2 * fixed bug in Supaplex engine regarding initial screen scroll position
5 * fixed EMC style pushing animations in the R'n'D graphics engine (when
6 using ".2nd_movement_tile" for animations having start and end tile)
7 * for this to work (look) properly for two-tile pushing animations with
8 non-black (i.e. opaque) background, the pushing graphics drawing order
9 was changed to first draw the pushed element, then the player (maybe
10 this should be controlled by an ".anim_mode" flag yet to be added)
11 * two-tile animations for moving or pushing should have 7 frames for
12 normal speed, 15 frames for half speed etc. to display correct frames
13 * two-tile animations are also displayed correctly with different speed
14 settings for the player (for pushing animations) or moving elements
17 * added searching for template level (file "template.level") not only
18 inside the level set directory, but also in above level directories;
19 this makes is possible to use the same single template level file
20 (placed in a level group directory) for many level sub-directories
23 * fixed bug with steel exit being destructible during opening phase
24 * added token "special_flags" to "levelinfo.conf" (currently with the
25 only recognized value "load_xsb_to_ces", doing the same as the flag
26 "-Dload_xsb_to_ces" on the command line, but as a permanent flag for
27 converting all elements in native (XSB) Sokoban level files to CEs)
30 * fixed some problems with Supaplex engine when compiling for Windows
33 * added special mode to convert elements of Sokoban XSB levels to CEs
34 by adding "-Dload_xsb_to_ces" to the command line starting the game
35 (also adding a dependency to a template level file "template.level")
38 * added reading native Sokoban levels and level packages (XSB files)
41 * fixed bugs in (auto)scrolling behaviour when passing ports or when
42 wrapping around the playfield through "holes" in the playfield border
45 * changed internal playfield bitmap handling from playfield sized bitmap
46 to screen sized bitmap (visible scrolling area), therefore speeding up
47 graphics operations (by eliminating bitmap updates in invisible areas)
48 and removing playfield size limitations due to increasing bitmap size
49 for larger playfield sizes (while the new implementation always uses
50 a fixed playfield bitmap size for arbitrary internal playfield sizes)
53 * fixed bug with single step mode (there were some cases where the game
54 did not automatically return to pause mode, e.g. when trying to push
55 things that cannot be pushed or when trying to run against a wall)
58 * added support for loading Supaplex levels in MPX level file format
61 * fixed SP engine to set "game over" not before lead out counter done
64 * fixed (potential) compile error when using GCC option "-std=gnu99"
65 (thanks to Tom "spot" Callaway)
68 * fixed array allocation in native Supaplex engine to correctly handle
69 preceding scratch buffers (needed because of missing border checking)
70 * fixed playfield initialization to correctly add raw header bytes as
71 subsequent scratch buffer (needed because of missing border checking)
74 * most important parts of native Supaplex engine integration working:
75 - native Supaplex levels can be played in native Supaplex engine
76 - native Supaplex level/demo files ("*.sp" files) can be re-played
77 - all 111 classic original Supaplex levels automatically solvable
78 - native Supaplex engine can be selected and used from level editor
79 - logic of re-playing Supaplex demos migrated to R'n'D tape logic
82 * fixed another translation problem from VisualBasic to C (where "int"
83 should be "short") causing unsolvable demos with bugs and terminals
84 ("bugs" being related to the Supaplex "buggy base" element here ;-) )
87 * fixed bug when reading Supaplex single level files (preventing loader
88 from seeking to level position like in Supaplex level package files)
91 * first classic Supaplex level running and solved by solution/demo tape
94 * started with integration of native Supaplex engine, using source code
95 of Megaplex from Frank Schindler, based on original Supaplex engine
98 * version number set to 3.2.6.2
101 * version 3.2.6.1 released
104 * fixed bug with element_info[e].gfx_element not being initialized in
105 early game stage, causing native graphics in EMC level sets to be
106 mapped completely to EL_EMPTY (causing a blank screen when playing)
107 (this only happened when starting the program with an EMC set with
108 native graphics, but not when switching to such a set at runtime)
111 * deactivated blit-to-same-surface workaround again (see 2009-03-24)
112 and using self-compiled, patched SDL.dll that solves this problem
113 (interim solution until release of SDL 1.2.14 that should fix this)
116 * extended backwards compatibility mode to allow already fixed bug with
117 change actions (see "2008-02-05") for existing levels (especially the
118 Zelda and Zelda II levels and other cool stuff by Alan Bond like FMV)
121 * reactivated workaround to prevent program crashes due to blitting to
122 the same SDL surface that apparently only occurs on Windows systems
123 (this is no final solution; this problem needs further investigation)
126 * version number set to 3.2.6.1
129 * version 3.2.6.0 released
132 * fixed behaviour of player option "no centering when relocating" which
133 was incorrect when disabled and relocation target inside visible area
134 and "no scrolling when relocating" enabled at the same time
137 * fixed problems with re-mapping players on playfield to input devices:
138 previously, players found on the level playfield were changed to the
139 players connected to input devices (for example, player 3 in the level
140 was changed to player 1 (using artwork of player 3, to be able to use
141 a player with a different color)); this had the disadvantage that CE
142 conditions using player elements did not work (because the players in
143 the level definition are different to those effectively used in-game);
144 the new system uses the same player elements as defined in the level
145 playfield and re-maps the input devices of connected players to the
146 corresponding player elements when playing the level (in the above
147 example, player 3 now really exists in the game and is moved using the
148 events from input device 1); level tapes still store the events from
149 input devices 1 to 4, which are then re-mapped to players accordingly
150 when re-playing the tape (just as it is done when playing the level)
153 * fixed bug with player relocation while the player switches an element
156 * fixed bug with EM/DC style exit and EM/DC style steel exit which was
157 not walkable (and did not let the player enter) when in process of
158 opening, but not fully open yet (which can cause the player not being
159 able to enter the exit in EM/DC style levels in time)
162 * fixed some bugs regarding the new level/CE random seed reset options
165 * moved "level settings" and "editor settings" to two tabbed screens in
166 level editor to gain space for additional level property settings
167 * added level setting to start a level with always the same random seed
168 * added CE action "set random seed" to re-initialize random seed in game
169 (this is the only CE action that gets executed before the CE changes,
170 which is needed to use the newly set random seed during the CE change)
173 * fixed redraw problem of special editor door when playing from editor
176 * fixed initialization of gfx_element for level sketch image creation
179 * added switch for EM style dynamite "[ ] explodes with chain reaction"
180 (with default set to "on" for existing levels, but "off" for all new
181 levels), as EM style dynamite does not chain-explode in original EM
184 * added optional initial inventory for players (pre-collected elements)
185 * added change page actions "set player inventory" and "set CE artwork"
186 * added recognition of "player" parameter on change pages when player
187 actions are defined, but no trigger player in corresponding condition
188 (this resulted in actions that only affected the first player before)
189 * fixed bug with change actions being executed for newly created custom
190 elements resulting from custom element changes, when the intention was
191 only to check for change actions for the previous custom element
194 * changed design and size of element drawing area in level editor
195 * added "element used as action parameter" to element change actions
198 * added possibility to reanimate player immediately after his death
199 (for example, by "change to <player> when explosion of <player>")
202 * fixed bug with "gray" white door not being uncovered by magnifier
203 * added score for collecting (any) key to the white key config page
206 * added condition "deadly when <getting hit by>" for custom elements
207 that behaves a bit like the existing "deadly when <colliding with>",
208 but with the following differences:
209 - it only kills players or friends when it was moving before it hits
210 - it does not kill players or friends that try to run into it
213 * fixed the following change conditions where a player element is used
214 as the "element that is triggering the custom element change":
217 - explosion of <element>
219 (the last two conditions already worked partially, but only for the
220 first player, and not for the "Murphy" player when using "move of")
223 * fixed crash bug caused by accessing invalid element (with value -1)
224 in UpdateGameControlValues()
225 * fixed graphical bug when using two-tile movement animations with EMC
226 game engine without explicitly using native EMC graphics engine
229 * fixed bug in new "can dig" feature (see below) so that an unsuccessful
230 try to push something (due to push delay) does not cause a dig action
233 * fixed bug with reference elements used as trigger elements on custom
234 element change pages not being recognized
235 * fixed bug with reference elements not being removed from the playfield
236 * added engine functionality that allows custom elements that "can dig"
237 other elements not only to do so when moving by themselves, but also
238 when being pushed by the player (therefore adding the functionality to
239 push one element over another element, replacing it with the new one)
242 * added command line function to write level sketch images to directory
245 * merged override and auto-override options into new override options
246 with a new data type than can take the values "no", "yes" and "auto"
249 * fixed growing steel wall to also leave behind steel wall instead of
250 normal, destructible wall
251 * fixed handling of rocks falling through stacks of quicksand with
252 different speed (before, the rocks just got stuck in the quicksand)
255 * fixed nasty bug with auto-override and normal override not working on
256 program startup (especially when current level set has custom artwork)
259 * version 3.2.5 released as special edition "R'n'D jue"
262 * fixed X11 crash bug when blitting masked title screens over background
265 * changed build system to support special editions (like "R'n'D jue")
266 * added (hardcoded) loading graphics for "R'n'D jue" special edition
267 * fixed X11 crash bug when scaling images with width/height less than 32
270 * added "background.PLAYING" (only visible as two-pixel border in game)
271 * added default level set for first start of special R'n'D version
272 * changed door animations for editor always behaving like "quick doors"
275 * added new custom artwork setup option "auto-override non-CE sets" for
276 automatic artwork override that is only used for level sets without
277 custom element artwork (as it does not make much sense to override
