2 * added tape panel graphics and screen positions to graphics config
5 * added compatibility stuff for redefined "global.door" (which affects
6 all parts of that image that have their own graphics definition now)
9 * added sound button graphics to graphics config
12 * added tape button graphics and screen positions to graphics config
15 * improved single step mode in R'n'D, EM and SP engines
18 * version number set to 3.3.0.2
21 * version 3.3.0.1 released
24 * added configurable key shortcuts for snap+direction player actions
25 (probably most useful for recording tool-assisted speedrun (TAS)
26 tapes using the single-step mode of the tape recorder)
29 * version number set to 3.3.0.1
32 * version 3.3.0.0 released
35 * fixed missing memory allocation in SP engine when saving engine data
36 for non-SP game engine snapshots (which also stores SP engine part)
39 * fixed problem with scrolling in native EM engine in multi-user mode
40 (this bug was just introduced with the experimental viewport stuff)
41 * fixed animation of splashing acid in EM engine with classic artwork
42 * fixed animation of cracking nut in EM engine with classic artwork
43 * fixed (implemented) single step mode in native EM and SP engines
44 * fixed "latest_engine" flag in classic levels (moved to single sets)
45 * updated SDL library DLLs for Windows to the latest release versions
46 (this fixed some mysterious crashes of the game on Windows systems)
47 * replaced EM and SP set in classic level set with native level files
48 * finally added a newly written "CREDITS" file to the game package
49 * removed sampled music loops from classic music set
52 * changed native Emerald Mine engine to support different viewport sizes
55 * changed native Supaplex engine to support different viewport sizes
58 * added initial, experimental support for different viewport properties
59 (with "viewports" being menu/playfield area and doors; currently the
60 size of the menu/playfield area and door positions can be redefined)
63 * added initial, experimental support for different window sizes
66 * added support for native Sokoban solution files in pure 'udlrUDLR'
67 format with extension ".sln" instead of ".tape" for solution tapes
70 * added image config suffix ".class" to be able to define classes of
71 crumbled elements which are then separated against each others when
72 drawing crumbled borders (class names can freely be defined)
73 (Example: "sand.CRUMBLED.class: sand" and "emc_grass.CRUMBLED.class:
74 emc_grass" results in sand and emc_grass being crumbled separately,
75 even if directly adjacent on the playfield.)
76 * added image config suffix ".style" to use two new features for
78 - "accurate_borders": try to draw correctly crumbled corners (which
79 means that a row of crumbled elements does not have two crumbled
80 corners for each element in the row, but only at the "real" corners
81 at the start and the end of the row of elements)
82 - "inner_corners": also draw inner corners in concave constructions
83 of several crumbled elements -- this is currently a big kludge: the
84 number of frames for crumbled graphic must be "2", with the first
85 frame as usual (crumbled graphic), while the second frame contains
86 the graphic with inner (crumbled) corners for the crumbled graphic
87 (These two features are mainly intended for bevelled walls, not for
88 diggable elements like sand; "inner_corners" only works reliably for
89 static walls, not for in-game dynamically changing walls using CEs.)
