2 * improved menu fading, adding separate fading definitions for entering
3 and leaving a menu and for fading between menu and "content" screens
4 * fixed small bug with recognizing also ".font_xyz" style definitions
7 * improved menu fading, adding separate fading definitions for fading
8 between menu screens and fading between menu and "destination" screens
11 * titlemessage_initial_x and titlemessage_x set to "[DEFAULT]" in static
12 configuration (set from "[titlemessage_initial]" and "[titlemessage]")
13 * fading settings of "[titlemessage_initial]" and "[titlemessage]" set
14 to "[DEFAULT]" in static configuration (set from "[title_initial]" and
16 * improved title fading, allowing fading animation types "none", "fade"
17 and "crossfade" (including cross-fading of last title to main menu)
20 * added configurability of graphics, sounds and music for title screens,
21 which are separated into initial title screens (only shown once at
22 program startup) and title screens shown for a given level set; these
23 title screens can be composed of up to five title images and up to
24 five title text messages (each drawn using an optional background
25 image), also using background music and/or sounds; aspects like
26 background images, sounds and music of title screens can either be
27 defined generally (valid for all title screens) or specifically (and
28 therefore differently for each title screen) using these directives:
30 to define a background image, sound or music file for all screens:
31 - background.TITLE_INITIAL (for all title screens for game startup)
32 - background.TITLE (for all title screens for level sets)
34 to define a background image, sound or music file for a single screen:
35 - background.titlescreen_initial_x (with x in 1,2,3,4,5)
36 - background.titlescreen_x (with x in 1,2,3,4,5)
37 - background.titlemessage_initial_x (with x in 1,2,3,4,5)
38 - background.titlemessage_x (with x in 1,2,3,4,5)
40 to define the title screen images:
41 - titlescreen_initial_x (with x in 1,2,3,4,5)
42 - titlescreen_x (with x in 1,2,3,4,5)
44 to define the title text messages, place text files into the level set
45 directory that have the following file names:
46 - titlemessage_initial_x.txt (with x in 1,2,3,4,5)
47 - titlemessage_x.txt (with x in 1,2,3,4,5)
49 to define the properties of the text messages, either use directives
50 that affect all text messages:
51 - [titlemessage_initial].<suffix>
52 - [titlemessage].<suffix>
53 or use directives that affect single text messages:
54 - titlemessage_initial_x.<suffix> (with x in 1,2,3,4,5)
55 - titlemessage_x.<suffix> (with x in 1,2,3,4,5)
57 valid values for <suffix> are the same as for readme.<suffix> below;
58 use ".sort_priority" (default: 0) to define an arbitrary order for
59 title images and title messages (which can therefore be mixed)
62 * added full configurability of "readme.txt" screen appearance:
63 - readme.x: <left position used with alignment>
64 - readme.y: <top position>
65 - readme.width: <maximim text width in pixels>
66 - readme.height: <maximum text height in pixels>
67 - readme.chars: <maximum number of chars per line>
68 - readme.lines: <maximum number of lines displayed>
69 - readme.align: left,center,right (default: center)
70 - readme.top: top,middle,bottom (default: top)
71 - readme.font: font name
72 - readme.autowrap: true,false (default: true)
73 - readme.centered: true,false (default: false)
74 - readme.parse_comments: true,false (default: true)
75 - readme.sort_priority: (not used here, but only for title screens)
76 when "readme.chars" and/or "readme.lines" is set to "-1" (this is the
77 default), they are automatically determined from "readme.width" and
78 "readme.height" accordingly; when they are not "-1", they have
79 precedence over "readme.width" and "readme.height"
80 * added internal ad-hoc config settings for displaying text files like
81 title messages or "readme.txt" style level set info files:
82 - .font: font name (default: readme.font)
83 - .autowrap: true,false (default: readme.autowrap)
84 - .centered: true,false (default: readme.centered)
85 - .parse_comments: true,false (default: readme.parse_comments)
86 (the leading '.' and the separating ':' are mandatory here); to use
87 these ad-hoc settings, they have to be written inside a comment, like
88 "# .autowrap: false" or "# .centered: true"; these settings then
89 override the above global settings (they can even be used more than
90 once, like "# .centered: true", then some text that should be drawn
91 centered, then "# .centered: false" to go back to non-centered text;
92 important note: after using "# .parse_comments: false", or when using
93 "readme.parse_comments: false", detecting and parsing comments inside
94 the file is disabled and comments are just printed like normal text;
95 also be aware that all automatic text size calculations are done with
96 the font defined in "readme.font", while using different fonts using
97 "# .font: <font>" inside the text file may cause unexpected results
100 * changed some numerical limits in the level editor from 255 to 999
103 * added option "system.sdl_videodriver" to select SDL video driver
104 * added output of SDL video and audio driver to "version info" page
107 * added group element drawing to IntelliDraw drawing functions
108 * fixed animation resetting problem again (last try broke Snake Bite)
109 * fixed diagonal scrolling in screen scrolling (last try broke Pac Man)
112 * added new (special) "include: <filename>" directive that works in all
113 configuration files (like "graphicsinfo.conf") and that has the same
114 effect as if that directive would be replaced with the content of the
115 specified file (this can be useful to split large configuration files
116 into several smaller ones and include them from one main file, or to
117 store configuration settings that always stay the same into a separate
118 file, while including it and only add those parts that really change)
121 * fixed minor bug (screen redraw of player tiles) in EMC graphics engine
124 * fixed bug in "InitMovingField()" where treating an integer array as
125 boolean caused wrong resetting of animations while elements are moving
126 * fixed problem with resetting animations when starting element change
129 * added sort priority for order of title screens and title messages
132 * changed end of game again: do not wait for the user to press a key
133 anymore, but directly ask/confirm tape saving and go to hall of fame
134 * re-enabled quitting of lost game by pressing space or return again
135 * added blanking of mouse pointer when displaying title screens
136 * added remaining menu draw offset definitions for info sub-screens
139 * added setup option to select game speed (from very slow to very fast)
140 * improved handling of title text messages (initial and for level set)
143 * added new options "auto-wrap" and "centered" for DC2 style envelopes
146 * fixed displaying and typing of player name when it is centered
147 * added special characters to be allowed for player name (not only A-Z)
150 * fixed blit in ScrollLevel() to same bitmap to not overlap anymore
151 (newer versions of the SDL library seem to not like this anymore)
154 * added code for configuration directives for control of game panel
157 * fixed small cosmetical bug with underlining property tabs in editor
160 * fixed small drawing bug in X11FadeRectangle
161 * added new elements for newly supported Diamond Caves II levels:
162 - EM/DC style exits that disappear after passing
163 - white key and gate (one white key needed for each white gate)
164 - fake gate (there is no key to open/pass this kind of gate!)
