drop keys from left/right Shift to Control keys
1387 * fixed bug with dead player getting reanimated from custom element
1390 * fixed bug with wrong penguin graphics (when entering exit)
1393 * fixed bug with wrong "Murphy" graphics (when digging etc.)
1396 * version number set to 3.0.9
1399 * version 3.0.8 released
1402 * added function checked_free()
1405 * fixed bug with double nut cracking sound
1406 (by eliminating "default element action sound" assignment in init.c)
1409 * fixed crash when no music info files are available
1412 * fixed boring and sleeping sounds
1415 * added "maze runner" and "maze hunter" movement types
1416 * added extended collision conditions for custom elements
1419 * added warnings for undefined token values in artwork config files
1422 * added menu entry for level set information to the info screen
1425 * fixed bug with wrong default impact sound for colored emeralds
1428 * added several sub-screens for the info screen
1429 * menu text now also clickable (not only blue/red sphere left of it)
1432 * added configurable "bored" and "sleeping" animations for the player
1433 * added "awakening" sound for player when waking up after sleeping
1436 * added "copy" and "exchange" functions for custom elements to editor
1439 * added configurable element animations for info screen
1442 * added configurable music credits for info screen
1445 * finally fixed tape recording when player is created from CE change
1448 * added "editorsetup.conf" for editor element list configuration
1451 * added "musicinfo.conf" for menu and level music configuration
1454 * fixed a very nasty bug in dragon turning code in TurnRoundExt()
1455 (that only showed up on Linux, but not on Windows systems)
1458 * fixed turning movement of butterflies and fireflies (no frame reset)
1459 * enhanced sniksnak turning movement (two steps instead of only one)
1462 * version number set to 3.0.8
1465 * version 3.0.7 released
1468 * fixed reset of player animation frame when, for example,
1469 walking, digging or collecting share the same animation
1470 * fixed CE with "deadly when touching" exploding when touching amoeba
1473 * fixed tape recording when player is created from CE element change
1476 * introduced "turning..." action graphic for elements with move delay
1477 (non-CE: bug, spaceship, sniksnak, mole, pacman, yamyam)
1478 * added turning animations for bug, spaceship and sniksnak
1481 * prevent "extended" changed elements from delay change in same frame
1484 * fixed bug when pushing element that can move away to the side
1485 (like pushing falling elements, but now with moving elements)
1488 * finally fixed serious bug in code for delayed element pushing (again)
1491 * unavailable setup options now marked as "n/a" instead of "off"
1492 * new boolean directive "latest_engine" for "levelinfo.conf": when set
1493 to "true", levels are always played with the latest game engine,
1494 which is desired for levels that are imported from other games; all
1495 other levels are played with the engine version stored in level file
1496 (which is normally the engine version the level was created with)
1499 * fixed serious bug in code for delayed element pushing
1500 * fixed little bug in animation frame selection for pushed elements
1501 * speed-up of reading config file for verbose output
1504 * added configuration option for opening and closing Supaplex exit
1505 * added configuration option for moving up/down animation for Murphy
1506 * fixed incorrectly displayed animation for attacking dragon
1507 * fixed bug with not setting initial gravity for each new game
1508 * fixed bug with teleportation of player by custom element change
1509 * fixed bug with player not getting smashed by rock sometimes
1512 * version number set to 3.0.7
1515 * version 3.0.6 released
1518 * added support for MP3 music for SDL version through SMPEG library
1521 * fixed bug when initializing font graphic structure
1522 * fixed bug with animation mode "pingpong" when using only 1 frame
1523 * fixed bug with extended change target introduced in 3.0.5
1524 * fixed bug where passing over moving element doubles player speed
1525 * fixed bug with elements continuing to move into push direction
1526 * fixed bug with duplicated player when dropping bomb with shield on
1527 * added "switching" event for custom elements ("pressing" only once)
1528 * fixed switching bug (resetting flag when not switching but not idle)
1531 * fixed element tokens for certain file elements with ".active" etc.