92 * finished code cleanup of native Supaplex game engine
95 * started code cleanup of native Supaplex game engine
98 * integrated playing sound effects into native Supaplex game engine
101 * added configurable key shortcuts for the tape recorder buttons
104 * added (hidden) function to save native Supaplex levels with tape as
105 native *.sp file containing level with demo (saved with a file name
106 similar to native R'n'D levels, but with ".sp" extension instead of
107 ".level"); to use this functionality, enter ":save-native-level" or
108 ":snl" from the main menu with the native Supaplex level loaded and
109 the appropriate tape loaded to the tape recorder
110 * fixed potential crash bug caused by illegal array access in engine
111 snapshot loading and saving code
112 * changed setting permissions of score files to be world-writable if
113 the program is not installed and running setgid to allow the program
114 to modify existing score files when run as a different user (which
115 allows cheating, of course, as the score files are not protected
116 against modification in this case)
117 * added (commented out) suggestions for RO_GAME_DIR and RW_GAME_DIR to
118 the top level Makefile for Debian / Ubuntu installations
119 * added saving read-only levels from editor into personal level set
120 (thanks to Bela Lubkin for the above four patches)
123 * added updating of game values on the panel to Supaplex game engine
126 * finished integrating R'n'D graphics engine into Supaplex game engine
127 (although some animations do not support full customizability yet)
130 * done integrating R'n'D graphics engine into file "Infotron.c"
131 * done integrating R'n'D graphics engine into file "OrangeDisk.c"
134 * integrated engine snapshot functionality into Supaplex game engine
137 * fixed bug in native Supaplex engine that broke several demo solutions
138 * fixed bug with re-initializing already existing elements in function
139 RelocatePlayer() in src/game.c (causing problems with Sokoban fields
140 counted a second time, making the currently playing level unsolvable)
141 * done integrating R'n'D graphics engine into file "SnikSnaks.c"
142 * done integrating R'n'D graphics engine into file "Electrons.c"
143 * done integrating R'n'D graphics engine into file "Zonk.c"
146 * done integrating R'n'D graphics engine into file "Murphy.c"
147 * done integrating R'n'D graphics engine into file "BugsTerminals.c"
150 * started integrating R'n'D graphics engine into Supaplex game engine
153 * added small kludge that allows transparent pushing animation over
154 non-black background (by using "game.use_masked_pushing: true")
155 * added editor flag to Sokoban field/object elements to automatically
156 finish solved Sokoban style levels (even if they contain non-Sokoban
157 elements, which prevents auto-enabling this feature for such levels)
160 * added new element "from_level_template" which is replaced by element
161 from level template at same playfield position when loaded (currently
162 not accessible from level editor, but only used for special Sokoban
163 level conversion when using "special_flags: load_xsb_to_ces")
164 * added special behaviour for "special_flags: load_xsb_to_ces": global
165 settings of individual level files are overwritten by template level
166 (except playfield size, level name, level author and template flag)
169 * added handling of gravity ports when converting Supaplex style R'n'D
170 levels to native Supaplex levels for playing with Supaplex engine
173 * fixed bug in Supaplex engine regarding initial screen scroll position
176 * fixed EMC style pushing animations in the R'n'D graphics engine (when
177 using ".2nd_movement_tile" for animations having start and end tile)
178 * for this to work (look) properly for two-tile pushing animations with
179 non-black (i.e. opaque) background, the pushing graphics drawing order
180 was changed to first draw the pushed element, then the player (maybe
181 this should be controlled by an ".anim_mode" flag yet to be added)
182 * two-tile animations for moving or pushing should have 7 frames for
183 normal speed, 15 frames for half speed etc. to display correct frames
184 * two-tile animations are also displayed correctly with different speed
185 settings for the player (for pushing animations) or moving elements
188 * added searching for template level (file "template.level") not only
189 inside the level set directory, but also in above level directories;
190 this makes is possible to use the same single template level file
191 (placed in a level group directory) for many level sub-directories
194 * fixed bug with steel exit being destructible during opening phase
195 * added token "special_flags" to "levelinfo.conf" (currently with the
196 only recognized value "load_xsb_to_ces", doing the same as the flag
197 "-Dload_xsb_to_ces" on the command line, but as a permanent flag for
198 converting all elements in native (XSB) Sokoban level files to CEs)
201 * fixed some problems with Supaplex engine when compiling for Windows
204 * added special mode to convert elements of Sokoban XSB levels to CEs
205 by adding "-Dload_xsb_to_ces" to the command line starting the game
206 (also adding a dependency to a template level file "template.level")
209 * added reading native Sokoban levels and level packages (XSB files)
212 * fixed bugs in (auto)scrolling behaviour when passing ports or when
213 wrapping around the playfield through "holes" in the playfield border
216 * changed internal playfield bitmap handling from playfield sized bitmap
217 to screen sized bitmap (visible scrolling area), therefore speeding up
218 graphics operations (by eliminating bitmap updates in invisible areas)