165 - extended magic wall which also handles pearls and crystals
169 * changed maximum value for endless loop detection to a higher value
170 (some levels really used very deep recursion without being endless)
173 * added new elements for newly supported Diamond Caves II levels:
174 - growing steel walls
175 - snappable land mine
178 * added new elements for newly supported Diamond Caves II levels:
179 - steel text elements
182 * added level file loader for native Diamond Caves II levels
185 * version number set to 3.2.4
188 * version 3.2.3 released
191 * fixed malloc/free bug when updating EMC artwork entries in level list
192 * added workaround (warning and request to quit the current game) when
193 changing elements cause endless recursion loop (which would otherwise
194 freeze the game, causing a crash-like program exit on some systems)
197 * fixed nasty string overflow bug when entering too long envelope text
200 * added feedback sounds for menu navigation "menu.item.activating" and
201 "menu.item.selecting" (for highlighting and executing menu entries)
204 * improved "no scrolling when relocating" to also consider scroll delay
205 (meaning that the player is not automatically centered in this case;
206 this makes it possible to "invisibly" relocate the player to a region
207 of the level playfield which looks the same as the old level region)
208 * fixed bug with not recognizing "main.input.name.align" when active
211 * fixed bug with displaying masked borders over title screens when
212 screen fading is disabled
215 * fixed infinite loop / crash bug when killing the player while having
216 a CE with the setting "kill player X when explosion of <player X>"
217 * added special editor graphic for "char_space" to distinguish it from
218 "empty_space" when editing a level (in-game graphics still the same)
221 * fixed nasty bug with initialization only done for the first player
224 * small change to handle loading empty element/content list micro chunks
227 * uploaded pre-release (test) version 3.2.3-0 binary and source code
230 * some optimizations on startup speed by reducing initial text output
233 * added caching of custom artwork information for faster startup times
236 * fixed graphical bug when using fewer menu entries on level selection
237 screen than usual (with "menu.list_size.LEVELS" directive)
238 * fixed crash bug (Windows/SDL only) caused by BlitBitmap blitting from
239 the backbuffer to the backbuffer by error (with identical rectangle)
242 * fixed bug when displaying titlescreen with size less than element tile
243 * fixed bug that caused elements with "change when digging <e>" event
244 to change for _every_ digged element, not only those specified in <e>
245 * fixed bug that caused impact style collision when dropping element one
246 tile over the player that can both fall down and smash players
247 * fixed bug that caused impact style collision when element changed to
248 falling/smashing element over the player immediately after movement
251 * fixed bug that allowed making engine snapshots from the level editor
254 * fixed bugs with player name and current level positions on main screen
257 * added configuration directives for control of title screens:
258 - "title.fade_delay" for fading time
259 - "title.post_delay" for pause between screens (when not crossfading)
260 - "title.auto_delay" to automatically continue after some time
261 these settings can each be overridden by specifying them with titles:
262 - "titlescreen_initial_{1-5}.{fade_delay,post_delay,auto_delay}"
263 - "titlescreen_{1-5}.{fade_delay,post_delay,auto_delay}"
264 fading mode can also be specified:
265 - "titlescreen_initial_{1-5}.anim_mode: {fade,crossfade}
266 - "titlescreen_{1-5}.anim_mode: {fade,crossfade}
267 default is using normal fading for menues and initial title screens,
268 while using cross-fading for level set title screens
269 * fixed bug with background not drawn in Hall of Fame after game was won
272 * added configuration directives for the remaining main menu items
275 * added additional configuration directives for info screen draw offset:
276 menu.draw_{x,y}offset.INFO[{ELEMENTS,MUSIC,CREDITS,PROGRAM,LEVELSET}]
277 * added additional configuration directives for preview info text
278 * limited mouse wheel sensitive screen area to scrollable screen area
281 * added highlighted menu text entries to menu navigation when selected
284 * fixed bug that prevented player from correctly being created in the
285 top left corner by a custom element change in a level without player
286 * fixed bug that prevented player from being killed when indestructible,
287 non-walkable element is placed on player position by extended change
288 * added configurable menu button, text and input positions to main menu
291 * added page fading effects for remaining info sub-screens
292 * fixed small bug that caused some delays when answering door request
295 * added directives "border.draw_masked.*" for menu/playfield area and
296 door areas to display overlapping/masked borders from "global.border"
299 * fixed bug with CE with move speed "not moving" not being animated
300 * when changing player artwork by CE action, reset animation frame
303 * fixed bug with not unmapping main menu screen gadgets on other screens
304 * fixed bug with un-pausing a paused game by releasing still pressed key
305 * fixed bug with not redrawing screen when toggling to/from fullscreen
306 mode while fast reloading tape (without redrawing playfield contents)
307 * fixed bug with quick-saving tape snapshot despite answering with "no"
310 * version number set to 3.2.3
313 * version 3.2.2 released
316 * fixed bug with redrawing screen in fullscreen mode after quick tape
317 reloading when using the EMC game engine
318 * changed token names from "last_ce_[1-8]" to "prev_ce_[1-8]"
321 * fixed bug in GameWon() when level contains no exit (like in Sokoban)
324 * added engine snapshot functionality for instant tape reloading (this
325 only works for the last tape saved using "quick save", and does not
326 work across program restarts, because it completely works in memory)
329 * version number set to 3.2.2
332 * version 3.2.1 released
335 * fixed nasty bugs with handling error message file on Mac OS X systems
338 * general code cleanup (removing many annoying "#if 0" blocks etc.)
341 * fixed bug that caused broken tapes when manually appending to tapes
342 using the "pause before death" functionality, followed by recording
343 * added setup option to disable fading of screens for faster testing
346 * code cleanup of new fading functions
349 * changed behaviour after solved game -- do not immediately stop engine
350 * added some more smooth screen fadings (game start, hall of fame etc.)
353 * fixed bug with displaying pushed CE with value/score/delay anim_mode
356 * added configurable level preview position, tile size and dimensions
357 * added configurable game panel value positions (gems, time, score etc.)
360 * fixed small bug with time displayed incorrectly when collecting CEs
363 * fixed bug with bumpy scrolling with EM engine in double player mode
366 * added compatibility code to fix "Snake Bite" style levels that were
367 broken due to a bugfix regarding EL_SOKOBAN_FIELD_PLAYER in 3.2.0
370 * fixed bug with scrollbars inside editor when using the Windows mouse
371 enhancement tool "True X-Mouse" (which injects key events to the event
372 queue to insert selected stuff into the Windows clipboard, which gets
373 confused with the "Insert" key for jumping to the last editor cascade
374 block in the element list)
375 * added Rocks'n'Diamonds icon for use as window icon to SDL version
376 * added key shortcut "Alt + Enter" to toggle fullscreen mode at any time
379 * added selection of preferred fullscreen mode to setup / graphics menu
380 (useful if default mode 800 x 600 does not match screen aspect ratio)
383 * improved down-scaling of images for better editor and preview graphics
384 * changed user data directory for Mac OS X from Unix style to new place
387 * improved level number selection in main menu and player selection in
388 setup menu (input devices section) by using standard button gadgets
389 * added support for mouse scroll wheel (caused buggy behaviour before)
390 * added support for scrolling horizontal scrollbars with mouse wheel by
391 holding "Shift" key pressed while scrolling the wheel
392 * added support for single step mouse wheel scrolling by holding "Alt"
393 key pressed while scrolling the wheel (can be combined with "Shift")
394 * changed output file "stderr.txt" on Windows platform now always to be
395 created in the R'n'D sub-directory of the personal documents directory
396 * added Windows message box to direct to "stderr.txt" after error aborts
399 * improved general scrollbar handling (when jump-scrolling scrollbars)
402 * changed scrollbars to always show last line as first after scrolling
403 (that means jumping n - 1 screen lines instead of n screen lines)
406 * fixed level versions of EMC level loader (from V4 to V1, V2 and V3)
407 * fixed level time for EMC levels for V2 engine (V2 and V5 levels)
408 * fixed special handling of vertically stacked acid becoming fake acid
411 * fixed bug (very special case) with CE_SCORE_GETS_ZERO, which can
412 affect multiple instances of the same CE, although this kind of
413 change condition usually only affects one single custom element
416 * version number set to 3.2.1
419 * version 3.2.0 released
422 * reorganized level editor element list a bit to match engines better