278 any artwork that redefines custom element artwork for sets using CEs)
279 * fixed default artwork for "special" R'n'D versions always using the
280 "classic" artwork as the base if base artwork is not explicitly
281 defined in "levelinfo.conf", regardless of different default artwork
282 used by the special R'n'D version -- this is needed because any such
283 custom artwork is designed using the "classic" artwork definitions as
284 the base (including menu definitions and screen positions etc., which
285 would otherwise be taken from the different special default artwork)
288 * fixed drawing of animated "quicksand.filling" and "quicksand.emptying"
289 for both EMC and R'n'D graphics engine (heavy workarounds needed due
290 to massively broken handling of quicksand in R'n'D game engine)
291 * fixed off-limits access to array in DrawLevelFieldCrumbledSandExt()
292 * fixed crash bug (hopefully) when scrolling with cursor keys in editor
295 * fixed small bug in toon drawing (introduced when fixing the crash bug)
298 * added graphics definition "game.panel.highscore" to display the
299 current levels current high score in the game panel
302 * version number set to 3.2.5
305 * version 3.2.4 released
308 * fixed crash bug in toon drawing functions for large step offset values
311 * fixed some problems with displaying game panel when quick-loading tape
314 * fixed (experimental only) redrawing of every tile per frame (even if
315 unneeded) for the extended (R'n'D based) EMC graphics engine
316 * added optimization to only calculate element count for panel display
317 if really needed (that is, if element count values defined on panel)
318 * fixed problem with special editor door redraw when entering main menu
321 * fixed bug with displaying background for title messages on info screen
322 * some code cleanup for the extended (R'n'D based) EMC graphics engine
325 * fixed bug with CE action "move player" always resulting in player 4
326 if there was a CE action with no trigger player (because the player
327 element was calculated by using log_2() from trigger player bits with
328 the value PLAYER_BITS_ANY) -- this is now fixed by also storing the
329 triggering player bit mask and handling all players in "move player"
330 * fixed bug when defined artwork cannot be found for artwork that has
331 default artwork cloned from other artwork (without default filename)
332 * added several fixes to the extended (R'n'D based) EMC graphics engine
335 * fixed broken editor copy and paste for custom elements between levels
338 * title messages are now also searched in graphics artwork directory;
339 those found in graphics directory have precendence over those found
340 in level directory -- this handles title messages stored in graphics
341 directories as part of the artwork set, just like title images; this
342 makes sense, as corresponding special font definitions for messages
343 are usually defined in the same graphics artwork directory, and also
344 because title images and title messages that are combined in a level
345 set introduction should usually not be separated when the level set
346 is used with a different artwork set (e.g. using "override graphics")
347 * fixed problem with door borders on main screen by first drawing doors
348 and then the corresponding border masks, but not vice versa
349 * fixed problem with artwork config entries using the value "[DEFAULT]";
350 this does not what one might expect, but sets the value to an invalid
351 value -- solution: simply ignore such entries, which results in this
352 value keeping its previous (real) default value (in general, entries
353 that should use their default value should just not be defined here)
354 * fixed problem with wrong fading area size from main menu to setup menu
357 * fixed problem with broken crumbled graphics after level set changes
358 when using R'n'D custom artwork with level sets using the EMC engine
361 * fixed invisible "joysticks deactivated ..." text on setup input screen
364 * added use of hashes created from static lists (element tokens, image
365 config, font tokens) to speed up lookup of configuration parameters
366 * fixed bug where element and graphic config token lookup was mixed up
369 * added "busy" animation when initializing program and loading artwork
370 * added initialization profiling for program startup (debugging only)
373 * fixed(?) very strange bug apparently triggered by memset() when code
374 was cross-compiled with MinGW cross-compiler for Windows XP platform
375 (this only happened when using SDL.dll also self-compiled with MinGW)
378 * added graphics engine directive "border.draw_masked_when_fading" that
379 enables/disables drawing of border mask over screen that is just faded
382 * fixed small problem with separate fading definition for game screen
385 * added additional configuration directives for setup screen draw offset
386 menu.draw_xoffset.SETUP[XXX] and menu.draw_yoffset.SETUP[XXX] with XXX
387 in GAME, EDITOR, GRAPHICS, SOUND, ARTWORK, INPUT, SHORTCUTS_1,
388 SHORTCUTS_2, CHOOSE_ARTWORK, CHOOSE_OTHER (where "CHOOSE_ARTWORK" is
389 used to define draw offset on custom artwork selection screens and
390 "CHOOSE_OTHER" is used on all other list style selection screens, like
391 choosing game speed or screen mode for fullscreen mode)
392 * added additional configuration directives to define main menu buttons:
393 - menu.button_name and menu.button_name.active
394 - menu.button_levels and menu.button_levels.active
395 - menu.button_scores and menu.button_scores.active
396 - menu.button_editor and menu.button_editor.active
397 - menu.button_info and menu.button_info.active
398 - menu.button_game and menu.button_game.active
399 - menu.button_setup and menu.button_setup.active
400 - menu.button_quit and menu.button_quit.active
401 * added eight pure decoration graphic definitions for the game panel
404 * added support for accessing native Diamond Caves II level packages
405 * fixed displaying of game panel values for Emerald Mine game engine
406 * fixed displaying end-of-level time and score values on new game panel
409 * added game panel control to display arbitrary elements on game panel
410 * added game panel control to display custom element score (globally
411 unique for identical custom elements) either as value or as element
412 * added ".draw_masked" and ".draw_order" to game panel control drawing
415 * fixed some general bugs with handling of ".active" elements and fonts
418 * cleanup of game panel elements (some elements were not really needed)
419 * added displaying of gravity state (on/off) as new game panel control
420 * added animation for game panel elements (similar to game elements)
423 * added new pseudo game mode "PANEL" to define panel fonts and graphics
424 - panel fonts now use ".PANEL" suffix instead of ".PLAYING" suffix
425 - panel graphics now use ".PANEL" suffix instead of ".DOOR" suffix
426 (else graphics would have to use ".PLAYING", which would be confusing)
427 * fixed bug when fading out to game screen with border mask defined
430 * added attribute ".tile_size" for element style game panel controls
433 * added <space> key as additional valid key to use for confirm requester
436 * improved menu fading, adding separate fading definitions for entering
437 and leaving a "content" screen (in general), and optional definitions
438 for the special "content" screens SCORES, EDITOR, INFO and PLAYING
441 * added (currently invisible) setup option to define scroll delay value
442 * fixed small bug in priority handling when auto-detecting level start
443 position in levels without player element (but player from CE etc.)
444 * added option "game.forced_scroll_delay_value" to override user choice
445 of scroll delay value for certain level sets with "graphicsinfo.conf"
446 * replaced setup option "scroll delay: on/off" by new setup option that
447 directly allows selecting the desired scroll delay value from 0 to 8
450 * added displaying of most game panel control elements (not animated)
453 * added new configuration directives to display additional game engine
454 values on the game control panel, like the following examples:
455 - game.panel.time_hh/time_mm/time_ss - level time in HH/MM/SS format
456 - game.panel.penguins - number of penguins to rescue
457 - game.panel.level_name - level name of current level
460 * added support for preview tile sizes "1" and "2" (1x1 and 2x2 pixels)
463 * added new player option "no centering when relocating" for "invisible"
464 teleportations to level areas that look exactly the same, giving the
465 illusion that the player did not relocate at all (this was the default
466 since 3.2.3, but caused visual problems with room creation in "Zelda")
467 * added new menu fading effect "melt", shamelessly stolen from "DOOM"
470 * improved menu fading, adding separate fading definitions for entering
471 and leaving a menu and for fading between menu and "content" screens
472 * fixed small bug with recognizing also ".font_xyz" style definitions
475 * improved menu fading, adding separate fading definitions for fading
476 between menu screens and fading between menu and "destination" screens
479 * titlemessage_initial_x and titlemessage_x set to "[DEFAULT]" in static
480 configuration (set from "[titlemessage_initial]" and "[titlemessage]")
481 * fading settings of "[titlemessage_initial]" and "[titlemessage]" set
482 to "[DEFAULT]" in static configuration (set from "[title_initial]" and
484 * improved title fading, allowing fading animation types "none", "fade"
485 and "crossfade" (including cross-fading of last title to main menu)
488 * added configurability of graphics, sounds and music for title screens,
489 which are separated into initial title screens (only shown once at
490 program startup) and title screens shown for a given level set; these
491 title screens can be composed of up to five title images and up to
492 five title text messages (each drawn using an optional background
493 image), also using background music and/or sounds; aspects like
494 background images, sounds and music of title screens can either be
495 defined generally (valid for all title screens) or specifically (and
496 therefore differently for each title screen) using these directives:
498 to define a background image, sound or music file for all screens:
499 - background.TITLE_INITIAL (for all title screens for game startup)
500 - background.TITLE (for all title screens for level sets)
502 to define a background image, sound or music file for a single screen:
503 - background.titlescreen_initial_x (with x in 1,2,3,4,5)
504 - background.titlescreen_x (with x in 1,2,3,4,5)
505 - background.titlemessage_initial_x (with x in 1,2,3,4,5)
506 - background.titlemessage_x (with x in 1,2,3,4,5)
508 to define the title screen images:
509 - titlescreen_initial_x (with x in 1,2,3,4,5)
510 - titlescreen_x (with x in 1,2,3,4,5)
512 to define the title text messages, place text files into the level set
513 directory that have the following file names:
514 - titlemessage_initial_x.txt (with x in 1,2,3,4,5)
515 - titlemessage_x.txt (with x in 1,2,3,4,5)
517 to define the properties of the text messages, either use directives
518 that affect all text messages:
519 - [titlemessage_initial].<suffix>
520 - [titlemessage].<suffix>
521 or use directives that affect single text messages:
522 - titlemessage_initial_x.<suffix> (with x in 1,2,3,4,5)
523 - titlemessage_x.<suffix> (with x in 1,2,3,4,5)
525 valid values for <suffix> are the same as for readme.<suffix> below;
526 use ".sort_priority" (default: 0) to define an arbitrary order for
527 title images and title messages (which can therefore be mixed)
530 * added full configurability of "readme.txt" screen appearance:
531 - readme.x: <left position used with alignment>
532 - readme.y: <top position>
533 - readme.width: <maximim text width in pixels>
534 - readme.height: <maximum text height in pixels>
535 - readme.chars: <maximum number of chars per line>
536 - readme.lines: <maximum number of lines displayed>
537 - readme.align: left,center,right (default: center)
538 - readme.top: top,middle,bottom (default: top)
539 - readme.font: font name
540 - readme.autowrap: true,false (default: true)
541 - readme.centered: true,false (default: false)
542 - readme.parse_comments: true,false (default: true)
543 - readme.sort_priority: (not used here, but only for title screens)
544 when "readme.chars" and/or "readme.lines" is set to "-1" (this is the
545 default), they are automatically determined from "readme.width" and
546 "readme.height" accordingly; when they are not "-1", they have
547 precedence over "readme.width" and "readme.height"
548 * added internal ad-hoc config settings for displaying text files like
549 title messages or "readme.txt" style level set info files:
550 - .font: font name (default: readme.font)
551 - .autowrap: true,false (default: readme.autowrap)
552 - .centered: true,false (default: readme.centered)
553 - .parse_comments: true,false (default: readme.parse_comments)
554 (the leading '.' and the separating ':' are mandatory here); to use
555 these ad-hoc settings, they have to be written inside a comment, like
556 "# .autowrap: false" or "# .centered: true"; these settings then
557 override the above global settings (they can even be used more than
558 once, like "# .centered: true", then some text that should be drawn
559 centered, then "# .centered: false" to go back to non-centered text;
560 important note: after using "# .parse_comments: false", or when using
561 "readme.parse_comments: false", detecting and parsing comments inside
562 the file is disabled and comments are just printed like normal text;
563 also be aware that all automatic text size calculations are done with
564 the font defined in "readme.font", while using different fonts using
565 "# .font: <font>" inside the text file may cause unexpected results
568 * changed some numerical limits in the level editor from 255 to 999
571 * added option "system.sdl_videodriver" to select SDL video driver
572 * added output of SDL video and audio driver to "version info" page
575 * added group element drawing to IntelliDraw drawing functions
576 * fixed animation resetting problem again (last try broke Snake Bite)
577 * fixed diagonal scrolling in screen scrolling (last try broke Pac Man)
580 * added new (special) "include: <filename>" directive that works in all
581 configuration files (like "graphicsinfo.conf") and that has the same
582 effect as if that directive would be replaced with the content of the
583 specified file (this can be useful to split large configuration files
584 into several smaller ones and include them from one main file, or to
585 store configuration settings that always stay the same into a separate
586 file, while including it and only add those parts that really change)
589 * fixed minor bug (screen redraw of player tiles) in EMC graphics engine
592 * fixed bug in "InitMovingField()" where treating an integer array as
593 boolean caused wrong resetting of animations while elements are moving
594 * fixed problem with resetting animations when starting element change
597 * added sort priority for order of title screens and title messages
600 * changed end of game again: do not wait for the user to press a key
601 anymore, but directly ask/confirm tape saving and go to hall of fame
602 * re-enabled quitting of lost game by pressing space or return again
603 * added blanking of mouse pointer when displaying title screens
604 * added remaining menu draw offset definitions for info sub-screens
607 * added setup option to select game speed (from very slow to very fast)
608 * improved handling of title text messages (initial and for level set)
611 * added new options "auto-wrap" and "centered" for DC2 style envelopes
614 * fixed displaying and typing of player name when it is centered
615 * added special characters to be allowed for player name (not only A-Z)
618 * fixed blit in ScrollLevel() to same bitmap to not overlap anymore
619 (newer versions of the SDL library seem to not like this anymore)
622 * added code for configuration directives for control of game panel
625 * fixed small cosmetical bug with underlining property tabs in editor
628 * fixed small drawing bug in X11FadeRectangle
629 * added new elements for newly supported Diamond Caves II levels:
630 - EM/DC style exits that disappear after passing
631 - white key and gate (one white key needed for each white gate)
632 - fake gate (there is no key to open/pass this kind of gate!)
633 - extended magic wall which also handles pearls and crystals
637 * changed maximum value for endless loop detection to a higher value
638 (some levels really used very deep recursion without being endless)
641 * added new elements for newly supported Diamond Caves II levels:
642 - growing steel walls
643 - snappable land mine
646 * added new elements for newly supported Diamond Caves II levels:
647 - steel text elements
650 * added level file loader for native Diamond Caves II levels
653 * version number set to 3.2.4
656 * version 3.2.3 released
659 * fixed malloc/free bug when updating EMC artwork entries in level list
660 * added workaround (warning and request to quit the current game) when
661 changing elements cause endless recursion loop (which would otherwise
662 freeze the game, causing a crash-like program exit on some systems)
665 * fixed nasty string overflow bug when entering too long envelope text
668 * added feedback sounds for menu navigation "menu.item.activating" and
669 "menu.item.selecting" (for highlighting and executing menu entries)
672 * improved "no scrolling when relocating" to also consider scroll delay
673 (meaning that the player is not automatically centered in this case;
674 this makes it possible to "invisibly" relocate the player to a region
675 of the level playfield which looks the same as the old level region)
676 * fixed bug with not recognizing "main.input.name.align" when active
679 * fixed bug with displaying masked borders over title screens when
680 screen fading is disabled
683 * fixed infinite loop / crash bug when killing the player while having
684 a CE with the setting "kill player X when explosion of <player X>"
685 * added special editor graphic for "char_space" to distinguish it from
686 "empty_space" when editing a level (in-game graphics still the same)
689 * fixed nasty bug with initialization only done for the first player
692 * small change to handle loading empty element/content list micro chunks
695 * uploaded pre-release (test) version 3.2.3-0 binary and source code
698 * some optimizations on startup speed by reducing initial text output
701 * added caching of custom artwork information for faster startup times
704 * fixed graphical bug when using fewer menu entries on level selection
705 screen than usual (with "menu.list_size.LEVELS" directive)
706 * fixed crash bug (Windows/SDL only) caused by BlitBitmap blitting from
707 the backbuffer to the backbuffer by error (with identical rectangle)
710 * fixed bug when displaying titlescreen with size less than element tile
711 * fixed bug that caused elements with "change when digging <e>" event
712 to change for _every_ digged element, not only those specified in <e>
713 * fixed bug that caused impact style collision when dropping element one
714 tile over the player that can both fall down and smash players
715 * fixed bug that caused impact style collision when element changed to
716 falling/smashing element over the player immediately after movement
719 * fixed bug that allowed making engine snapshots from the level editor
722 * fixed bugs with player name and current level positions on main screen
725 * added configuration directives for control of title screens:
726 - "title.fade_delay" for fading time
727 - "title.post_delay" for pause between screens (when not crossfading)
728 - "title.auto_delay" to automatically continue after some time
729 these settings can each be overridden by specifying them with titles:
730 - "titlescreen_initial_{1-5}.{fade_delay,post_delay,auto_delay}"
731 - "titlescreen_{1-5}.{fade_delay,post_delay,auto_delay}"
732 fading mode can also be specified:
733 - "titlescreen_initial_{1-5}.anim_mode: {fade,crossfade}
734 - "titlescreen_{1-5}.anim_mode: {fade,crossfade}
735 default is using normal fading for menues and initial title screens,
736 while using cross-fading for level set title screens
737 * fixed bug with background not drawn in Hall of Fame after game was won
740 * added configuration directives for the remaining main menu items
743 * added additional configuration directives for info screen draw offset:
744 menu.draw_{x,y}offset.INFO[{ELEMENTS,MUSIC,CREDITS,PROGRAM,LEVELSET}]
745 * added additional configuration directives for preview info text
746 * limited mouse wheel sensitive screen area to scrollable screen area
749 * added highlighted menu text entries to menu navigation when selected
752 * fixed bug that prevented player from correctly being created in the
753 top left corner by a custom element change in a level without player
754 * fixed bug that prevented player from being killed when indestructible,
755 non-walkable element is placed on player position by extended change
756 * added configurable menu button, text and input positions to main menu
759 * added page fading effects for remaining info sub-screens
760 * fixed small bug that caused some delays when answering door request
763 * added directives "border.draw_masked.*" for menu/playfield area and
764 door areas to display overlapping/masked borders from "global.border"
767 * fixed bug with CE with move speed "not moving" not being animated
768 * when changing player artwork by CE action, reset animation frame
771 * fixed bug with not unmapping main menu screen gadgets on other screens
772 * fixed bug with un-pausing a paused game by releasing still pressed key
773 * fixed bug with not redrawing screen when toggling to/from fullscreen
774 mode while fast reloading tape (without redrawing playfield contents)
775 * fixed bug with quick-saving tape snapshot despite answering with "no"
778 * version number set to 3.2.3
781 * version 3.2.2 released
784 * fixed bug with redrawing screen in fullscreen mode after quick tape
785 reloading when using the EMC game engine
786 * changed token names from "last_ce_[1-8]" to "prev_ce_[1-8]"
789 * fixed bug in GameWon() when level contains no exit (like in Sokoban)
792 * added engine snapshot functionality for instant tape reloading (this
793 only works for the last tape saved using "quick save", and does not
794 work across program restarts, because it completely works in memory)
797 * version number set to 3.2.2
800 * version 3.2.1 released
803 * fixed nasty bugs with handling error message file on Mac OS X systems
806 * general code cleanup (removing many annoying "#if 0" blocks etc.)
809 * fixed bug that caused broken tapes when manually appending to tapes
810 using the "pause before death" functionality, followed by recording
811 * added setup option to disable fading of screens for faster testing
814 * code cleanup of new fading functions
817 * changed behaviour after solved game -- do not immediately stop engine
818 * added some more smooth screen fadings (game start, hall of fame etc.)
821 * fixed bug with displaying pushed CE with value/score/delay anim_mode
824 * added configurable level preview position, tile size and dimensions
825 * added configurable game panel value positions (gems, time, score etc.)