219 and removing playfield size limitations due to increasing bitmap size
220 for larger playfield sizes (while the new implementation always uses
221 a fixed playfield bitmap size for arbitrary internal playfield sizes)
224 * fixed bug with single step mode (there were some cases where the game
225 did not automatically return to pause mode, e.g. when trying to push
226 things that cannot be pushed or when trying to run against a wall)
229 * added support for loading Supaplex levels in MPX level file format
232 * fixed SP engine to set "game over" not before lead out counter done
235 * fixed (potential) compile error when using GCC option "-std=gnu99"
236 (thanks to Tom "spot" Callaway)
239 * fixed array allocation in native Supaplex engine to correctly handle
240 preceding scratch buffers (needed because of missing border checking)
241 * fixed playfield initialization to correctly add raw header bytes as
242 subsequent scratch buffer (needed because of missing border checking)
245 * most important parts of native Supaplex engine integration working:
246 - native Supaplex levels can be played in native Supaplex engine
247 - native Supaplex level/demo files ("*.sp" files) can be re-played
248 - all 111 classic original Supaplex levels automatically solvable
249 - native Supaplex engine can be selected and used from level editor
250 - logic of re-playing Supaplex demos migrated to R'n'D tape logic
253 * fixed another translation problem from VisualBasic to C (where "int"
254 should be "short") causing unsolvable demos with bugs and terminals
255 ("bugs" being related to the Supaplex "buggy base" element here ;-) )
258 * fixed bug when reading Supaplex single level files (preventing loader
259 from seeking to level position like in Supaplex level package files)
262 * first classic Supaplex level running and solved by solution/demo tape
265 * started with integration of native Supaplex engine, using source code
266 of Megaplex from Frank Schindler, based on original Supaplex engine
269 * version number set to 3.2.6.2
272 * version 3.2.6.1 released
275 * fixed bug with element_info[e].gfx_element not being initialized in
276 early game stage, causing native graphics in EMC level sets to be
277 mapped completely to EL_EMPTY (causing a blank screen when playing)
278 (this only happened when starting the program with an EMC set with
279 native graphics, but not when switching to such a set at runtime)
282 * deactivated blit-to-same-surface workaround again (see 2009-03-24)
283 and using self-compiled, patched SDL.dll that solves this problem
284 (interim solution until release of SDL 1.2.14 that should fix this)
287 * extended backwards compatibility mode to allow already fixed bug with
288 change actions (see "2008-02-05") for existing levels (especially the
289 Zelda and Zelda II levels and other cool stuff by Alan Bond like FMV)
292 * reactivated workaround to prevent program crashes due to blitting to
293 the same SDL surface that apparently only occurs on Windows systems
294 (this is no final solution; this problem needs further investigation)
297 * version number set to 3.2.6.1
300 * version 3.2.6.0 released
303 * fixed behaviour of player option "no centering when relocating" which
304 was incorrect when disabled and relocation target inside visible area
305 and "no scrolling when relocating" enabled at the same time
308 * fixed problems with re-mapping players on playfield to input devices:
309 previously, players found on the level playfield were changed to the
310 players connected to input devices (for example, player 3 in the level
311 was changed to player 1 (using artwork of player 3, to be able to use
312 a player with a different color)); this had the disadvantage that CE
313 conditions using player elements did not work (because the players in
314 the level definition are different to those effectively used in-game);
315 the new system uses the same player elements as defined in the level
316 playfield and re-maps the input devices of connected players to the
317 corresponding player elements when playing the level (in the above
318 example, player 3 now really exists in the game and is moved using the
319 events from input device 1); level tapes still store the events from
320 input devices 1 to 4, which are then re-mapped to players accordingly
321 when re-playing the tape (just as it is done when playing the level)
324 * fixed bug with player relocation while the player switches an element
327 * fixed bug with EM/DC style exit and EM/DC style steel exit which was
328 not walkable (and did not let the player enter) when in process of
329 opening, but not fully open yet (which can cause the player not being
330 able to enter the exit in EM/DC style levels in time)
333 * fixed some bugs regarding the new level/CE random seed reset options
336 * moved "level settings" and "editor settings" to two tabbed screens in
337 level editor to gain space for additional level property settings
338 * added level setting to start a level with always the same random seed
339 * added CE action "set random seed" to re-initialize random seed in game
340 (this is the only CE action that gets executed before the CE changes,
341 which is needed to use the newly set random seed during the CE change)
344 * fixed redraw problem of special editor door when playing from editor
347 * fixed initialization of gfx_element for level sketch image creation
350 * added switch for EM style dynamite "[ ] explodes with chain reaction"
351 (with default set to "on" for existing levels, but "off" for all new
352 levels), as EM style dynamite does not chain-explode in original EM
355 * added optional initial inventory for players (pre-collected elements)
356 * added change page actions "set player inventory" and "set CE artwork"