425 * fixed newly introduced bug with wrongly initializing clipboard element
428 * fixed bug with displaying visible/invisible level border in editor
431 * reorganized some elements in the level editor element list
434 * fixed bug with displaying any player as "yellow" when moving into acid
435 * fixed bug with displaying running player when player stopped at border
438 * fixed bug with player exploding when moving into acid
439 * fixed bug with level settings being reset in editor and when playing
440 (some compatibility settings being set not only after level loading)
441 * fixed crash bug when number of custom graphic frames was set to zero
442 * fixed bug with teleporting player on walkable tile not working anymore
443 * added partial compatibility support for pre-release-only "CONF" chunk
444 (to make Alan Bond's "color cycle" demo work again :-) )
447 * fixed some bugs when displaying title screens from info screen menu
448 * fixed bug which caused EMC doors #5 to #8 to be passable without keys
451 * changed file major version to 3 to reflect level file format changes
452 * uploaded pre-release (test) version 3.2.0-8 binary and source code
455 * added new chunk "NAME" to level file format for level name settings
456 * added new chunk "NOTE" to level file format for envelope settings
457 * changed name of chunk "CONF" to "ELEM" (for normal element settings)
458 * updated magic(5) file to recognize changed and new level file chunks
459 * removed change events "change when CE value/score changes" as unneeded
462 * changed gravity (which only affects the player) from level property
463 to player property (only makes a difference in multi-player levels)
464 * added change events "change when CE value/score changes"
465 * added change events "change when CE value/score changes of <element>"
468 * added new chunk "INFO" to level file format for global level settings
469 * added all element settings from "HEAD" chunk to "CONF" chunk
470 * added all global level settings from "HEAD" chunk to "INFO" chunk
473 * changed level file format by adding two new chunks "CUSX" (for custom
474 elements, replacing the previous "CUS4" chunk) and "GRPX" (for group
475 elements, replacing the previous "GRP1" chunk); these new IFF style
476 chunks use the new and flexible "micro chunks inside chunks" technique
477 already used with the new "CONF" chunk (for normal element properties)
478 which makes it possible to easily extend the existing level format
479 (instead of using fixed-length chunks like before, which are either
480 too big due to reserved bytes for future use, or too small when those
481 reserved bytes have all been used and even more data should be stored,
482 requiring the replacement by new and larger chunks just like it went
483 with "CUS1" to "CUS4"); this whole problem now does not exist anymore
486 * added credits pages to the "credits" section that were really missing
487 * added some missing element descriptions to the level editor
488 * added down position of switchgate switch to the level editor
489 and allowed the use of both switch positions at the same time
490 * changed use of "Insert" and "Delete" keys to navigate element list in
491 level editor to start of previous or next cascading block of elements
494 * added the possibility to view the title screen to the info screen menu
495 * fixed some minor bugs with viewing title screens
498 * fixed bug with title (cross)fading in/out when using fullscreen mode
501 * fixed bug that forced re-defining of menu settings in local graphics
502 config file which are already defined in existing base config file
503 * fixed small bug that caused door sounds playing when music is enabled
506 * added the possibility to define up to five title screens for each
507 level set that are displayed after loading using (cross)fading in/out
508 (this was added to display the various start images of the EMC sets)
511 * added "CE score gets zero [of]" to custom element trigger conditions
512 * added setup option to display element token name in level editor
515 * added compatibility code for Juergen Bonhagen's menu artwork settings
518 * fixed bug with displaying wrong animation frame 0 after CE changes
519 * fixed bug with creating invisible elements when light switch is on
522 * added selection between ECS and AGA graphics for EMC levels to setup
525 * adjusted font handling for various narrow EMC style fonts
528 * changed EM engine behaviour back to re-allow initial rolling springs
531 * fixed handling of over-large selectboxes (less error-prone now)
532 * fixed bug when creating GE with walkable element under the player
535 * added use of "Insert" and "Delete" keys to navigate element list in
536 level editor to start of custom elements or start of group elements
537 * added virtual elements to access CE value and CE score of elements:
538 - "CE value of triggering element"
539 - "CE score of triggering element"
540 - "CE value of current element"
541 - "CE score of current element"
544 * fixed "grass" to "sand" in older EM levels (up to file version V4)
547 * changed behaviour of network games with internal errors (because of
548 different client frame counters) from immediately terminating R'n'D
549 to displaying an error message requester and stopping only the game
550 (also to prevent impression of crashes under non command-line runs)
551 * fixed playing network games with the EMC engine (did not work before)
552 * fixed bug with not scrolling the screen in multi-player mode with the
553 focus on player 1 when all players are moving in different directions
554 * fixed bug with keeping pointer to gadget even after its deallocation
555 * fixed bug with allowing "focus on all players" in network games
556 * fixed bug with player focus when playing tapes from network games
559 * uploaded pre-release (test) version 3.2.0-7 binary and source code
562 * code cleanup for game action control for R'n'D and EMC game engine
565 * fixed bug in multi-player movement with focus on both players
566 * added option to control only the focussed player with all input
569 * added player focus switching to level tape recording and re-playing
572 * fixed some bugs in player focus switching in EMC and RND game engine
575 * added special Supaplex animations for Murphy digging and snapping
576 * added special Supaplex animations for Murphy being bored and sleeping
579 * added four new yam yams with explicit start direction for EMC engine
580 * fixed bug in src/libgame/text.c with printing text outside the window
583 * fixed small bug in EMC level loader (copyright sign in EM II levels)
586 * added delayed ignition of EM style dynamite when used in R'n'D engine
587 * added limited movement range to EMC engine when focus on all players
590 * fixed bug with missing (zero) score values for native Supaplex levels
593 * added "continuous snapping" (snapping many elements while holding the
594 snap key pressed, without releasing the snap key after each element)
595 as a new player setting for more compatibility with the classic games
598 * finished scrolling for "focus on all players" in EMC graphics engine
601 * level sets with "levels: 0" are ignored for levels, but not artwork
602 * fixed bug when scanning empty level group directories (endless loop)
605 * fixed bug with explosion graphic for player using "Murphy" graphic
606 * fixed bug with explosion graphic if player leaves explosion in time
607 * changed some descriptive text in setup menu to use medium-width font
608 * added key shortcut settings for switching player focus to setup menu
611 * fixed bug with random value initialization when recording tapes
612 * fixed bug with playing single player tapes when team mode activated
615 * fixed little bug when trying to switch to player that does not exist
618 * added player switching (visual and quick) to R'n'D and EM game engine
619 * added setup option to select visual or quick in-game player switching
622 * added use of "Home" and "End" keys to handle element list in editor
625 * fixed bug with adding score when playing tape with EMC game engine
626 * added steel wall border for levels using EMC engine without border
627 * finally fixed delayed scrolling in EMC engine also for small levels
630 * fixed potential crash bug in WarnBuggyBase() (missing boundary check)
633 * fixed bug with CE change order in TestIfElementTouchesCustomElement()
634 * fixed bug when displaying info element without action, but direction
637 * fixed minor graphical problems with springs smashing and slurping
638 (when using R'n'D style graphics instead of EMC style graphics)
641 * added scroll delay (as configured in setup) to EMC graphics engine
644 * improved screen redraw for EMC graphics engine (faster and smoother)
645 * when not scrolling, do not redraw the whole playfield if not needed
648 * added multi-player mode for EMC game engine (with up to four players)
651 * added android (can clone elements) from EMC engine to R'n'D engine
654 * added spring bumper (reflects spring) from EMC engine to R'n'D engine
657 * added selectbox for initial player speed to player settings in editor
660 * version 3.1.2 created that is basically version 3.1.1, but with a
661 major bug fixed that prevented editing your own private levels
662 * version 3.1.2 released
665 * added magic ball (creates elements) from EMC engine to R'n'D engine
668 * uploaded fixed pre-release version 3.2.0-6 binary and source code
671 * fixed bug when using "CE can leave behind <trigger element>"
672 * added new change condition "(after/when) creation of <element>"