828 * fixed small bug with time displayed incorrectly when collecting CEs
831 * fixed bug with bumpy scrolling with EM engine in double player mode
834 * added compatibility code to fix "Snake Bite" style levels that were
835 broken due to a bugfix regarding EL_SOKOBAN_FIELD_PLAYER in 3.2.0
838 * fixed bug with scrollbars inside editor when using the Windows mouse
839 enhancement tool "True X-Mouse" (which injects key events to the event
840 queue to insert selected stuff into the Windows clipboard, which gets
841 confused with the "Insert" key for jumping to the last editor cascade
842 block in the element list)
843 * added Rocks'n'Diamonds icon for use as window icon to SDL version
844 * added key shortcut "Alt + Enter" to toggle fullscreen mode at any time
847 * added selection of preferred fullscreen mode to setup / graphics menu
848 (useful if default mode 800 x 600 does not match screen aspect ratio)
851 * improved down-scaling of images for better editor and preview graphics
852 * changed user data directory for Mac OS X from Unix style to new place
855 * improved level number selection in main menu and player selection in
856 setup menu (input devices section) by using standard button gadgets
857 * added support for mouse scroll wheel (caused buggy behaviour before)
858 * added support for scrolling horizontal scrollbars with mouse wheel by
859 holding "Shift" key pressed while scrolling the wheel
860 * added support for single step mouse wheel scrolling by holding "Alt"
861 key pressed while scrolling the wheel (can be combined with "Shift")
862 * changed output file "stderr.txt" on Windows platform now always to be
863 created in the R'n'D sub-directory of the personal documents directory
864 * added Windows message box to direct to "stderr.txt" after error aborts
867 * improved general scrollbar handling (when jump-scrolling scrollbars)
870 * changed scrollbars to always show last line as first after scrolling
871 (that means jumping n - 1 screen lines instead of n screen lines)
874 * fixed level versions of EMC level loader (from V4 to V1, V2 and V3)
875 * fixed level time for EMC levels for V2 engine (V2 and V5 levels)
876 * fixed special handling of vertically stacked acid becoming fake acid
879 * fixed bug (very special case) with CE_SCORE_GETS_ZERO, which can
880 affect multiple instances of the same CE, although this kind of
881 change condition usually only affects one single custom element
884 * version number set to 3.2.1
887 * version 3.2.0 released
890 * reorganized level editor element list a bit to match engines better
893 * fixed newly introduced bug with wrongly initializing clipboard element
896 * fixed bug with displaying visible/invisible level border in editor
899 * reorganized some elements in the level editor element list
902 * fixed bug with displaying any player as "yellow" when moving into acid
903 * fixed bug with displaying running player when player stopped at border
906 * fixed bug with player exploding when moving into acid
907 * fixed bug with level settings being reset in editor and when playing
908 (some compatibility settings being set not only after level loading)
909 * fixed crash bug when number of custom graphic frames was set to zero
910 * fixed bug with teleporting player on walkable tile not working anymore
911 * added partial compatibility support for pre-release-only "CONF" chunk
912 (to make Alan Bond's "color cycle" demo work again :-) )
915 * fixed some bugs when displaying title screens from info screen menu
916 * fixed bug which caused EMC doors #5 to #8 to be passable without keys
919 * changed file major version to 3 to reflect level file format changes
920 * uploaded pre-release (test) version 3.2.0-8 binary and source code
923 * added new chunk "NAME" to level file format for level name settings
924 * added new chunk "NOTE" to level file format for envelope settings
925 * changed name of chunk "CONF" to "ELEM" (for normal element settings)
926 * updated magic(5) file to recognize changed and new level file chunks
927 * removed change events "change when CE value/score changes" as unneeded
930 * changed gravity (which only affects the player) from level property
931 to player property (only makes a difference in multi-player levels)
932 * added change events "change when CE value/score changes"
933 * added change events "change when CE value/score changes of <element>"
936 * added new chunk "INFO" to level file format for global level settings
937 * added all element settings from "HEAD" chunk to "CONF" chunk
938 * added all global level settings from "HEAD" chunk to "INFO" chunk
941 * changed level file format by adding two new chunks "CUSX" (for custom
942 elements, replacing the previous "CUS4" chunk) and "GRPX" (for group
943 elements, replacing the previous "GRP1" chunk); these new IFF style
944 chunks use the new and flexible "micro chunks inside chunks" technique
945 already used with the new "CONF" chunk (for normal element properties)
946 which makes it possible to easily extend the existing level format
947 (instead of using fixed-length chunks like before, which are either
948 too big due to reserved bytes for future use, or too small when those
949 reserved bytes have all been used and even more data should be stored,
950 requiring the replacement by new and larger chunks just like it went
951 with "CUS1" to "CUS4"); this whole problem now does not exist anymore
954 * added credits pages to the "credits" section that were really missing
955 * added some missing element descriptions to the level editor
956 * added down position of switchgate switch to the level editor
957 and allowed the use of both switch positions at the same time
958 * changed use of "Insert" and "Delete" keys to navigate element list in
959 level editor to start of previous or next cascading block of elements
962 * added the possibility to view the title screen to the info screen menu
963 * fixed some minor bugs with viewing title screens
966 * fixed bug with title (cross)fading in/out when using fullscreen mode
969 * fixed bug that forced re-defining of menu settings in local graphics
970 config file which are already defined in existing base config file
971 * fixed small bug that caused door sounds playing when music is enabled
974 * added the possibility to define up to five title screens for each
975 level set that are displayed after loading using (cross)fading in/out
976 (this was added to display the various start images of the EMC sets)
979 * added "CE score gets zero [of]" to custom element trigger conditions
980 * added setup option to display element token name in level editor
983 * added compatibility code for Juergen Bonhagen's menu artwork settings
986 * fixed bug with displaying wrong animation frame 0 after CE changes
987 * fixed bug with creating invisible elements when light switch is on
990 * added selection between ECS and AGA graphics for EMC levels to setup
993 * adjusted font handling for various narrow EMC style fonts
996 * changed EM engine behaviour back to re-allow initial rolling springs
999 * fixed handling of over-large selectboxes (less error-prone now)
1000 * fixed bug when creating GE with walkable element under the player
1003 * added use of "Insert" and "Delete" keys to navigate element list in
1004 level editor to start of custom elements or start of group elements
1005 * added virtual elements to access CE value and CE score of elements:
1006 - "CE value of triggering element"
1007 - "CE score of triggering element"
1008 - "CE value of current element"
1009 - "CE score of current element"
1012 * fixed "grass" to "sand" in older EM levels (up to file version V4)
1015 * changed behaviour of network games with internal errors (because of
1016 different client frame counters) from immediately terminating R'n'D
1017 to displaying an error message requester and stopping only the game
1018 (also to prevent impression of crashes under non command-line runs)
1019 * fixed playing network games with the EMC engine (did not work before)
1020 * fixed bug with not scrolling the screen in multi-player mode with the
1021 focus on player 1 when all players are moving in different directions
1022 * fixed bug with keeping pointer to gadget even after its deallocation
1023 * fixed bug with allowing "focus on all players" in network games
1024 * fixed bug with player focus when playing tapes from network games
1027 * uploaded pre-release (test) version 3.2.0-7 binary and source code
1030 * code cleanup for game action control for R'n'D and EMC game engine
1033 * fixed bug in multi-player movement with focus on both players
1034 * added option to control only the focussed player with all input
1037 * added player focus switching to level tape recording and re-playing
1040 * fixed some bugs in player focus switching in EMC and RND game engine
1043 * added special Supaplex animations for Murphy digging and snapping
1044 * added special Supaplex animations for Murphy being bored and sleeping
1047 * added four new yam yams with explicit start direction for EMC engine
1048 * fixed bug in src/libgame/text.c with printing text outside the window
1051 * fixed small bug in EMC level loader (copyright sign in EM II levels)
1054 * added delayed ignition of EM style dynamite when used in R'n'D engine
1055 * added limited movement range to EMC engine when focus on all players
1058 * fixed bug with missing (zero) score values for native Supaplex levels
1061 * added "continuous snapping" (snapping many elements while holding the
1062 snap key pressed, without releasing the snap key after each element)
1063 as a new player setting for more compatibility with the classic games
1066 * finished scrolling for "focus on all players" in EMC graphics engine
1069 * level sets with "levels: 0" are ignored for levels, but not artwork
1070 * fixed bug when scanning empty level group directories (endless loop)
1073 * fixed bug with explosion graphic for player using "Murphy" graphic
1074 * fixed bug with explosion graphic if player leaves explosion in time
1075 * changed some descriptive text in setup menu to use medium-width font
1076 * added key shortcut settings for switching player focus to setup menu
1079 * fixed bug with random value initialization when recording tapes
1080 * fixed bug with playing single player tapes when team mode activated
1083 * fixed little bug when trying to switch to player that does not exist
1086 * added player switching (visual and quick) to R'n'D and EM game engine
1087 * added setup option to select visual or quick in-game player switching
1090 * added use of "Home" and "End" keys to handle element list in editor
1093 * fixed bug with adding score when playing tape with EMC game engine
1094 * added steel wall border for levels using EMC engine without border
1095 * finally fixed delayed scrolling in EMC engine also for small levels
1098 * fixed potential crash bug in WarnBuggyBase() (missing boundary check)
1101 * fixed bug with CE change order in TestIfElementTouchesCustomElement()
1102 * fixed bug when displaying info element without action, but direction
1105 * fixed minor graphical problems with springs smashing and slurping
1106 (when using R'n'D style graphics instead of EMC style graphics)
1109 * added scroll delay (as configured in setup) to EMC graphics engine
1112 * improved screen redraw for EMC graphics engine (faster and smoother)
1113 * when not scrolling, do not redraw the whole playfield if not needed
1116 * added multi-player mode for EMC game engine (with up to four players)
1119 * added android (can clone elements) from EMC engine to R'n'D engine
1122 * added spring bumper (reflects spring) from EMC engine to R'n'D engine
1125 * added selectbox for initial player speed to player settings in editor
1128 * version 3.1.2 created that is basically version 3.1.1, but with a
1129 major bug fixed that prevented editing your own private levels
1130 * version 3.1.2 released
1133 * added magic ball (creates elements) from EMC engine to R'n'D engine
1136 * uploaded fixed pre-release version 3.2.0-6 binary and source code
1139 * fixed bug when using "CE can leave behind <trigger element>"
1140 * added new change condition "(after/when) creation of <element>"
1141 * added new change condition "(after/when) digging <element>"
1142 * fixed bug accessing invalid gadget that caused crashes under Windows