357 * added recognition of "player" parameter on change pages when player
358 actions are defined, but no trigger player in corresponding condition
359 (this resulted in actions that only affected the first player before)
360 * fixed bug with change actions being executed for newly created custom
361 elements resulting from custom element changes, when the intention was
362 only to check for change actions for the previous custom element
365 * changed design and size of element drawing area in level editor
366 * added "element used as action parameter" to element change actions
369 * added possibility to reanimate player immediately after his death
370 (for example, by "change to <player> when explosion of <player>")
373 * fixed bug with "gray" white door not being uncovered by magnifier
374 * added score for collecting (any) key to the white key config page
377 * added condition "deadly when <getting hit by>" for custom elements
378 that behaves a bit like the existing "deadly when <colliding with>",
379 but with the following differences:
380 - it only kills players or friends when it was moving before it hits
381 - it does not kill players or friends that try to run into it
384 * fixed the following change conditions where a player element is used
385 as the "element that is triggering the custom element change":
388 - explosion of <element>
390 (the last two conditions already worked partially, but only for the
391 first player, and not for the "Murphy" player when using "move of")
394 * fixed crash bug caused by accessing invalid element (with value -1)
395 in UpdateGameControlValues()
396 * fixed graphical bug when using two-tile movement animations with EMC
397 game engine without explicitly using native EMC graphics engine
400 * fixed bug in new "can dig" feature (see below) so that an unsuccessful
401 try to push something (due to push delay) does not cause a dig action
404 * fixed bug with reference elements used as trigger elements on custom
405 element change pages not being recognized
406 * fixed bug with reference elements not being removed from the playfield
407 * added engine functionality that allows custom elements that "can dig"
408 other elements not only to do so when moving by themselves, but also
409 when being pushed by the player (therefore adding the functionality to
410 push one element over another element, replacing it with the new one)
413 * added command line function to write level sketch images to directory
416 * merged override and auto-override options into new override options
417 with a new data type than can take the values "no", "yes" and "auto"
420 * fixed growing steel wall to also leave behind steel wall instead of
421 normal, destructible wall
422 * fixed handling of rocks falling through stacks of quicksand with
423 different speed (before, the rocks just got stuck in the quicksand)
426 * fixed nasty bug with auto-override and normal override not working on
427 program startup (especially when current level set has custom artwork)
430 * version 3.2.5 released as special edition "R'n'D jue"
433 * fixed X11 crash bug when blitting masked title screens over background
436 * changed build system to support special editions (like "R'n'D jue")
437 * added (hardcoded) loading graphics for "R'n'D jue" special edition
438 * fixed X11 crash bug when scaling images with width/height less than 32
441 * added "background.PLAYING" (only visible as two-pixel border in game)
442 * added default level set for first start of special R'n'D version
443 * changed door animations for editor always behaving like "quick doors"
446 * added new custom artwork setup option "auto-override non-CE sets" for
447 automatic artwork override that is only used for level sets without
448 custom element artwork (as it does not make much sense to override
449 any artwork that redefines custom element artwork for sets using CEs)
450 * fixed default artwork for "special" R'n'D versions always using the
451 "classic" artwork as the base if base artwork is not explicitly
452 defined in "levelinfo.conf", regardless of different default artwork
453 used by the special R'n'D version -- this is needed because any such
454 custom artwork is designed using the "classic" artwork definitions as
455 the base (including menu definitions and screen positions etc., which
456 would otherwise be taken from the different special default artwork)
459 * fixed drawing of animated "quicksand.filling" and "quicksand.emptying"
460 for both EMC and R'n'D graphics engine (heavy workarounds needed due
461 to massively broken handling of quicksand in R'n'D game engine)
462 * fixed off-limits access to array in DrawLevelFieldCrumbledSandExt()
463 * fixed crash bug (hopefully) when scrolling with cursor keys in editor
466 * fixed small bug in toon drawing (introduced when fixing the crash bug)
469 * added graphics definition "game.panel.highscore" to display the
470 current levels current high score in the game panel
473 * version number set to 3.2.5
476 * version 3.2.4 released
479 * fixed crash bug in toon drawing functions for large step offset values
482 * fixed some problems with displaying game panel when quick-loading tape
485 * fixed (experimental only) redrawing of every tile per frame (even if
486 unneeded) for the extended (R'n'D based) EMC graphics engine
487 * added optimization to only calculate element count for panel display
488 if really needed (that is, if element count values defined on panel)
489 * fixed problem with special editor door redraw when entering main menu
492 * fixed bug with displaying background for title messages on info screen
493 * some code cleanup for the extended (R'n'D based) EMC graphics engine