673 * added new change condition "(after/when) digging <element>"
674 * fixed bug accessing invalid gadget that caused crashes under Windows
675 * deactivated new possibility for multiple CE changes per frame
678 * uploaded pre-release (test) version 3.2.0-6 binary and source code
681 * added animation types "ce_value" and "ce_score" to graphicsinfo.conf
682 * fixed bug with not keeping CE value for moving CEs with only action
683 * changed CE action selectboxes in editor to be only reset when needed
686 * added option "use artwork from element" for custom player artwork
687 * added option "use explosion from element" for player explosions
690 * added cascaded element lists in the level editor
691 * added persistence for cascaded element lists by "editorcascade.conf"
692 * added dynamic element list with all elements used in current level
693 * added possibility for multiple CE changes per frame (experimental)
696 * uploaded pre-release (test) version 3.2.0-5 binary and source code
699 * changed "score for each 10 seconds/steps left" to "1 second/step"
700 * added own score for collecting "extra time" instead of sharing it
701 * added change events "switched by player" and "player switches <e>"
702 * added change events "snapped by player" and "player snaps <e>"
703 * added "set player artwork: <element choice>" to CE action options
704 * added change event "move of <element>"
707 * added "set player shield: off / normal / deadly" to CE action options
708 * added new player option "use level start element" in level editor
709 to set the correct focus at level start to elements from which the
710 player is created later (this did not work before for cascaded CE
711 changes resulting in creation of the player; it is now also possible
712 to create the player from a yam yam which is smashed at level start)
715 * added "set player speed: frozen (not moving)" to CE action options
716 * added "move player: l/r/u/d/trigger/-trigger" to CE action options
719 * added new player option "block snap field" (enabled by default) to
720 make it possible to show a snapping animation like in Emerald Mine
723 * added dynamic selectboxes to custom element action settings in editor
724 * added "CE value" counter for custom elements (instead of "CE count")
725 * added option to use the last "CE value" after custom element change
726 * added option to use the "CE value" of other elements in CE actions
727 * fixed odd behaviour when pressing time orb in levels w/o time limit
728 * added checkbox "use time orb bug" for older levels that use this bug
731 * added missing configuration settings for the following elements:
732 - EL_TIMEGATE_SWITCH (time of open time gate)
733 - EL_LIGHT_SWITCH_ACTIVE (time of light switched on)
734 - EL_SHIELD_NORMAL (time of shield duration)
735 - EL_SHIELD_DEADLY (time of shield duration)
736 - EL_EXTRA_TIME (time added to level time)
737 - EL_TIME_ORB_FULL (time added to level time)
740 * added "wind direction" as a movement pattern for custom elements
741 * added initial wind direction for balloon / custom elements to editor
742 * added functionality for EL_BALLOON_SWITCH_NONE to R'n'D game engine
745 * added parameters for "game of life" and "biomaze" elements to editor
748 * added level file chunk "CONF" for generic level and element settings
751 * uploaded pre-release (test) version 3.2.0-4 binary and source code
754 * skip empty level sets (with "levels: 0"; may be artwork base sets)
755 * added sound action ".page[1]" to ".page[32]" for each CE change page
758 * added image config suffix ".clone_from" to copy whole image settings
759 * fixed bug with invalid ("undefined") CE settings in old level files
762 * fixed graphical bug with smashing elements falling faster than player
765 * fixed major bug which prevented private levels from being edited
766 * fixed bug with precedence of general and special font definitions
769 * fixed graphical bug with player animation when player moves slowly
772 * uploaded pre-release (test) version 3.2.0-3 binary and source code
775 * fixed bug which prevented "global.num_toons: 0" from working
778 * major code cleanup (removed all these annoying "#if 0" blocks)
781 * added custom element actions for CE change page in level editor
784 * fixed music initialization bug in init.c (thanks to David Binderman)
785 * fixed mouse wheel "button" bug in editor (thanks to Tomi Belan)
786 (this bug must probably be fixed at other places, too)
789 * fixed buggy '#include "SDL.h"' statements in src/libgame/sdl.h
790 (should be '#include <SDL.h>' instead)
793 * fixed bug which prevented "walkable from no direction" from working
794 (due to compatibility code overwriting this setting after loading)
797 * fixed bug on Mac OS X (use of reserved name "Random") in EM engine
800 * version number temporarily set to 3.1.1 (intermediate bugfix release)
801 * version 3.1.1 released
804 * changed some va_arg() arguments from 'long' to 'int', fixing problems
805 on 64-bit architecture systems with LP64 data model
808 * fixed bug with bombs not exploding when hitting the last level line
809 (introduced after the release of 3.1.0)
812 * added support for dumping small-sized level sketches from editor
815 * added recognition of "trigger element" for "change digged element to"
816 (this is not really what the "trigger element" was made for, but its
817 use may seem obvious for leaving back digged elements unchanged)
820 * fixed multiple warnings about failed joystick device initialization
823 * fixed bug with dynamite dropped on top of just dropped custom element
824 (collect dynamite, collect CE, drop CE => dynamite was also dropped);
825 dynamite can still be dropped, but drop key must be released before
828 * fixed bug with wrong start directory when started from file browser
829 (due to this bug, R'n'D could not be started from KDE's Konqueror)
832 * fixed bug causing "change when impact" on player not working
833 * fixed wrong priority of "hitting something" over "hitting <element>"
834 * fixed wrong priority of "hit by something" over "hit by <element>"
837 * fixed graphical bug which caused the player (being Murphy) to show
838 collecting animations although the element was collected by penguin
841 * fixed two bugs causing wrong door background graphics in system.c
842 (in functions "SetBackgroundBitmap()" and "DrawingOnBackground()")
845 * fixed graphic bug with exploding bomb and R'n'D graphics in EM engine
846 * added "no direction" to "walkable/passable from" selectbox options
849 * enhanced tape autoplay to accept "autoplay <set> [<nr> ...]" format
850 * in tape autoplay, not only report broken, but also missing tapes
853 * uploaded pre-release (test) version 3.2.0-2 binary and source code
856 * fixed small bug with "linear" animation not working for active lamp
859 * fixed bug with moving up despite gravity due to "block last field"
860 * fixed small bug with wrong draw offset when typing name in main menu
861 * when reading user names from "passwd", ignore data after first comma
862 * when creating new "levelinfo.conf", only write some selected entries
865 * fixed displaying "imported from/by" on preview with empty string
866 * fixed ignoring draw offset for fonts used for level preview texts
869 * fixed a delay problem with SDL and too many mouse motion events
870 * added setup option "skip levels" and level skipping functionality
873 * added move speed "not moving" for non-moving CEs, but with direction
876 * fixed mapping of obsolete element token names in "editorsetup.conf"
877 * fixed bug with sound "acid.splashing" treated as a loop sound
878 * fixed some little sound bugs in native EM engine
881 * fixed small bug when dragging scrollbars to end positions
884 * added editor element descriptions written by Aaron Davidson
887 * improved fallback handling when configured artwork is not available
888 (now using default artwork instead of exiting when files not found)
891 * fixed bug on level selection screen when dragging scrollbar
894 * fixed bug which caused broken tapes when appending to EM engine tapes
897 * uploaded pre-release (test) version 3.2.0-1 binary and source code
900 * added code to replace changed artwork config tokens with other tokens
901 (needed for backwards compatibility, so that older tokens still work)
904 * added native R'n'D graphics for some new EMC elements in EM engine
907 * fixed some bugs in the EM engine integration code
908 * changed EM engine code to allow diagonal movement
909 * changed EM engine code to allow use of separate snap and drop keys
912 * fixed some redraw bugs when using EM engine
915 * fixed bug with not converting RND levels which are set to use native
916 engine to native level structure when loading
919 * uploaded pre-release (test) version 3.2.0-0 binary and source code
922 * version number set to 3.2.0
925 * level data now reset to defaults after attempt to load invalid file
928 * added use of "editorsetup.conf" for different level sets
931 * added auto-detection for various types of Emerald Mine level files
934 * fixed bug with scrollbars getting too small when list is very large
937 * fixed bug with 3+3 (cross) sized explosion not making explosion sound
940 * added most level editor configuration gadgets for new EMC elements
943 * added more element and graphic definitions for new EMC elements
946 * modified native EM engine to use integrated R'n'D sound system
949 * added SDL support to graphics functions in native EM engine
950 (by always using generic libgame interface functions)
953 * fixed bug in frame synchronization in native EM engine