1143 * deactivated new possibility for multiple CE changes per frame
1146 * uploaded pre-release (test) version 3.2.0-6 binary and source code
1149 * added animation types "ce_value" and "ce_score" to graphicsinfo.conf
1150 * fixed bug with not keeping CE value for moving CEs with only action
1151 * changed CE action selectboxes in editor to be only reset when needed
1154 * added option "use artwork from element" for custom player artwork
1155 * added option "use explosion from element" for player explosions
1158 * added cascaded element lists in the level editor
1159 * added persistence for cascaded element lists by "editorcascade.conf"
1160 * added dynamic element list with all elements used in current level
1161 * added possibility for multiple CE changes per frame (experimental)
1164 * uploaded pre-release (test) version 3.2.0-5 binary and source code
1167 * changed "score for each 10 seconds/steps left" to "1 second/step"
1168 * added own score for collecting "extra time" instead of sharing it
1169 * added change events "switched by player" and "player switches <e>"
1170 * added change events "snapped by player" and "player snaps <e>"
1171 * added "set player artwork: <element choice>" to CE action options
1172 * added change event "move of <element>"
1175 * added "set player shield: off / normal / deadly" to CE action options
1176 * added new player option "use level start element" in level editor
1177 to set the correct focus at level start to elements from which the
1178 player is created later (this did not work before for cascaded CE
1179 changes resulting in creation of the player; it is now also possible
1180 to create the player from a yam yam which is smashed at level start)
1183 * added "set player speed: frozen (not moving)" to CE action options
1184 * added "move player: l/r/u/d/trigger/-trigger" to CE action options
1187 * added new player option "block snap field" (enabled by default) to
1188 make it possible to show a snapping animation like in Emerald Mine
1191 * added dynamic selectboxes to custom element action settings in editor
1192 * added "CE value" counter for custom elements (instead of "CE count")
1193 * added option to use the last "CE value" after custom element change
1194 * added option to use the "CE value" of other elements in CE actions
1195 * fixed odd behaviour when pressing time orb in levels w/o time limit
1196 * added checkbox "use time orb bug" for older levels that use this bug
1199 * added missing configuration settings for the following elements:
1200 - EL_TIMEGATE_SWITCH (time of open time gate)
1201 - EL_LIGHT_SWITCH_ACTIVE (time of light switched on)
1202 - EL_SHIELD_NORMAL (time of shield duration)
1203 - EL_SHIELD_DEADLY (time of shield duration)
1204 - EL_EXTRA_TIME (time added to level time)
1205 - EL_TIME_ORB_FULL (time added to level time)
1208 * added "wind direction" as a movement pattern for custom elements
1209 * added initial wind direction for balloon / custom elements to editor
1210 * added functionality for EL_BALLOON_SWITCH_NONE to R'n'D game engine
1213 * added parameters for "game of life" and "biomaze" elements to editor
1216 * added level file chunk "CONF" for generic level and element settings
1219 * uploaded pre-release (test) version 3.2.0-4 binary and source code
1222 * skip empty level sets (with "levels: 0"; may be artwork base sets)
1223 * added sound action ".page[1]" to ".page[32]" for each CE change page
1226 * added image config suffix ".clone_from" to copy whole image settings
1227 * fixed bug with invalid ("undefined") CE settings in old level files
1230 * fixed graphical bug with smashing elements falling faster than player
1233 * fixed major bug which prevented private levels from being edited
1234 * fixed bug with precedence of general and special font definitions
1237 * fixed graphical bug with player animation when player moves slowly
1240 * uploaded pre-release (test) version 3.2.0-3 binary and source code
1243 * fixed bug which prevented "global.num_toons: 0" from working
1246 * major code cleanup (removed all these annoying "#if 0" blocks)
1249 * added custom element actions for CE change page in level editor
1252 * fixed music initialization bug in init.c (thanks to David Binderman)
1253 * fixed mouse wheel "button" bug in editor (thanks to Tomi Belan)
1254 (this bug must probably be fixed at other places, too)
1257 * fixed buggy '#include "SDL.h"' statements in src/libgame/sdl.h
1258 (should be '#include <SDL.h>' instead)
1261 * fixed bug which prevented "walkable from no direction" from working
1262 (due to compatibility code overwriting this setting after loading)
1265 * fixed bug on Mac OS X (use of reserved name "Random") in EM engine
1268 * version number temporarily set to 3.1.1 (intermediate bugfix release)
1269 * version 3.1.1 released
1272 * changed some va_arg() arguments from 'long' to 'int', fixing problems
1273 on 64-bit architecture systems with LP64 data model
1276 * fixed bug with bombs not exploding when hitting the last level line
1277 (introduced after the release of 3.1.0)
1280 * added support for dumping small-sized level sketches from editor
1283 * added recognition of "trigger element" for "change digged element to"
1284 (this is not really what the "trigger element" was made for, but its
1285 use may seem obvious for leaving back digged elements unchanged)
1288 * fixed multiple warnings about failed joystick device initialization
1291 * fixed bug with dynamite dropped on top of just dropped custom element
1292 (collect dynamite, collect CE, drop CE => dynamite was also dropped);
1293 dynamite can still be dropped, but drop key must be released before
1296 * fixed bug with wrong start directory when started from file browser
1297 (due to this bug, R'n'D could not be started from KDE's Konqueror)
1300 * fixed bug causing "change when impact" on player not working
1301 * fixed wrong priority of "hitting something" over "hitting <element>"
1302 * fixed wrong priority of "hit by something" over "hit by <element>"
1305 * fixed graphical bug which caused the player (being Murphy) to show
1306 collecting animations although the element was collected by penguin
1309 * fixed two bugs causing wrong door background graphics in system.c
1310 (in functions "SetBackgroundBitmap()" and "DrawingOnBackground()")
1313 * fixed graphic bug with exploding bomb and R'n'D graphics in EM engine
1314 * added "no direction" to "walkable/passable from" selectbox options
1317 * enhanced tape autoplay to accept "autoplay <set> [<nr> ...]" format
1318 * in tape autoplay, not only report broken, but also missing tapes
1321 * uploaded pre-release (test) version 3.2.0-2 binary and source code
1324 * fixed small bug with "linear" animation not working for active lamp
1327 * fixed bug with moving up despite gravity due to "block last field"
1328 * fixed small bug with wrong draw offset when typing name in main menu
1329 * when reading user names from "passwd", ignore data after first comma
1330 * when creating new "levelinfo.conf", only write some selected entries
1333 * fixed displaying "imported from/by" on preview with empty string
1334 * fixed ignoring draw offset for fonts used for level preview texts
1337 * fixed a delay problem with SDL and too many mouse motion events
1338 * added setup option "skip levels" and level skipping functionality
1341 * added move speed "not moving" for non-moving CEs, but with direction
1344 * fixed mapping of obsolete element token names in "editorsetup.conf"
1345 * fixed bug with sound "acid.splashing" treated as a loop sound
1346 * fixed some little sound bugs in native EM engine
1349 * fixed small bug when dragging scrollbars to end positions
1352 * added editor element descriptions written by Aaron Davidson
1355 * improved fallback handling when configured artwork is not available
1356 (now using default artwork instead of exiting when files not found)
1359 * fixed bug on level selection screen when dragging scrollbar
1362 * fixed bug which caused broken tapes when appending to EM engine tapes
1365 * uploaded pre-release (test) version 3.2.0-1 binary and source code
1368 * added code to replace changed artwork config tokens with other tokens
1369 (needed for backwards compatibility, so that older tokens still work)
1372 * added native R'n'D graphics for some new EMC elements in EM engine
1375 * fixed some bugs in the EM engine integration code
1376 * changed EM engine code to allow diagonal movement
1377 * changed EM engine code to allow use of separate snap and drop keys
1380 * fixed some redraw bugs when using EM engine
1383 * fixed bug with not converting RND levels which are set to use native
1384 engine to native level structure when loading
1387 * uploaded pre-release (test) version 3.2.0-0 binary and source code
1390 * version number set to 3.2.0
1393 * level data now reset to defaults after attempt to load invalid file
1396 * added use of "editorsetup.conf" for different level sets
1399 * added auto-detection for various types of Emerald Mine level files
1402 * fixed bug with scrollbars getting too small when list is very large
1405 * fixed bug with 3+3 (cross) sized explosion not making explosion sound
1408 * added most level editor configuration gadgets for new EMC elements
1411 * added more element and graphic definitions for new EMC elements
1414 * modified native EM engine to use integrated R'n'D sound system
1417 * added SDL support to graphics functions in native EM engine
1418 (by always using generic libgame interface functions)
1421 * fixed bug in frame synchronization in native EM engine
1424 * added code to convert levels between R'n'D and native EM engine
1427 * new Emerald Mine engine can now play levels selected in main menu
1430 * fixed big memory leak in function "CreateBitmapWithSmallBitmaps()"
1431 (which creates scaled down graphics for level editor and preview);
1432 there's still a memory leak somewhere in the artwork handling code
1433 * added "scale image up" functionality to X11 version of zoom function
1436 * first attempts to integrate new, native Emerald Mine Club engine
1439 * fixed bug in gadget code which caused reset of CEs in level editor
1440 (example: pressing 'b' [grab brush] on CE config page erased values)
1441 (solution: check if gadgets in ClickOnGadget() are really mapped)
1442 * improved level change detection in editor (settings now also checked)
1443 * fixed bug with "can move into acid" and "don't collide with" state
1446 * fixed maze runner style CEs to use the configured move delay value
1449 * added Aaron Davidson's tutorial level set to the "Tutorials" section
1452 * fixed engine change that broke 3.0.8 levels like "Walpurgis Gardens"
1453 * fixed the above fix because it broke level set "machine" (*sigh*)
1454 * fixed random element placement in level editor to work as expected
1455 * fixed undefined graphic of runtime element "EL_AMOEBA_TO_DIAMOND"
1458 * re-recorded tape for BD2K3, level 010 (broken due to bugfix)
1461 * fixed bug (missing array boundary check) which caused broken tapes
1462 * fixed bug (when loading level template) which caused broken levels
1463 * fixed bug with new block last field code when using non-yellow player
1466 * fixed bug when pressing "stop, pause, stop, play" on tape recorder
1467 * internal change of how the player blocks the last field when moving
1468 * fixed blocking delay of last field for EM and SP style block delay
1469 * fixed bug where the player had to wait for the usual move delay after
1470 unsuccessfully trying to move, when he directly could move after that
1471 * the last two changes should make original Supaplex level 93 solvable
1472 * improved use of random number generator to make it less predictable
1473 * fixed behaviour of slippery SP elements to let slip left, then right
1476 * fixed bug with wrong door state after trying to quickload empty tape
1477 * fixed waste of static memory usage of the binary, making it smaller
1478 * fixed very little graphical bug in Supaplex explosion
1481 * version number set to 3.1.1
1484 * version 3.1.0 released
1487 * fixed bug with crash when writing user levelinfo.conf the first time
1490 * added option "convert LEVELDIR [NR]" to command line batch commands
1491 * re-converted Supaplex levels to apply latest engine fixes
1492 * changed "use graphic/sound of element" to "use graphic of element"
1493 due to compatibility problems with some levels ("bug machine" etc.)