1534 * version number set to 3.0.6
1537 * version 3.0.5 released
1540 * now four envelope elements available
1541 * font, background, animation and sound for envelope now configurable
1542 * main menu doors opening/closing animation type now configurable
1545 * active/inactive sides configurable for custom element changes
1546 * new movement type "move when pushed" available for custom elements
1549 * fixed bug in multiple config pages loader code that caused crashes
1552 * enhanced (remaining low-resolution) Supaplex graphics
1555 * version number set to 3.0.5
1558 * version 3.0.4 released
1560 2003-09-12 src/tools.c
1561 * fixed bug in custom definition of crumbled element graphics
1563 2003-09-11 src/files.c
1564 * fixed bug in multiple config pages code that caused crashes
1567 * version number set to 3.0.4
1570 * version 3.0.3 released
1573 * added music to Supaplex classic level set
1575 2003-09-07 src/libgame/misc.c
1576 * added support for loading various music formats through SDL_mixer
1578 2003-09-06 (various source files)
1579 * fixed several nasty bugs that may have caused crashes on some systems
1580 * added envelope content which gets displayed when collecting envelope
1581 * added multiple change event pages for custom elements
1583 2003-08-24 src/game.c
1584 * fixed problem with player animation when snapping and moving
1586 2003-08-23 src/screens.c, src/cartoons.c, src/libgame/toons.c
1587 * fixed problem with flickering when drawing toon animations
1589 2003-08-23 src/libgame/sdl.c
1590 * fixed problem with setting mouse cursor in SDL version in fullscreen
1592 2003-08-23 src/game.c
1593 * fixed bug (missing array boundary check) which could crash the game
1596 * version number set to 3.0.3
1599 * version 3.0.2 released
1601 2003-08-21 src/game.c
1602 * fixed bug with creating inaccessible elements at player position
1604 2003-08-20 src/init.c
1605 * fixed bug with not finding current level artwork directory
1607 2003-08-20 src/files.c
1608 * fixed bug with choosing wrong engine version when playing tapes
1609 * fixed bug with messing up custom element properties in 3.0.0 levels
1612 * version number set to 3.0.2
1615 * version 3.0.1 released
1617 2003-08-17 (no source files affected)
1618 * changed all "classic" PCX image files with 16 colors or less to
1619 256 color (8 bit) storage format, because the Allegro game library
1620 cannot handle PCX files with less than 256 colors (contributed
1621 graphics are not affected and might look wrong in the DOS version)
1623 2003-08-16 src/init.c
1624 * fixed bug which (for example) crashed the level editor when defining
1625 "dynamite.EDITOR: [NONE]", because graphics may not be undefined
1626 (only set to default) -- invalid graphics now set to default graphic
1628 2003-08-16 src/init.c
1629 * fixed graphical bug of player digging/collecting/snapping element
1630 when no corresponding graphic/animation is defined for this action,
1631 resulting in player being drawn as EL_EMPTY (which should only be
1632 done to elements being collected, but not to the player)
1634 2003-08-16 src/game.c
1635 * fixed small graphical bug of player not totally moving into exit
1637 2003-08-16 src/libgame/setup.c
1638 * fixed bug with wrong MS-DOS 8.3 filename conversion
1640 2003-08-16 src/tools.c
1641 * fixed bug with invisible mouse cursor when pressing ESC while playing
1643 2003-08-16 (various source files)
1644 * added another 128 custom elements (disabled in editor by default)
1646 2003-08-16 src/editor.c
1647 * fixed NULL string bug causing Solaris to crash in sprintf()
1649 2003-08-16 src/screen.c
1650 * fixed drawing over scrollbar on level selection with custom fonts
1652 2003-08-15 src/game.c
1653 * cleanup of simple sounds / loop sounds / music settings
1655 2003-08-08 (various source files)
1656 * added custom element property for dropping collected elements
1658 2003-08-08 src/conf_gfx.c
1659 * fixed bug with missing graphic for active red disk bomb
1661 2003-08-07 src/files.c, src/editor.c src/game.c, src/main.h
1662 * extended variable "level.gravity" to "level.initial_gravity" and
1663 "game.current_gravity" to prevent level setting from being changed
1664 by playing the level (keeping the runtime value after playing)
1666 * fixed graphics bug when digging element that has 'crumbled' graphic
1667 definition, but not 'diggable' graphic definition
1670 * version number set to 3.0.1
1673 * version 3.0.0 released
1676 * various bug fixes; among others:
1677 - fixed bug with pushing spring over empty space
1678 - fixed bug with leaving tube while placing dynamite
1679 - fixed bug with explosion of smashed penguins
1680 - allow Murphy player graphic in levels with non-Supaplex elements
1684 * I have forgotten to document changes for some time
1687 * pre-release version 2.2.0rc1 released
1690 * version number set to 2.1.2
1693 * version 2.1.1 released
1696 * version number set to 2.1.1
1699 * version 2.1.0 released
1702 * version number set to 2.1.0
1704 2002-04-03 to 2002-05-19 (various source files)
1705 * graphics, sounds and music now fully configurable
1706 * bug fixed that prevented walking through tubes when gravity on
1708 2002-04-02 src/events.c, src/editor.c
1709 * Make Escape key less aggressive when playing or when editing level.