956 * added code to convert levels between R'n'D and native EM engine
959 * new Emerald Mine engine can now play levels selected in main menu
962 * fixed big memory leak in function "CreateBitmapWithSmallBitmaps()"
963 (which creates scaled down graphics for level editor and preview);
964 there's still a memory leak somewhere in the artwork handling code
965 * added "scale image up" functionality to X11 version of zoom function
968 * first attempts to integrate new, native Emerald Mine Club engine
971 * fixed bug in gadget code which caused reset of CEs in level editor
972 (example: pressing 'b' [grab brush] on CE config page erased values)
973 (solution: check if gadgets in ClickOnGadget() are really mapped)
974 * improved level change detection in editor (settings now also checked)
975 * fixed bug with "can move into acid" and "don't collide with" state
978 * fixed maze runner style CEs to use the configured move delay value
981 * added Aaron Davidson's tutorial level set to the "Tutorials" section
984 * fixed engine change that broke 3.0.8 levels like "Walpurgis Gardens"
985 * fixed the above fix because it broke level set "machine" (*sigh*)
986 * fixed random element placement in level editor to work as expected
987 * fixed undefined graphic of runtime element "EL_AMOEBA_TO_DIAMOND"
990 * re-recorded tape for BD2K3, level 010 (broken due to bugfix)
993 * fixed bug (missing array boundary check) which caused broken tapes
994 * fixed bug (when loading level template) which caused broken levels
995 * fixed bug with new block last field code when using non-yellow player
998 * fixed bug when pressing "stop, pause, stop, play" on tape recorder
999 * internal change of how the player blocks the last field when moving
1000 * fixed blocking delay of last field for EM and SP style block delay
1001 * fixed bug where the player had to wait for the usual move delay after
1002 unsuccessfully trying to move, when he directly could move after that
1003 * the last two changes should make original Supaplex level 93 solvable
1004 * improved use of random number generator to make it less predictable
1005 * fixed behaviour of slippery SP elements to let slip left, then right
1008 * fixed bug with wrong door state after trying to quickload empty tape
1009 * fixed waste of static memory usage of the binary, making it smaller
1010 * fixed very little graphical bug in Supaplex explosion
1013 * version number set to 3.1.1
1016 * version 3.1.0 released
1019 * fixed bug with crash when writing user levelinfo.conf the first time
1022 * added option "convert LEVELDIR [NR]" to command line batch commands
1023 * re-converted Supaplex levels to apply latest engine fixes
1024 * changed "use graphic/sound of element" to "use graphic of element"
1025 due to compatibility problems with some levels ("bug machine" etc.)
1028 * fixed bug with CE change replacing player with same or other player
1031 * fixed bug with opaque font in envelope with background graphic when
1032 background graphic is not transparent itself
1035 * added "gravity on" and "gravity off" ports for Supaplex compatibility
1036 * corrected original Supaplex level loading code to use these new ports
1037 * also corrected Supaplex loader to auto-count infotrons if set to zero
1040 * fixed bug with missing initialization of "modified" flag for GEs
1043 * fixed bug that caused endless recursion loop when relocating player
1044 * fixed tape recorder bug in "step mode" when using "pause before end"
1045 * fixed tape recorder bug when changing from "warp forward" mode
1048 * fixed bug with "when touching" for pushed elements at last position
1051 * fixed bug that caused two activated toolbox buttons in level editor
1052 * fixed bug with exploding dynabomb under player due to other explosion
1055 * fixed bug with creating walkable custom element under player (again)
1056 * fixed bug with not copying explosion type when copying CEs in editor
1057 * fixed graphical bug when drawing player in setup menu (input devices)
1058 * fixed graphical bug when the player is pushing an accessible element
1059 * fixed bug with classic switchable elements triggering CE changes
1060 * fixed bug with entering/leaving walkable element in RelocatePlayer()
1061 * fixed crash bug when CE leaves behind the trigger player element
1064 * fixed bug with broken tubes after placing/exploding dynamite in them
1065 * fixed bug with exploding dynamite under player due to other explosion
1066 * fixed bug with not resetting push delay under certain circumstances
1069 * added option "handicap" for "levelinfo.conf" (thanks to Niko Böhm)
1070 * added network multiplayer code for Windows (thanks to Niko Böhm)
1073 * added option "reachable despite gravity" for gravity movement
1074 * changed gravity movement of most classic walkable and passable
1075 elements back to "not reachable" (for compatibility reasons)
1078 * fixed (removed) "indestructible" / "can explode" dependency in editor
1079 * fixed (removed) "accessible inside" / "protected" dependency
1080 * fixed (removed) "step mode" / "shield time" dependency
1083 * fixed dynabombs exploding now into anything diggable
1084 * fixed Supaplex style gravity movement into buggy base now impossible
1085 * added pressing key "space" as valid action to select menu options
1088 * added "replace when walkable" to relocate player to walkable element
1089 * added "enter"/"leave" event for elements affected by relocation
1090 * fixed "direct"/"indirect" change order also for "when change" event
1091 * fixed graphical bug when pushing things from elements walkable inside
1094 * fixed graphic bug when player is snapping while moving in old levels
1095 * fixed bug when a moving custom element leaves a player element behind
1096 * fixed bug with mole not disappearing when moving into acid pool
1097 * fixed bug with incomplete path setting when using "--basepath" option
1098 * moving CE can now leave walkable elements behind under the player
1099 * when relocating, player can be set on walkable element now
1100 * fixed another gravity movement bug
1103 * uploaded pre-release (test) version 3.1.0-2 binary and source code
1106 * added "collectible" and "removable" to extended replacement types
1107 (where "removable" replaces "diggable" and "collectible" elements)
1108 * added "collectible & throwable" (to throw element to the next field)
1109 * fixed bug with CEs digging elements that are just about to explode
1110 * changed mouse cursor now always being visible when game is paused
1113 * added possibility to push/press accessible elements from a side that
1115 * fixed bug with not setting actual date when appending to tape
1118 * fixed bug with incorrectly initialized custom element editor graphics
1121 * corrected set "Contributions_1995-2000/rnd_kjell_kristiansson":
1122 - number of levels corrected from 18 to 17 in "levelinfo.conf"
1125 * fixed bug with destroyed robot wheel still attracting robots forever
1126 * fixed bug with time gate switch deactivating after robot wheel time
1127 (while the time gate itself is not affected by this misbehaviour)
1128 * changed behaviour of BD style amoeba to always get blocked by player
1129 (before it was different when there were non-BD elements in level)
1130 * fixed bug with player destroying indestructable elements with shield
1133 * added option to make growing elements grow into anything diggable
1134 (for the various amoeba types, biomaze and "game of life")
1137 * fixed bug with movable elements not moving after left behind by CEs
1138 * changed gravity movement to anything diggable, not only sand/base
1139 * optionally allowing passing to walkable element, not only empty space
1140 * added option "can pass to walkable element" for players
1141 * finally fixed gravity movement (hopefully)
1144 * fixed bug with movable elements not moving anymore after falling down
1147 * fixed another bug with custom elements digging and leaving elements
1148 * fixed bug with "along left/right side" and automatic start direction
1149 * trigger elements now also displayed when "more custom" deactivated
1150 * fixed bug with clipboard element initialized when loading new level
1151 * added option "drop delay" to set delay before dropping next element
1154 * uploaded pre-release (test) version 3.1.0-1 binary and source code
1157 * added copy and paste functions for custom change pages
1158 * enhanced graphical display and functionality of tape recorder
1159 * fixed bug with custom elements digging and leaving elements
1162 * added move speed faster than "very fast" for custom elements
1163 * fixed bug with 3+3 style explosions and missing border content
1164 * fixed little bug when copying custom elements in the editor
1165 * enhanced custom element changes by more side trigger actions
1168 * added option "no scrolling when relocating" for instant teleporting
1169 * uploaded pre-release (test) version 3.1.0-0 binary and source code
1172 * added trigger element and trigger player to use as target elements
1173 * added copy and paste functions for custom and group elements
1176 * fixed graphical bug when displaying explosion animations
1177 * fixed bug when appending to tapes, resulting in broken tapes
1178 * re-recorded a few tapes broken by fixing gravity checking bug
1181 * "can move into acid" property now for all elements independently
1182 * "can fall into acid" property for player stored in same bitfield now
1183 * added option for deadliness of Supaplex 'sniksnak' and 'electron'
1184 * version number set to 3.1.0 (finally!)