496 * fixed bug with CE action "move player" always resulting in player 4
497 if there was a CE action with no trigger player (because the player
498 element was calculated by using log_2() from trigger player bits with
499 the value PLAYER_BITS_ANY) -- this is now fixed by also storing the
500 triggering player bit mask and handling all players in "move player"
501 * fixed bug when defined artwork cannot be found for artwork that has
502 default artwork cloned from other artwork (without default filename)
503 * added several fixes to the extended (R'n'D based) EMC graphics engine
506 * fixed broken editor copy and paste for custom elements between levels
509 * title messages are now also searched in graphics artwork directory;
510 those found in graphics directory have precendence over those found
511 in level directory -- this handles title messages stored in graphics
512 directories as part of the artwork set, just like title images; this
513 makes sense, as corresponding special font definitions for messages
514 are usually defined in the same graphics artwork directory, and also
515 because title images and title messages that are combined in a level
516 set introduction should usually not be separated when the level set
517 is used with a different artwork set (e.g. using "override graphics")
518 * fixed problem with door borders on main screen by first drawing doors
519 and then the corresponding border masks, but not vice versa
520 * fixed problem with artwork config entries using the value "[DEFAULT]";
521 this does not what one might expect, but sets the value to an invalid
522 value -- solution: simply ignore such entries, which results in this
523 value keeping its previous (real) default value (in general, entries
524 that should use their default value should just not be defined here)
525 * fixed problem with wrong fading area size from main menu to setup menu
528 * fixed problem with broken crumbled graphics after level set changes
529 when using R'n'D custom artwork with level sets using the EMC engine
532 * fixed invisible "joysticks deactivated ..." text on setup input screen
535 * added use of hashes created from static lists (element tokens, image
536 config, font tokens) to speed up lookup of configuration parameters
537 * fixed bug where element and graphic config token lookup was mixed up
540 * added "busy" animation when initializing program and loading artwork
541 * added initialization profiling for program startup (debugging only)
544 * fixed(?) very strange bug apparently triggered by memset() when code
545 was cross-compiled with MinGW cross-compiler for Windows XP platform
546 (this only happened when using SDL.dll also self-compiled with MinGW)
549 * added graphics engine directive "border.draw_masked_when_fading" that
550 enables/disables drawing of border mask over screen that is just faded
553 * fixed small problem with separate fading definition for game screen
556 * added additional configuration directives for setup screen draw offset
557 menu.draw_xoffset.SETUP[XXX] and menu.draw_yoffset.SETUP[XXX] with XXX
558 in GAME, EDITOR, GRAPHICS, SOUND, ARTWORK, INPUT, SHORTCUTS_1,
559 SHORTCUTS_2, CHOOSE_ARTWORK, CHOOSE_OTHER (where "CHOOSE_ARTWORK" is
560 used to define draw offset on custom artwork selection screens and
561 "CHOOSE_OTHER" is used on all other list style selection screens, like
562 choosing game speed or screen mode for fullscreen mode)
563 * added additional configuration directives to define main menu buttons:
564 - menu.button_name and menu.button_name.active
565 - menu.button_levels and menu.button_levels.active
566 - menu.button_scores and menu.button_scores.active
567 - menu.button_editor and menu.button_editor.active
568 - menu.button_info and menu.button_info.active
569 - menu.button_game and menu.button_game.active
570 - menu.button_setup and menu.button_setup.active
571 - menu.button_quit and menu.button_quit.active
572 * added eight pure decoration graphic definitions for the game panel
575 * added support for accessing native Diamond Caves II level packages
576 * fixed displaying of game panel values for Emerald Mine game engine
577 * fixed displaying end-of-level time and score values on new game panel
580 * added game panel control to display arbitrary elements on game panel
581 * added game panel control to display custom element score (globally
582 unique for identical custom elements) either as value or as element
583 * added ".draw_masked" and ".draw_order" to game panel control drawing
586 * fixed some general bugs with handling of ".active" elements and fonts
589 * cleanup of game panel elements (some elements were not really needed)
590 * added displaying of gravity state (on/off) as new game panel control
591 * added animation for game panel elements (similar to game elements)
594 * added new pseudo game mode "PANEL" to define panel fonts and graphics
595 - panel fonts now use ".PANEL" suffix instead of ".PLAYING" suffix
596 - panel graphics now use ".PANEL" suffix instead of ".DOOR" suffix
597 (else graphics would have to use ".PLAYING", which would be confusing)
598 * fixed bug when fading out to game screen with border mask defined
601 * added attribute ".tile_size" for element style game panel controls
604 * added <space> key as additional valid key to use for confirm requester
607 * improved menu fading, adding separate fading definitions for entering
608 and leaving a "content" screen (in general), and optional definitions
609 for the special "content" screens SCORES, EDITOR, INFO and PLAYING
612 * added (currently invisible) setup option to define scroll delay value
613 * fixed small bug in priority handling when auto-detecting level start
614 position in levels without player element (but player from CE etc.)