1710 This can be configured as an option in the setup menu. (Default is
1711 "less aggressive" which means "ask user if something can be lost"
1712 when pressing the Escape key.)
1714 2002-04-02 src/screen.c
1715 * Added "graphics setup" screen.
1717 2002-04-01 src/screen.c
1718 * Changed "choose level" setup screen stuff to be more generic (to
1719 make it easier to add more "choose from generic tree" setup screens).
1721 2002-04-01 src/config.c, src/timestamp.h
1722 * Added source files "src/config.[ch]" and "src/timestamp.h" (which
1723 automatically gets created by "src/Makefile" and contains an actual
1724 compile-time timestamp to identify development versions of the game).
1726 2002-03-31 src/tape.c, src/events.c
1727 * Added quick game/tape save/load functions to tape stuff which can be
1728 invoked by a keyboard shortcut. Default: "F1" saves game/tape, "F2"
1729 loads previously recorded tape and directly goes into recording mode
1730 from the end of the tape (therefore appending to the tape).
1732 2002-03-31 src/tape.c
1733 * Added "index mark" function to tape recorder. When playing or
1734 recording, "eject" button changes to "index" button. Setting index
1735 mark is not yet implemented, but pressing index button when playing
1736 allows very quick advancing to end of tape (when normal playing),
1737 very fast forward mode (when playing with normal fast forward) or
1738 very fast reaching of "pause before end of tape" (when playing with
1739 "pause before end" playing mode).
1741 2002-03-30 src/cartoons.c
1742 * Moved some stuff from cartoons.c to the new "src/libgame/toons.c".
1744 2002-03-29 src/screen.c
1745 * Changed setup screen stuff to be more generic (to make it easier
1746 to add more setup screens).
1748 2002-03-23 src/main.c, src/main.h
1749 * Various changes due to the introduction of the new libgame files
1750 "setup.c" and "joystick.c".
1752 2002-03-23 src/files.c
1753 * Generic parts of "src/files.c" (mainly setup and level directory
1754 stuff) moved to new libgame file "src/libgame/setup.c".
1756 2002-03-23 src/joystick.c
1757 * File "src/joystick.c" moved to libgame source tree, with
1758 correspondig changes.
1760 2002-03-22 src/screens.c
1761 * "HandleChooseLevel()": Another bug in level series navigation fixed.
1762 (Wrong level series information displayed when entering main group.)
1764 2002-03-22 src/editor.c
1765 * Slight change to support new gadget event "GD_EVENT_INFO_LEAVING".
1767 2002-03-22 src/editor.c
1768 * Changed behaviour of "Escape" key in level editor to be more
1769 intuitive: When in "Element Properties" or "Level Info" mode,
1770 return to "Drawing Mode" instead of leaving the level editor.
1772 2002-03-21 src/game.c, src/editor.c, src/files.c
1773 * 2.0.1 introduced the corrected "Emerald Mine" style behaviour of
1774 gems (emeralds, diamonds, ...) slipping down from normal wall,
1775 steel wall and growing wall (as in E.M.C. style levels). Although
1776 the behaviour of contributed and private levels wasn't changed (due
1777 to the use of "level.game_version"; see previous entry), editing
1778 those levels will (of course) change the behaviour accordingly.
1780 This change seems a bit too hard after thinking about it, because
1781 the EM style behaviour is not the "expected" behaviour (gems would
1782 normally only slip down from "rounded" walls). Therefore this was
1783 now changed to an element property for gem style elements, with the
1784 default setting "off" (which means: no special EM style behaviour).
1785 To fix older converted levels, this flag is set to "on" for pre-2.0
1786 levels that are neither contributed nor private levels.
1788 2002-03-20 src/files.h
1789 * Corrected settings for "level.game_version" depending of level type.
1790 (Contributed and private levels always get played with game engine
1791 version they were created with, while converted levels always get
1792 played with the most recent version of the game engine, to let new
1793 corrections of the emulation behaviour take effect.)
1795 2002-03-20 src/main.h
1796 * Added "#include <time.h>". This seems to be needed by "tape.c" for
1797 compiling the SDL version on some systems.
1798 Thanks to the several people who pointed this out.
1801 * Version number set to 2.0.2.
1804 * Version 2.0.1 released.
1806 2002-03-18 src/screens.c
1807 * "HandleChooseLevel()": Small bug in level series navigation fixed.