1187 * changed tape recording to only record input, not programmed actions
1190 * fixed totally broken (every 8th frame skipped) step-by-step recording
1191 * fixed bug with requester not displayed when quick-loading interrupted
1192 * added option "can fall into acid (with gravity)" for players
1193 * fixed bug with player not falling when snapping down with gravity
1196 * fixed bug which messed up key config when using keypad number keys
1199 * fixed bug which allowed moving upwards even when gravity was active
1200 * fixed bug with missing error handling when dumping levels or tapes
1203 * added different colored editor graphics for Supaplex gravity tubes
1206 * fixed bug that allowed solvable tapes for unsolvable levels
1209 * use unlimited number of droppable elements when "count" set to zero
1210 * added option to use step limit instead of time limit for level
1213 * added player and change page as trigger for custom element change
1216 * fixed bug with exploding amoeba (explosion 3x3 instead of 1x1)
1219 * fixed bug with dark yamyam changing to acid when moving over acid
1220 * fixed handling of levels with more than 999 seconds level time
1221 (example: level 76 of "Denmine")
1224 * "spring push bug" reintroduced as configurable element property
1225 * fixed bug with missing properties for "mole"
1226 * fixed bug that showed up when fixing the above "mole" properties bug
1227 * added option "can move into acid" for all movable elements
1228 * fixed graphical bug for elements moving into acid
1229 * changed event handling to handle all pending events before going on
1232 * fixed bug which caused all CE change pages to be ignored which had
1233 the same change event, but used a different element side
1234 (reported by Simon Forsberg)
1236 * fixed bug which caused elements that can move and fall and that are
1237 transported by a conveyor belt to continue moving into that direction
1238 after leaving the conveyor belt, regardless of their own movement
1239 type; only elements which can not move are transported now
1240 (reported by Simon Forsberg)
1242 * fixed bug which could cause an array overflow in RelocatePlayer()
1243 (reported by Niko Böhm)
1245 * changed Emerald Mine style "passable / over" elements to "protected"
1246 (fixing unsolvable level 10 of "Bondmine 9" with bug beside gate)
1248 * added new option to select from which side a "walkable/passable"
1249 element can be entered
1252 * added explosion and ignition delay for elements that can explode
1255 * fixed bug which caused player not being protected against enemies
1256 when a CE was "walkable / inside" and was not "indestructible"
1257 * added "walkable/passable" fields to be "protected/unprotected"
1258 against enemies, even if not accessible "inside" but "over/under"
1261 * corrected move pattern to 32 bit and initial move direction to 8 bit
1264 * added second custom element base configuration page
1267 * added some special EMC mappings to Emerald Mine level loader
1268 (also covering previously unknown element in level 0 of "Bondmine 8")
1271 * added option to block last field when player is moving (for Supaplex)
1272 * adjusted push delay of Supaplex elements
1273 * removed delays for envelopes etc. when replaying with maximum speed
1274 * fixed bug when dropping element on a field that just changed to empty
1277 * fixed bug: infotrons can now smash yellow disks
1278 * fixed bug: when gravity active, port above player can now be entered
1279 * removed "one white dot" mouse pointer which irritated some people
1282 * added "choice type" for group element selection
1285 * fixed bug with initial invulnerability of non-yellow player
1288 * added level loader for loading native Supaplex packed levels
1289 (including multi-part levels like the "splvls99" levels)
1292 * fixed bug which allowed creating emeralds by escaping explosions
1295 * custom elements can change (limited) or leave (unlimited) elements
1296 * finally added multiple matches using group elements
1297 * added shortcut to dump brush (type ":DB" in editor) for use in forum
1300 * added new start movement type "previous" for continued CE movement
1301 * added new start movement type "random" for random CE movement start
1304 * added new element "sokoban_field_player" needed for Sokoban levels
1305 (thanks to Ed Booker for pointing this out!)
1308 * added elements that can be digged or left behind by custom elements
1311 * added group elements for multiple matches and random element creation
1314 * fixed some graphical errors displayed in old levels
1317 * fixed wrong double speed movement after passing closing gates
1320 * added level loader for loading native Emerald Mine levels
1323 * changes for "shooting" style CE movement
1326 * Happy New Year! ;-)
1329 * changed default snap/drop keys from left/right Shift to Control keys
1332 * fixed bug with dead player getting reanimated from custom element
1335 * fixed bug with wrong penguin graphics (when entering exit)
1338 * fixed bug with wrong "Murphy" graphics (when digging etc.)
1341 * version number set to 3.0.9
1344 * version 3.0.8 released
1347 * added function checked_free()
1350 * fixed bug with double nut cracking sound
1351 (by eliminating "default element action sound" assignment in init.c)
1354 * fixed crash when no music info files are available
1357 * fixed boring and sleeping sounds
1360 * added "maze runner" and "maze hunter" movement types
1361 * added extended collision conditions for custom elements
1364 * added warnings for undefined token values in artwork config files
1367 * added menu entry for level set information to the info screen
1370 * fixed bug with wrong default impact sound for colored emeralds
1373 * added several sub-screens for the info screen
1374 * menu text now also clickable (not only blue/red sphere left of it)
1377 * added configurable "bored" and "sleeping" animations for the player
1378 * added "awakening" sound for player when waking up after sleeping
1381 * added "copy" and "exchange" functions for custom elements to editor
1384 * added configurable element animations for info screen
1387 * added configurable music credits for info screen
1390 * finally fixed tape recording when player is created from CE change
1393 * added "editorsetup.conf" for editor element list configuration
1396 * added "musicinfo.conf" for menu and level music configuration
1399 * fixed a very nasty bug in dragon turning code in TurnRoundExt()
1400 (that only showed up on Linux, but not on Windows systems)
1403 * fixed turning movement of butterflies and fireflies (no frame reset)
1404 * enhanced sniksnak turning movement (two steps instead of only one)
1407 * version number set to 3.0.8
1410 * version 3.0.7 released
1413 * fixed reset of player animation frame when, for example,
1414 walking, digging or collecting share the same animation
1415 * fixed CE with "deadly when touching" exploding when touching amoeba
1418 * fixed tape recording when player is created from CE element change
1421 * introduced "turning..." action graphic for elements with move delay
1422 (non-CE: bug, spaceship, sniksnak, mole, pacman, yamyam)
1423 * added turning animations for bug, spaceship and sniksnak
1426 * prevent "extended" changed elements from delay change in same frame
1429 * fixed bug when pushing element that can move away to the side
1430 (like pushing falling elements, but now with moving elements)
1433 * finally fixed serious bug in code for delayed element pushing (again)
1436 * unavailable setup options now marked as "n/a" instead of "off"
1437 * new boolean directive "latest_engine" for "levelinfo.conf": when set
1438 to "true", levels are always played with the latest game engine,
1439 which is desired for levels that are imported from other games; all
1440 other levels are played with the engine version stored in level file
1441 (which is normally the engine version the level was created with)
1444 * fixed serious bug in code for delayed element pushing
1445 * fixed little bug in animation frame selection for pushed elements
1446 * speed-up of reading config file for verbose output
1449 * added configuration option for opening and closing Supaplex exit
1450 * added configuration option for moving up/down animation for Murphy
1451 * fixed incorrectly displayed animation for attacking dragon
1452 * fixed bug with not setting initial gravity for each new game
1453 * fixed bug with teleportation of player by custom element change
1454 * fixed bug with player not getting smashed by rock sometimes
1457 * version number set to 3.0.7
1460 * version 3.0.6 released
1463 * added support for MP3 music for SDL version through SMPEG library
1466 * fixed bug when initializing font graphic structure
1467 * fixed bug with animation mode "pingpong" when using only 1 frame
1468 * fixed bug with extended change target introduced in 3.0.5
1469 * fixed bug where passing over moving element doubles player speed
1470 * fixed bug with elements continuing to move into push direction
1471 * fixed bug with duplicated player when dropping bomb with shield on
1472 * added "switching" event for custom elements ("pressing" only once)
1473 * fixed switching bug (resetting flag when not switching but not idle)
1476 * fixed element tokens for certain file elements with ".active" etc.