615 * added option "game.forced_scroll_delay_value" to override user choice
616 of scroll delay value for certain level sets with "graphicsinfo.conf"
617 * replaced setup option "scroll delay: on/off" by new setup option that
618 directly allows selecting the desired scroll delay value from 0 to 8
621 * added displaying of most game panel control elements (not animated)
624 * added new configuration directives to display additional game engine
625 values on the game control panel, like the following examples:
626 - game.panel.time_hh/time_mm/time_ss - level time in HH/MM/SS format
627 - game.panel.penguins - number of penguins to rescue
628 - game.panel.level_name - level name of current level
631 * added support for preview tile sizes "1" and "2" (1x1 and 2x2 pixels)
634 * added new player option "no centering when relocating" for "invisible"
635 teleportations to level areas that look exactly the same, giving the
636 illusion that the player did not relocate at all (this was the default
637 since 3.2.3, but caused visual problems with room creation in "Zelda")
638 * added new menu fading effect "melt", shamelessly stolen from "DOOM"
641 * improved menu fading, adding separate fading definitions for entering
642 and leaving a menu and for fading between menu and "content" screens
643 * fixed small bug with recognizing also ".font_xyz" style definitions
646 * improved menu fading, adding separate fading definitions for fading
647 between menu screens and fading between menu and "destination" screens
650 * titlemessage_initial_x and titlemessage_x set to "[DEFAULT]" in static
651 configuration (set from "[titlemessage_initial]" and "[titlemessage]")
652 * fading settings of "[titlemessage_initial]" and "[titlemessage]" set
653 to "[DEFAULT]" in static configuration (set from "[title_initial]" and
655 * improved title fading, allowing fading animation types "none", "fade"
656 and "crossfade" (including cross-fading of last title to main menu)
659 * added configurability of graphics, sounds and music for title screens,
660 which are separated into initial title screens (only shown once at
661 program startup) and title screens shown for a given level set; these
662 title screens can be composed of up to five title images and up to
663 five title text messages (each drawn using an optional background
664 image), also using background music and/or sounds; aspects like
665 background images, sounds and music of title screens can either be
666 defined generally (valid for all title screens) or specifically (and
667 therefore differently for each title screen) using these directives:
669 to define a background image, sound or music file for all screens:
670 - background.TITLE_INITIAL (for all title screens for game startup)
671 - background.TITLE (for all title screens for level sets)
673 to define a background image, sound or music file for a single screen:
674 - background.titlescreen_initial_x (with x in 1,2,3,4,5)
675 - background.titlescreen_x (with x in 1,2,3,4,5)
676 - background.titlemessage_initial_x (with x in 1,2,3,4,5)
677 - background.titlemessage_x (with x in 1,2,3,4,5)
679 to define the title screen images:
680 - titlescreen_initial_x (with x in 1,2,3,4,5)
681 - titlescreen_x (with x in 1,2,3,4,5)
683 to define the title text messages, place text files into the level set
684 directory that have the following file names:
685 - titlemessage_initial_x.txt (with x in 1,2,3,4,5)
686 - titlemessage_x.txt (with x in 1,2,3,4,5)
688 to define the properties of the text messages, either use directives
689 that affect all text messages:
690 - [titlemessage_initial].<suffix>
691 - [titlemessage].<suffix>
692 or use directives that affect single text messages:
693 - titlemessage_initial_x.<suffix> (with x in 1,2,3,4,5)
694 - titlemessage_x.<suffix> (with x in 1,2,3,4,5)
696 valid values for <suffix> are the same as for readme.<suffix> below;
697 use ".sort_priority" (default: 0) to define an arbitrary order for
698 title images and title messages (which can therefore be mixed)
701 * added full configurability of "readme.txt" screen appearance:
702 - readme.x: <left position used with alignment>
703 - readme.y: <top position>
704 - readme.width: <maximim text width in pixels>
705 - readme.height: <maximum text height in pixels>