1496 * fixed bug with CE change replacing player with same or other player
1499 * fixed bug with opaque font in envelope with background graphic when
1500 background graphic is not transparent itself
1503 * added "gravity on" and "gravity off" ports for Supaplex compatibility
1504 * corrected original Supaplex level loading code to use these new ports
1505 * also corrected Supaplex loader to auto-count infotrons if set to zero
1508 * fixed bug with missing initialization of "modified" flag for GEs
1511 * fixed bug that caused endless recursion loop when relocating player
1512 * fixed tape recorder bug in "step mode" when using "pause before end"
1513 * fixed tape recorder bug when changing from "warp forward" mode
1516 * fixed bug with "when touching" for pushed elements at last position
1519 * fixed bug that caused two activated toolbox buttons in level editor
1520 * fixed bug with exploding dynabomb under player due to other explosion
1523 * fixed bug with creating walkable custom element under player (again)
1524 * fixed bug with not copying explosion type when copying CEs in editor
1525 * fixed graphical bug when drawing player in setup menu (input devices)
1526 * fixed graphical bug when the player is pushing an accessible element
1527 * fixed bug with classic switchable elements triggering CE changes
1528 * fixed bug with entering/leaving walkable element in RelocatePlayer()
1529 * fixed crash bug when CE leaves behind the trigger player element
1532 * fixed bug with broken tubes after placing/exploding dynamite in them
1533 * fixed bug with exploding dynamite under player due to other explosion
1534 * fixed bug with not resetting push delay under certain circumstances
1537 * added option "handicap" for "levelinfo.conf" (thanks to Niko Böhm)
1538 * added network multiplayer code for Windows (thanks to Niko Böhm)
1541 * added option "reachable despite gravity" for gravity movement
1542 * changed gravity movement of most classic walkable and passable
1543 elements back to "not reachable" (for compatibility reasons)
1546 * fixed (removed) "indestructible" / "can explode" dependency in editor
1547 * fixed (removed) "accessible inside" / "protected" dependency
1548 * fixed (removed) "step mode" / "shield time" dependency
1551 * fixed dynabombs exploding now into anything diggable
1552 * fixed Supaplex style gravity movement into buggy base now impossible
1553 * added pressing key "space" as valid action to select menu options
1556 * added "replace when walkable" to relocate player to walkable element
1557 * added "enter"/"leave" event for elements affected by relocation
1558 * fixed "direct"/"indirect" change order also for "when change" event
1559 * fixed graphical bug when pushing things from elements walkable inside
1562 * fixed graphic bug when player is snapping while moving in old levels
1563 * fixed bug when a moving custom element leaves a player element behind
1564 * fixed bug with mole not disappearing when moving into acid pool
1565 * fixed bug with incomplete path setting when using "--basepath" option
1566 * moving CE can now leave walkable elements behind under the player
1567 * when relocating, player can be set on walkable element now
1568 * fixed another gravity movement bug
1571 * uploaded pre-release (test) version 3.1.0-2 binary and source code
1574 * added "collectible" and "removable" to extended replacement types
1575 (where "removable" replaces "diggable" and "collectible" elements)
1576 * added "collectible & throwable" (to throw element to the next field)
1577 * fixed bug with CEs digging elements that are just about to explode
1578 * changed mouse cursor now always being visible when game is paused
1581 * added possibility to push/press accessible elements from a side that
1583 * fixed bug with not setting actual date when appending to tape
1586 * fixed bug with incorrectly initialized custom element editor graphics
1589 * corrected set "Contributions_1995-2000/rnd_kjell_kristiansson":
1590 - number of levels corrected from 18 to 17 in "levelinfo.conf"
1593 * fixed bug with destroyed robot wheel still attracting robots forever
1594 * fixed bug with time gate switch deactivating after robot wheel time
1595 (while the time gate itself is not affected by this misbehaviour)
1596 * changed behaviour of BD style amoeba to always get blocked by player
1597 (before it was different when there were non-BD elements in level)
1598 * fixed bug with player destroying indestructable elements with shield
1601 * added option to make growing elements grow into anything diggable
1602 (for the various amoeba types, biomaze and "game of life")
1605 * fixed bug with movable elements not moving after left behind by CEs
1606 * changed gravity movement to anything diggable, not only sand/base
1607 * optionally allowing passing to walkable element, not only empty space
1608 * added option "can pass to walkable element" for players
1609 * finally fixed gravity movement (hopefully)
1612 * fixed bug with movable elements not moving anymore after falling down
1615 * fixed another bug with custom elements digging and leaving elements
1616 * fixed bug with "along left/right side" and automatic start direction
1617 * trigger elements now also displayed when "more custom" deactivated
1618 * fixed bug with clipboard element initialized when loading new level
1619 * added option "drop delay" to set delay before dropping next element
1622 * uploaded pre-release (test) version 3.1.0-1 binary and source code
1625 * added copy and paste functions for custom change pages
1626 * enhanced graphical display and functionality of tape recorder
1627 * fixed bug with custom elements digging and leaving elements
1630 * added move speed faster than "very fast" for custom elements
1631 * fixed bug with 3+3 style explosions and missing border content
1632 * fixed little bug when copying custom elements in the editor
1633 * enhanced custom element changes by more side trigger actions
1636 * added option "no scrolling when relocating" for instant teleporting
1637 * uploaded pre-release (test) version 3.1.0-0 binary and source code
1640 * added trigger element and trigger player to use as target elements
1641 * added copy and paste functions for custom and group elements
1644 * fixed graphical bug when displaying explosion animations
1645 * fixed bug when appending to tapes, resulting in broken tapes
1646 * re-recorded a few tapes broken by fixing gravity checking bug
1649 * "can move into acid" property now for all elements independently
1650 * "can fall into acid" property for player stored in same bitfield now
1651 * added option for deadliness of Supaplex 'sniksnak' and 'electron'
1652 * version number set to 3.1.0 (finally!)
1655 * changed tape recording to only record input, not programmed actions
1658 * fixed totally broken (every 8th frame skipped) step-by-step recording
1659 * fixed bug with requester not displayed when quick-loading interrupted
1660 * added option "can fall into acid (with gravity)" for players
1661 * fixed bug with player not falling when snapping down with gravity
1664 * fixed bug which messed up key config when using keypad number keys
1667 * fixed bug which allowed moving upwards even when gravity was active
1668 * fixed bug with missing error handling when dumping levels or tapes
1671 * added different colored editor graphics for Supaplex gravity tubes
1674 * fixed bug that allowed solvable tapes for unsolvable levels
1677 * use unlimited number of droppable elements when "count" set to zero
1678 * added option to use step limit instead of time limit for level
1681 * added player and change page as trigger for custom element change
1684 * fixed bug with exploding amoeba (explosion 3x3 instead of 1x1)
1687 * fixed bug with dark yamyam changing to acid when moving over acid
1688 * fixed handling of levels with more than 999 seconds level time
1689 (example: level 76 of "Denmine")
1692 * "spring push bug" reintroduced as configurable element property
1693 * fixed bug with missing properties for "mole"
1694 * fixed bug that showed up when fixing the above "mole" properties bug
1695 * added option "can move into acid" for all movable elements
1696 * fixed graphical bug for elements moving into acid
1697 * changed event handling to handle all pending events before going on
1700 * fixed bug which caused all CE change pages to be ignored which had
1701 the same change event, but used a different element side
1702 (reported by Simon Forsberg)
1704 * fixed bug which caused elements that can move and fall and that are
1705 transported by a conveyor belt to continue moving into that direction
1706 after leaving the conveyor belt, regardless of their own movement
1707 type; only elements which can not move are transported now
1708 (reported by Simon Forsberg)
1710 * fixed bug which could cause an array overflow in RelocatePlayer()
1711 (reported by Niko Böhm)
1713 * changed Emerald Mine style "passable / over" elements to "protected"
1714 (fixing unsolvable level 10 of "Bondmine 9" with bug beside gate)
1716 * added new option to select from which side a "walkable/passable"
1717 element can be entered
1720 * added explosion and ignition delay for elements that can explode
1723 * fixed bug which caused player not being protected against enemies
1724 when a CE was "walkable / inside" and was not "indestructible"
1725 * added "walkable/passable" fields to be "protected/unprotected"
1726 against enemies, even if not accessible "inside" but "over/under"
1729 * corrected move pattern to 32 bit and initial move direction to 8 bit
1732 * added second custom element base configuration page
1735 * added some special EMC mappings to Emerald Mine level loader
1736 (also covering previously unknown element in level 0 of "Bondmine 8")
1739 * added option to block last field when player is moving (for Supaplex)
1740 * adjusted push delay of Supaplex elements
1741 * removed delays for envelopes etc. when replaying with maximum speed
1742 * fixed bug when dropping element on a field that just changed to empty
1745 * fixed bug: infotrons can now smash yellow disks
1746 * fixed bug: when gravity active, port above player can now be entered
1747 * removed "one white dot" mouse pointer which irritated some people
1750 * added "choice type" for group element selection
1753 * fixed bug with initial invulnerability of non-yellow player
1756 * added level loader for loading native Supaplex packed levels
1757 (including multi-part levels like the "splvls99" levels)
1760 * fixed bug which allowed creating emeralds by escaping explosions
1763 * custom elements can change (limited) or leave (unlimited) elements
1764 * finally added multiple matches using group elements
1765 * added shortcut to dump brush (type ":DB" in editor) for use in forum
1768 * added new start movement type "previous" for continued CE movement
1769 * added new start movement type "random" for random CE movement start
1772 * added new element "sokoban_field_player" needed for Sokoban levels
1773 (thanks to Ed Booker for pointing this out!)