1479 * version number set to 3.0.6
1482 * version 3.0.5 released
1485 * now four envelope elements available
1486 * font, background, animation and sound for envelope now configurable
1487 * main menu doors opening/closing animation type now configurable
1490 * active/inactive sides configurable for custom element changes
1491 * new movement type "move when pushed" available for custom elements
1494 * fixed bug in multiple config pages loader code that caused crashes
1497 * enhanced (remaining low-resolution) Supaplex graphics
1500 * version number set to 3.0.5
1503 * version 3.0.4 released
1505 2003-09-12 src/tools.c
1506 * fixed bug in custom definition of crumbled element graphics
1508 2003-09-11 src/files.c
1509 * fixed bug in multiple config pages code that caused crashes
1512 * version number set to 3.0.4
1515 * version 3.0.3 released
1518 * added music to Supaplex classic level set
1520 2003-09-07 src/libgame/misc.c
1521 * added support for loading various music formats through SDL_mixer
1523 2003-09-06 (various source files)
1524 * fixed several nasty bugs that may have caused crashes on some systems
1525 * added envelope content which gets displayed when collecting envelope
1526 * added multiple change event pages for custom elements
1528 2003-08-24 src/game.c
1529 * fixed problem with player animation when snapping and moving
1531 2003-08-23 src/screens.c, src/cartoons.c, src/libgame/toons.c
1532 * fixed problem with flickering when drawing toon animations
1534 2003-08-23 src/libgame/sdl.c
1535 * fixed problem with setting mouse cursor in SDL version in fullscreen
1537 2003-08-23 src/game.c
1538 * fixed bug (missing array boundary check) which could crash the game
1541 * version number set to 3.0.3
1544 * version 3.0.2 released
1546 2003-08-21 src/game.c
1547 * fixed bug with creating inaccessible elements at player position
1549 2003-08-20 src/init.c
1550 * fixed bug with not finding current level artwork directory
1552 2003-08-20 src/files.c
1553 * fixed bug with choosing wrong engine version when playing tapes
1554 * fixed bug with messing up custom element properties in 3.0.0 levels
1557 * version number set to 3.0.2
1560 * version 3.0.1 released
1562 2003-08-17 (no source files affected)
1563 * changed all "classic" PCX image files with 16 colors or less to
1564 256 color (8 bit) storage format, because the Allegro game library
1565 cannot handle PCX files with less than 256 colors (contributed
1566 graphics are not affected and might look wrong in the DOS version)
1568 2003-08-16 src/init.c
1569 * fixed bug which (for example) crashed the level editor when defining
1570 "dynamite.EDITOR: [NONE]", because graphics may not be undefined
1571 (only set to default) -- invalid graphics now set to default graphic
1573 2003-08-16 src/init.c
1574 * fixed graphical bug of player digging/collecting/snapping element
1575 when no corresponding graphic/animation is defined for this action,
1576 resulting in player being drawn as EL_EMPTY (which should only be
1577 done to elements being collected, but not to the player)
1579 2003-08-16 src/game.c
1580 * fixed small graphical bug of player not totally moving into exit
1582 2003-08-16 src/libgame/setup.c
1583 * fixed bug with wrong MS-DOS 8.3 filename conversion
1585 2003-08-16 src/tools.c
1586 * fixed bug with invisible mouse cursor when pressing ESC while playing
1588 2003-08-16 (various source files)
1589 * added another 128 custom elements (disabled in editor by default)
1591 2003-08-16 src/editor.c
1592 * fixed NULL string bug causing Solaris to crash in sprintf()
1594 2003-08-16 src/screen.c
1595 * fixed drawing over scrollbar on level selection with custom fonts
1597 2003-08-15 src/game.c
1598 * cleanup of simple sounds / loop sounds / music settings
1600 2003-08-08 (various source files)
1601 * added custom element property for dropping collected elements
1603 2003-08-08 src/conf_gfx.c
1604 * fixed bug with missing graphic for active red disk bomb
1606 2003-08-07 src/files.c, src/editor.c src/game.c, src/main.h
1607 * extended variable "level.gravity" to "level.initial_gravity" and
1608 "game.current_gravity" to prevent level setting from being changed
1609 by playing the level (keeping the runtime value after playing)
1611 * fixed graphics bug when digging element that has 'crumbled' graphic
1612 definition, but not 'diggable' graphic definition
1615 * version number set to 3.0.1
1618 * version 3.0.0 released
1621 * various bug fixes; among others:
1622 - fixed bug with pushing spring over empty space
1623 - fixed bug with leaving tube while placing dynamite
1624 - fixed bug with explosion of smashed penguins
1625 - allow Murphy player graphic in levels with non-Supaplex elements
1629 * I have forgotten to document changes for some time
1632 * pre-release version 2.2.0rc1 released
1635 * version number set to 2.1.2
1638 * version 2.1.1 released
1641 * version number set to 2.1.1
1644 * version 2.1.0 released
1647 * version number set to 2.1.0
1649 2002-04-03 to 2002-05-19 (various source files)
1650 * graphics, sounds and music now fully configurable
1651 * bug fixed that prevented walking through tubes when gravity on
1653 2002-04-02 src/events.c, src/editor.c
1654 * Make Escape key less aggressive when playing or when editing level.
1655 This can be configured as an option in the setup menu. (Default is
1656 "less aggressive" which means "ask user if something can be lost"
1657 when pressing the Escape key.)
1659 2002-04-02 src/screen.c
1660 * Added "graphics setup" screen.
1662 2002-04-01 src/screen.c
1663 * Changed "choose level" setup screen stuff to be more generic (to
1664 make it easier to add more "choose from generic tree" setup screens).
1666 2002-04-01 src/config.c, src/timestamp.h
1667 * Added source files "src/config.[ch]" and "src/timestamp.h" (which
1668 automatically gets created by "src/Makefile" and contains an actual
1669 compile-time timestamp to identify development versions of the game).
1671 2002-03-31 src/tape.c, src/events.c
1672 * Added quick game/tape save/load functions to tape stuff which can be
1673 invoked by a keyboard shortcut. Default: "F1" saves game/tape, "F2"
1674 loads previously recorded tape and directly goes into recording mode
1675 from the end of the tape (therefore appending to the tape).