1809 2002-03-18 src/files.c [src/libgame/misc.c]
1810 * Moved some common functions from src/files.c to src/libgame/misc.c.
1812 2002-03-18 src/files.c [src/libgame/misc.c]
1813 * Changed permissions for new directories and saved files (especially
1814 score files) according to suggestions of Debian users and mantainers.
1815 Thanks to Drew Parsons <dparsons@emerall.com> for the patch.
1817 2002-03-17 src/files.c
1818 * Changed "{Load|Save}{Level|Tape}()" to IFF style file format:
1819 Replaced "cookie" header string ("ROCKSNDIAMONDS_...\n") with
1820 real IFF style header "RND1....XXXX" (where "XXXX" is "CAVE"
1821 for levels and "TAPE" for tapes). Old "cookie" style format is
1822 still supported for reading. New level and tape files are written
1825 * New IFF chunk "VERS" contains version numbers for file and game
1826 (where "game version" is the version of the program that wrote the
1827 file, and "file version" is a version number to distinguish files
1828 with different format, for example after adding new features).
1830 2002-03-15 src/screen.c
1831 * "DrawHallOfFame()": "FadeSounds()" when entering the hall of fame.
1832 (Before, you heard a mixture of the in-game music and the
1833 hall-of-fame music.)
1835 2002-03-14 src/events.c
1836 * Function "DumpTape()" (files.c) now available by pressing 't' from
1837 main menu (when in DEBUG mode).
1839 2002-03-14 src/game.c
1840 * "GameWon()": When game was won playing a tape, now there is no delay
1841 raising the score and no corresponding sound is played.
1843 2002-03-14 src/files.c
1844 * Changed "LoadTape()" for real chunk support and also adjusted
1845 "SaveTape()" accordingly.
1847 2002-03-14 src/game.c, src/tape.c, src/files.c
1848 * Important changes to tape format: The old tape format stored all
1849 actions with a real effect with a corresponding delay between the
1850 stored actions. This had some major disadvantages (for example,
1851 push delays had to be ignored, pressing a button for some seconds
1852 mutated to several single button presses because of the non-action
1853 delays between two action frames etc.). The new tape format just
1854 stupidly records all device actions and replays them later. I really
1855 don't know why I haven't solved it that way before?! Old-style tapes
1856 (with tape file version less than 2.0) get converted to the new
1857 format on-the-fly when loading and can therefore still be played;
1858 only some minor parts of the old-style tape handling code was needed.
1859 (A perfect conversion is not possible, because there is information
1860 missing about the device actions between two action frames.)
1862 2002-03-14 src/files.c
1863 * New function "DumpTape()" to dump the contents of the current tape
1864 in a human readable format.
1866 2002-03-14 src/game.c
1867 * Small tape bug fixed: When automatically advancing to next level
1868 after a game was won, the tape from the previous level still was
1869 loaded as a tape for the new level.
1871 2002-03-14 src/tape.c
1872 * Small graphical bug fixed: When pressing ""Record" or "Play" on
1873 tape, cartoons did not get completely removed because
1874 StopAnimation() was not called.
1876 2002-03-13 src/files.c
1877 * Changed "LoadLevel()" and "SaveLevel()" to add new chunk "CNT2".
1878 Fixed bug of "CONT" and "BODY" (chunk size was set to 8-bit element
1879 size even when using 16-bit elements). Added new chunk "CNT2" for
1880 16-bit amoeba content (previously written in 8-bit field in "HEAD"
1881 chunk even when content was 16-bit element). "CNT2" should now be
1882 able to store content for arbitrary elements (up to eight blocks of
1883 3 x 3 element arrays). All "CNT2" elements will always be stored as
1884 16-bit elements. "CONT" (with 8/16-bit elements) now obsolete.
1886 2002-03-13 src/files.c
1887 * Changed "LoadLevel()" for real chunk support.
1889 2002-03-12 src/game.c
1890 * Fixed problem (introduced after 2.0.0 release) with penguins
1891 not getting killed by enemies
1893 2002-02-24 src/game.c, src/main.h
1894 * Added "player->is_moving"; now "player->last_move_dir" does
1895 not contain any information if the player is just moving at
1897 Before, "player->last_move_dir" was misused for this purpose
1898 for the robot stuff (robots don't kill players when they are
1899 moving). But setting "player->last_move_dir" to MV_NO_MOVING
1900 broke tapes when walking through pipes!
1901 ("IS_MOVING()" uses "MovPos[][]", but this fails when it is 0
1902 in a continuous movement. This fact is ignored for friends and