1776 * added elements that can be digged or left behind by custom elements
1779 * added group elements for multiple matches and random element creation
1782 * fixed some graphical errors displayed in old levels
1785 * fixed wrong double speed movement after passing closing gates
1788 * added level loader for loading native Emerald Mine levels
1791 * changes for "shooting" style CE movement
1794 * Happy New Year! ;-)
1797 * changed default snap/drop keys from left/right Shift to Control keys
1800 * fixed bug with dead player getting reanimated from custom element
1803 * fixed bug with wrong penguin graphics (when entering exit)
1806 * fixed bug with wrong "Murphy" graphics (when digging etc.)
1809 * version number set to 3.0.9
1812 * version 3.0.8 released
1815 * added function checked_free()
1818 * fixed bug with double nut cracking sound
1819 (by eliminating "default element action sound" assignment in init.c)
1822 * fixed crash when no music info files are available
1825 * fixed boring and sleeping sounds
1828 * added "maze runner" and "maze hunter" movement types
1829 * added extended collision conditions for custom elements
1832 * added warnings for undefined token values in artwork config files
1835 * added menu entry for level set information to the info screen
1838 * fixed bug with wrong default impact sound for colored emeralds
1841 * added several sub-screens for the info screen
1842 * menu text now also clickable (not only blue/red sphere left of it)
1845 * added configurable "bored" and "sleeping" animations for the player
1846 * added "awakening" sound for player when waking up after sleeping
1849 * added "copy" and "exchange" functions for custom elements to editor
1852 * added configurable element animations for info screen
1855 * added configurable music credits for info screen
1858 * finally fixed tape recording when player is created from CE change
1861 * added "editorsetup.conf" for editor element list configuration
1864 * added "musicinfo.conf" for menu and level music configuration
1867 * fixed a very nasty bug in dragon turning code in TurnRoundExt()
1868 (that only showed up on Linux, but not on Windows systems)
1871 * fixed turning movement of butterflies and fireflies (no frame reset)
1872 * enhanced sniksnak turning movement (two steps instead of only one)
1875 * version number set to 3.0.8
1878 * version 3.0.7 released
1881 * fixed reset of player animation frame when, for example,
1882 walking, digging or collecting share the same animation
1883 * fixed CE with "deadly when touching" exploding when touching amoeba
1886 * fixed tape recording when player is created from CE element change
1889 * introduced "turning..." action graphic for elements with move delay
1890 (non-CE: bug, spaceship, sniksnak, mole, pacman, yamyam)
1891 * added turning animations for bug, spaceship and sniksnak
1894 * prevent "extended" changed elements from delay change in same frame
1897 * fixed bug when pushing element that can move away to the side
1898 (like pushing falling elements, but now with moving elements)
1901 * finally fixed serious bug in code for delayed element pushing (again)
1904 * unavailable setup options now marked as "n/a" instead of "off"
1905 * new boolean directive "latest_engine" for "levelinfo.conf": when set
1906 to "true", levels are always played with the latest game engine,
1907 which is desired for levels that are imported from other games; all
1908 other levels are played with the engine version stored in level file
1909 (which is normally the engine version the level was created with)
1912 * fixed serious bug in code for delayed element pushing
1913 * fixed little bug in animation frame selection for pushed elements
1914 * speed-up of reading config file for verbose output
1917 * added configuration option for opening and closing Supaplex exit
1918 * added configuration option for moving up/down animation for Murphy
1919 * fixed incorrectly displayed animation for attacking dragon
1920 * fixed bug with not setting initial gravity for each new game
1921 * fixed bug with teleportation of player by custom element change
1922 * fixed bug with player not getting smashed by rock sometimes
1925 * version number set to 3.0.7
1928 * version 3.0.6 released
1931 * added support for MP3 music for SDL version through SMPEG library
1934 * fixed bug when initializing font graphic structure
1935 * fixed bug with animation mode "pingpong" when using only 1 frame
1936 * fixed bug with extended change target introduced in 3.0.5
1937 * fixed bug where passing over moving element doubles player speed
1938 * fixed bug with elements continuing to move into push direction
1939 * fixed bug with duplicated player when dropping bomb with shield on
1940 * added "switching" event for custom elements ("pressing" only once)
1941 * fixed switching bug (resetting flag when not switching but not idle)
1944 * fixed element tokens for certain file elements with ".active" etc.
1947 * version number set to 3.0.6
1950 * version 3.0.5 released
1953 * now four envelope elements available
1954 * font, background, animation and sound for envelope now configurable
1955 * main menu doors opening/closing animation type now configurable
1958 * active/inactive sides configurable for custom element changes
1959 * new movement type "move when pushed" available for custom elements
1962 * fixed bug in multiple config pages loader code that caused crashes
1965 * enhanced (remaining low-resolution) Supaplex graphics
1968 * version number set to 3.0.5
1971 * version 3.0.4 released
1973 2003-09-12 src/tools.c
1974 * fixed bug in custom definition of crumbled element graphics
1976 2003-09-11 src/files.c
1977 * fixed bug in multiple config pages code that caused crashes
1980 * version number set to 3.0.4
1983 * version 3.0.3 released
1986 * added music to Supaplex classic level set
1988 2003-09-07 src/libgame/misc.c
1989 * added support for loading various music formats through SDL_mixer
1991 2003-09-06 (various source files)
1992 * fixed several nasty bugs that may have caused crashes on some systems
1993 * added envelope content which gets displayed when collecting envelope
1994 * added multiple change event pages for custom elements
1996 2003-08-24 src/game.c
1997 * fixed problem with player animation when snapping and moving
1999 2003-08-23 src/screens.c, src/cartoons.c, src/libgame/toons.c
2000 * fixed problem with flickering when drawing toon animations
2002 2003-08-23 src/libgame/sdl.c
2003 * fixed problem with setting mouse cursor in SDL version in fullscreen
2005 2003-08-23 src/game.c
2006 * fixed bug (missing array boundary check) which could crash the game
2009 * version number set to 3.0.3
2012 * version 3.0.2 released
2014 2003-08-21 src/game.c
2015 * fixed bug with creating inaccessible elements at player position
2017 2003-08-20 src/init.c
2018 * fixed bug with not finding current level artwork directory
2020 2003-08-20 src/files.c
2021 * fixed bug with choosing wrong engine version when playing tapes
2022 * fixed bug with messing up custom element properties in 3.0.0 levels
2025 * version number set to 3.0.2
2028 * version 3.0.1 released
2030 2003-08-17 (no source files affected)
2031 * changed all "classic" PCX image files with 16 colors or less to
2032 256 color (8 bit) storage format, because the Allegro game library
2033 cannot handle PCX files with less than 256 colors (contributed
2034 graphics are not affected and might look wrong in the DOS version)
2036 2003-08-16 src/init.c
2037 * fixed bug which (for example) crashed the level editor when defining
2038 "dynamite.EDITOR: [NONE]", because graphics may not be undefined
2039 (only set to default) -- invalid graphics now set to default graphic
2041 2003-08-16 src/init.c
2042 * fixed graphical bug of player digging/collecting/snapping element
2043 when no corresponding graphic/animation is defined for this action,
2044 resulting in player being drawn as EL_EMPTY (which should only be
2045 done to elements being collected, but not to the player)
2047 2003-08-16 src/game.c
2048 * fixed small graphical bug of player not totally moving into exit
2050 2003-08-16 src/libgame/setup.c
2051 * fixed bug with wrong MS-DOS 8.3 filename conversion
2053 2003-08-16 src/tools.c
2054 * fixed bug with invisible mouse cursor when pressing ESC while playing
2056 2003-08-16 (various source files)
2057 * added another 128 custom elements (disabled in editor by default)
2059 2003-08-16 src/editor.c
2060 * fixed NULL string bug causing Solaris to crash in sprintf()
2062 2003-08-16 src/screen.c
2063 * fixed drawing over scrollbar on level selection with custom fonts
2065 2003-08-15 src/game.c
2066 * cleanup of simple sounds / loop sounds / music settings
2068 2003-08-08 (various source files)
2069 * added custom element property for dropping collected elements
2071 2003-08-08 src/conf_gfx.c
2072 * fixed bug with missing graphic for active red disk bomb
2074 2003-08-07 src/files.c, src/editor.c src/game.c, src/main.h
2075 * extended variable "level.gravity" to "level.initial_gravity" and
2076 "game.current_gravity" to prevent level setting from being changed
2077 by playing the level (keeping the runtime value after playing)
2079 * fixed graphics bug when digging element that has 'crumbled' graphic
2080 definition, but not 'diggable' graphic definition
2083 * version number set to 3.0.1
2086 * version 3.0.0 released
2089 * various bug fixes; among others:
2090 - fixed bug with pushing spring over empty space
2091 - fixed bug with leaving tube while placing dynamite
2092 - fixed bug with explosion of smashed penguins
2093 - allow Murphy player graphic in levels with non-Supaplex elements
2097 * I have forgotten to document changes for some time
2100 * pre-release version 2.2.0rc1 released
2103 * version number set to 2.1.2
2106 * version 2.1.1 released
2109 * version number set to 2.1.1
2112 * version 2.1.0 released
2115 * version number set to 2.1.0
2117 2002-04-03 to 2002-05-19 (various source files)
2118 * graphics, sounds and music now fully configurable
2119 * bug fixed that prevented walking through tubes when gravity on
2121 2002-04-02 src/events.c, src/editor.c
2122 * Make Escape key less aggressive when playing or when editing level.