1677 2002-03-31 src/tape.c
1678 * Added "index mark" function to tape recorder. When playing or
1679 recording, "eject" button changes to "index" button. Setting index
1680 mark is not yet implemented, but pressing index button when playing
1681 allows very quick advancing to end of tape (when normal playing),
1682 very fast forward mode (when playing with normal fast forward) or
1683 very fast reaching of "pause before end of tape" (when playing with
1684 "pause before end" playing mode).
1686 2002-03-30 src/cartoons.c
1687 * Moved some stuff from cartoons.c to the new "src/libgame/toons.c".
1689 2002-03-29 src/screen.c
1690 * Changed setup screen stuff to be more generic (to make it easier
1691 to add more setup screens).
1693 2002-03-23 src/main.c, src/main.h
1694 * Various changes due to the introduction of the new libgame files
1695 "setup.c" and "joystick.c".
1697 2002-03-23 src/files.c
1698 * Generic parts of "src/files.c" (mainly setup and level directory
1699 stuff) moved to new libgame file "src/libgame/setup.c".
1701 2002-03-23 src/joystick.c
1702 * File "src/joystick.c" moved to libgame source tree, with
1703 correspondig changes.
1705 2002-03-22 src/screens.c
1706 * "HandleChooseLevel()": Another bug in level series navigation fixed.
1707 (Wrong level series information displayed when entering main group.)
1709 2002-03-22 src/editor.c
1710 * Slight change to support new gadget event "GD_EVENT_INFO_LEAVING".
1712 2002-03-22 src/editor.c
1713 * Changed behaviour of "Escape" key in level editor to be more
1714 intuitive: When in "Element Properties" or "Level Info" mode,
1715 return to "Drawing Mode" instead of leaving the level editor.
1717 2002-03-21 src/game.c, src/editor.c, src/files.c
1718 * 2.0.1 introduced the corrected "Emerald Mine" style behaviour of
1719 gems (emeralds, diamonds, ...) slipping down from normal wall,
1720 steel wall and growing wall (as in E.M.C. style levels). Although
1721 the behaviour of contributed and private levels wasn't changed (due
1722 to the use of "level.game_version"; see previous entry), editing
1723 those levels will (of course) change the behaviour accordingly.
1725 This change seems a bit too hard after thinking about it, because
1726 the EM style behaviour is not the "expected" behaviour (gems would
1727 normally only slip down from "rounded" walls). Therefore this was
1728 now changed to an element property for gem style elements, with the
1729 default setting "off" (which means: no special EM style behaviour).
1730 To fix older converted levels, this flag is set to "on" for pre-2.0
1731 levels that are neither contributed nor private levels.
1733 2002-03-20 src/files.h
1734 * Corrected settings for "level.game_version" depending of level type.
1735 (Contributed and private levels always get played with game engine
1736 version they were created with, while converted levels always get
1737 played with the most recent version of the game engine, to let new
1738 corrections of the emulation behaviour take effect.)
1740 2002-03-20 src/main.h
1741 * Added "#include <time.h>". This seems to be needed by "tape.c" for
1742 compiling the SDL version on some systems.
1743 Thanks to the several people who pointed this out.
1746 * Version number set to 2.0.2.
1749 * Version 2.0.1 released.
1751 2002-03-18 src/screens.c
1752 * "HandleChooseLevel()": Small bug in level series navigation fixed.
1754 2002-03-18 src/files.c [src/libgame/misc.c]
1755 * Moved some common functions from src/files.c to src/libgame/misc.c.
1757 2002-03-18 src/files.c [src/libgame/misc.c]
1758 * Changed permissions for new directories and saved files (especially
1759 score files) according to suggestions of Debian users and mantainers.
1760 Thanks to Drew Parsons <dparsons@emerall.com> for the patch.
1762 2002-03-17 src/files.c
1763 * Changed "{Load|Save}{Level|Tape}()" to IFF style file format:
1764 Replaced "cookie" header string ("ROCKSNDIAMONDS_...\n") with
1765 real IFF style header "RND1....XXXX" (where "XXXX" is "CAVE"
1766 for levels and "TAPE" for tapes). Old "cookie" style format is
1767 still supported for reading. New level and tape files are written
1770 * New IFF chunk "VERS" contains version numbers for file and game
1771 (where "game version" is the version of the program that wrote the
1772 file, and "file version" is a version number to distinguish files
1773 with different format, for example after adding new features).
1775 2002-03-15 src/screen.c
1776 * "DrawHallOfFame()": "FadeSounds()" when entering the hall of fame.
1777 (Before, you heard a mixture of the in-game music and the
1778 hall-of-fame music.)
1780 2002-03-14 src/events.c
1781 * Function "DumpTape()" (files.c) now available by pressing 't' from
1782 main menu (when in DEBUG mode).
1784 2002-03-14 src/game.c
1785 * "GameWon()": When game was won playing a tape, now there is no delay
1786 raising the score and no corresponding sound is played.
1788 2002-03-14 src/files.c
1789 * Changed "LoadTape()" for real chunk support and also adjusted
1790 "SaveTape()" accordingly.
1792 2002-03-14 src/game.c, src/tape.c, src/files.c
1793 * Important changes to tape format: The old tape format stored all
1794 actions with a real effect with a corresponding delay between the
1795 stored actions. This had some major disadvantages (for example,
1796 push delays had to be ignored, pressing a button for some seconds
1797 mutated to several single button presses because of the non-action
1798 delays between two action frames etc.). The new tape format just
1799 stupidly records all device actions and replays them later. I really
1800 don't know why I haven't solved it that way before?! Old-style tapes
1801 (with tape file version less than 2.0) get converted to the new
1802 format on-the-fly when loading and can therefore still be played;
1803 only some minor parts of the old-style tape handling code was needed.
1804 (A perfect conversion is not possible, because there is information
1805 missing about the device actions between two action frames.)
1807 2002-03-14 src/files.c
1808 * New function "DumpTape()" to dump the contents of the current tape
1809 in a human readable format.
1811 2002-03-14 src/game.c
1812 * Small tape bug fixed: When automatically advancing to next level
1813 after a game was won, the tape from the previous level still was
1814 loaded as a tape for the new level.
1816 2002-03-14 src/tape.c
1817 * Small graphical bug fixed: When pressing ""Record" or "Play" on
1818 tape, cartoons did not get completely removed because
1819 StopAnimation() was not called.
1821 2002-03-13 src/files.c
1822 * Changed "LoadLevel()" and "SaveLevel()" to add new chunk "CNT2".
1823 Fixed bug of "CONT" and "BODY" (chunk size was set to 8-bit element
1824 size even when using 16-bit elements). Added new chunk "CNT2" for
1825 16-bit amoeba content (previously written in 8-bit field in "HEAD"
1826 chunk even when content was 16-bit element). "CNT2" should now be
1827 able to store content for arbitrary elements (up to eight blocks of
1828 3 x 3 element arrays). All "CNT2" elements will always be stored as
1829 16-bit elements. "CONT" (with 8/16-bit elements) now obsolete.
1831 2002-03-13 src/files.c
1832 * Changed "LoadLevel()" for real chunk support.
1834 2002-03-12 src/game.c
1835 * Fixed problem (introduced after 2.0.0 release) with penguins
1836 not getting killed by enemies
1838 2002-02-24 src/game.c, src/main.h
1839 * Added "player->is_moving"; now "player->last_move_dir" does
1840 not contain any information if the player is just moving at
1842 Before, "player->last_move_dir" was misused for this purpose
1843 for the robot stuff (robots don't kill players when they are
1844 moving). But setting "player->last_move_dir" to MV_NO_MOVING
1845 broke tapes when walking through pipes!
1846 ("IS_MOVING()" uses "MovPos[][]", but this fails when it is 0
1847 in a continuous movement. This fact is ignored for friends and