2123 This can be configured as an option in the setup menu. (Default is
2124 "less aggressive" which means "ask user if something can be lost"
2125 when pressing the Escape key.)
2127 2002-04-02 src/screen.c
2128 * Added "graphics setup" screen.
2130 2002-04-01 src/screen.c
2131 * Changed "choose level" setup screen stuff to be more generic (to
2132 make it easier to add more "choose from generic tree" setup screens).
2134 2002-04-01 src/config.c, src/timestamp.h
2135 * Added source files "src/config.[ch]" and "src/timestamp.h" (which
2136 automatically gets created by "src/Makefile" and contains an actual
2137 compile-time timestamp to identify development versions of the game).
2139 2002-03-31 src/tape.c, src/events.c
2140 * Added quick game/tape save/load functions to tape stuff which can be
2141 invoked by a keyboard shortcut. Default: "F1" saves game/tape, "F2"
2142 loads previously recorded tape and directly goes into recording mode
2143 from the end of the tape (therefore appending to the tape).
2145 2002-03-31 src/tape.c
2146 * Added "index mark" function to tape recorder. When playing or
2147 recording, "eject" button changes to "index" button. Setting index
2148 mark is not yet implemented, but pressing index button when playing
2149 allows very quick advancing to end of tape (when normal playing),
2150 very fast forward mode (when playing with normal fast forward) or
2151 very fast reaching of "pause before end of tape" (when playing with
2152 "pause before end" playing mode).
2154 2002-03-30 src/cartoons.c
2155 * Moved some stuff from cartoons.c to the new "src/libgame/toons.c".
2157 2002-03-29 src/screen.c
2158 * Changed setup screen stuff to be more generic (to make it easier
2159 to add more setup screens).
2161 2002-03-23 src/main.c, src/main.h
2162 * Various changes due to the introduction of the new libgame files
2163 "setup.c" and "joystick.c".
2165 2002-03-23 src/files.c
2166 * Generic parts of "src/files.c" (mainly setup and level directory
2167 stuff) moved to new libgame file "src/libgame/setup.c".
2169 2002-03-23 src/joystick.c
2170 * File "src/joystick.c" moved to libgame source tree, with
2171 correspondig changes.
2173 2002-03-22 src/screens.c
2174 * "HandleChooseLevel()": Another bug in level series navigation fixed.
2175 (Wrong level series information displayed when entering main group.)
2177 2002-03-22 src/editor.c
2178 * Slight change to support new gadget event "GD_EVENT_INFO_LEAVING".
2180 2002-03-22 src/editor.c
2181 * Changed behaviour of "Escape" key in level editor to be more
2182 intuitive: When in "Element Properties" or "Level Info" mode,
2183 return to "Drawing Mode" instead of leaving the level editor.
2185 2002-03-21 src/game.c, src/editor.c, src/files.c
2186 * 2.0.1 introduced the corrected "Emerald Mine" style behaviour of
2187 gems (emeralds, diamonds, ...) slipping down from normal wall,
2188 steel wall and growing wall (as in E.M.C. style levels). Although
2189 the behaviour of contributed and private levels wasn't changed (due
2190 to the use of "level.game_version"; see previous entry), editing
2191 those levels will (of course) change the behaviour accordingly.
2193 This change seems a bit too hard after thinking about it, because
2194 the EM style behaviour is not the "expected" behaviour (gems would
2195 normally only slip down from "rounded" walls). Therefore this was
2196 now changed to an element property for gem style elements, with the
2197 default setting "off" (which means: no special EM style behaviour).
2198 To fix older converted levels, this flag is set to "on" for pre-2.0
2199 levels that are neither contributed nor private levels.
2201 2002-03-20 src/files.h
2202 * Corrected settings for "level.game_version" depending of level type.
2203 (Contributed and private levels always get played with game engine
2204 version they were created with, while converted levels always get
2205 played with the most recent version of the game engine, to let new
2206 corrections of the emulation behaviour take effect.)
2208 2002-03-20 src/main.h
2209 * Added "#include <time.h>". This seems to be needed by "tape.c" for
2210 compiling the SDL version on some systems.
2211 Thanks to the several people who pointed this out.
2214 * Version number set to 2.0.2.
2217 * Version 2.0.1 released.
2219 2002-03-18 src/screens.c
2220 * "HandleChooseLevel()": Small bug in level series navigation fixed.
2222 2002-03-18 src/files.c [src/libgame/misc.c]
2223 * Moved some common functions from src/files.c to src/libgame/misc.c.
2225 2002-03-18 src/files.c [src/libgame/misc.c]
2226 * Changed permissions for new directories and saved files (especially
2227 score files) according to suggestions of Debian users and mantainers.
2228 Thanks to Drew Parsons <dparsons@emerall.com> for the patch.
2230 2002-03-17 src/files.c
2231 * Changed "{Load|Save}{Level|Tape}()" to IFF style file format:
2232 Replaced "cookie" header string ("ROCKSNDIAMONDS_...\n") with
2233 real IFF style header "RND1....XXXX" (where "XXXX" is "CAVE"
2234 for levels and "TAPE" for tapes). Old "cookie" style format is
2235 still supported for reading. New level and tape files are written
2238 * New IFF chunk "VERS" contains version numbers for file and game
2239 (where "game version" is the version of the program that wrote the
2240 file, and "file version" is a version number to distinguish files
2241 with different format, for example after adding new features).
2243 2002-03-15 src/screen.c
2244 * "DrawHallOfFame()": "FadeSounds()" when entering the hall of fame.
2245 (Before, you heard a mixture of the in-game music and the
2246 hall-of-fame music.)
2248 2002-03-14 src/events.c
2249 * Function "DumpTape()" (files.c) now available by pressing 't' from
2250 main menu (when in DEBUG mode).
2252 2002-03-14 src/game.c
2253 * "GameWon()": When game was won playing a tape, now there is no delay
2254 raising the score and no corresponding sound is played.
2256 2002-03-14 src/files.c
2257 * Changed "LoadTape()" for real chunk support and also adjusted
2258 "SaveTape()" accordingly.
2260 2002-03-14 src/game.c, src/tape.c, src/files.c
2261 * Important changes to tape format: The old tape format stored all
2262 actions with a real effect with a corresponding delay between the
2263 stored actions. This had some major disadvantages (for example,
2264 push delays had to be ignored, pressing a button for some seconds
2265 mutated to several single button presses because of the non-action
2266 delays between two action frames etc.). The new tape format just
2267 stupidly records all device actions and replays them later. I really
2268 don't know why I haven't solved it that way before?! Old-style tapes
2269 (with tape file version less than 2.0) get converted to the new
2270 format on-the-fly when loading and can therefore still be played;
2271 only some minor parts of the old-style tape handling code was needed.
2272 (A perfect conversion is not possible, because there is information
2273 missing about the device actions between two action frames.)
2275 2002-03-14 src/files.c
2276 * New function "DumpTape()" to dump the contents of the current tape
2277 in a human readable format.
2279 2002-03-14 src/game.c
2280 * Small tape bug fixed: When automatically advancing to next level
2281 after a game was won, the tape from the previous level still was
2282 loaded as a tape for the new level.
2284 2002-03-14 src/tape.c
2285 * Small graphical bug fixed: When pressing ""Record" or "Play" on
2286 tape, cartoons did not get completely removed because
2287 StopAnimation() was not called.
2289 2002-03-13 src/files.c
2290 * Changed "LoadLevel()" and "SaveLevel()" to add new chunk "CNT2".
2291 Fixed bug of "CONT" and "BODY" (chunk size was set to 8-bit element
2292 size even when using 16-bit elements). Added new chunk "CNT2" for
2293 16-bit amoeba content (previously written in 8-bit field in "HEAD"
2294 chunk even when content was 16-bit element). "CNT2" should now be
2295 able to store content for arbitrary elements (up to eight blocks of
2296 3 x 3 element arrays). All "CNT2" elements will always be stored as
2297 16-bit elements. "CONT" (with 8/16-bit elements) now obsolete.
2299 2002-03-13 src/files.c
2300 * Changed "LoadLevel()" for real chunk support.
2302 2002-03-12 src/game.c
2303 * Fixed problem (introduced after 2.0.0 release) with penguins
2304 not getting killed by enemies
2306 2002-02-24 src/game.c, src/main.h
2307 * Added "player->is_moving"; now "player->last_move_dir" does
2308 not contain any information if the player is just moving at
2310 Before, "player->last_move_dir" was misused for this purpose
2311 for the robot stuff (robots don't kill players when they are
2312 moving). But setting "player->last_move_dir" to MV_NO_MOVING
2313 broke tapes when walking through pipes!
2314 ("IS_MOVING()" uses "MovPos[][]", but this fails when it is 0
2315 in a continuous movement. This fact is ignored for friends and