706 - readme.chars: <maximum number of chars per line>
707 - readme.lines: <maximum number of lines displayed>
708 - readme.align: left,center,right (default: center)
709 - readme.top: top,middle,bottom (default: top)
710 - readme.font: font name
711 - readme.autowrap: true,false (default: true)
712 - readme.centered: true,false (default: false)
713 - readme.parse_comments: true,false (default: true)
714 - readme.sort_priority: (not used here, but only for title screens)
715 when "readme.chars" and/or "readme.lines" is set to "-1" (this is the
716 default), they are automatically determined from "readme.width" and
717 "readme.height" accordingly; when they are not "-1", they have
718 precedence over "readme.width" and "readme.height"
719 * added internal ad-hoc config settings for displaying text files like
720 title messages or "readme.txt" style level set info files:
721 - .font: font name (default: readme.font)
722 - .autowrap: true,false (default: readme.autowrap)
723 - .centered: true,false (default: readme.centered)
724 - .parse_comments: true,false (default: readme.parse_comments)
725 (the leading '.' and the separating ':' are mandatory here); to use
726 these ad-hoc settings, they have to be written inside a comment, like
727 "# .autowrap: false" or "# .centered: true"; these settings then
728 override the above global settings (they can even be used more than
729 once, like "# .centered: true", then some text that should be drawn
730 centered, then "# .centered: false" to go back to non-centered text;
731 important note: after using "# .parse_comments: false", or when using
732 "readme.parse_comments: false", detecting and parsing comments inside
733 the file is disabled and comments are just printed like normal text;
734 also be aware that all automatic text size calculations are done with
735 the font defined in "readme.font", while using different fonts using
736 "# .font: <font>" inside the text file may cause unexpected results
739 * changed some numerical limits in the level editor from 255 to 999
742 * added option "system.sdl_videodriver" to select SDL video driver
743 * added output of SDL video and audio driver to "version info" page
746 * added group element drawing to IntelliDraw drawing functions
747 * fixed animation resetting problem again (last try broke Snake Bite)
748 * fixed diagonal scrolling in screen scrolling (last try broke Pac Man)
751 * added new (special) "include: <filename>" directive that works in all
752 configuration files (like "graphicsinfo.conf") and that has the same
753 effect as if that directive would be replaced with the content of the
754 specified file (this can be useful to split large configuration files
755 into several smaller ones and include them from one main file, or to
756 store configuration settings that always stay the same into a separate
757 file, while including it and only add those parts that really change)
760 * fixed minor bug (screen redraw of player tiles) in EMC graphics engine
763 * fixed bug in "InitMovingField()" where treating an integer array as
764 boolean caused wrong resetting of animations while elements are moving
765 * fixed problem with resetting animations when starting element change
768 * added sort priority for order of title screens and title messages
771 * changed end of game again: do not wait for the user to press a key
772 anymore, but directly ask/confirm tape saving and go to hall of fame
773 * re-enabled quitting of lost game by pressing space or return again
774 * added blanking of mouse pointer when displaying title screens
775 * added remaining menu draw offset definitions for info sub-screens
778 * added setup option to select game speed (from very slow to very fast)
779 * improved handling of title text messages (initial and for level set)
782 * added new options "auto-wrap" and "centered" for DC2 style envelopes
785 * fixed displaying and typing of player name when it is centered
786 * added special characters to be allowed for player name (not only A-Z)
789 * fixed blit in ScrollLevel() to same bitmap to not overlap anymore
790 (newer versions of the SDL library seem to not like this anymore)
793 * added code for configuration directives for control of game panel
796 * fixed small cosmetical bug with underlining property tabs in editor
799 * fixed small drawing bug in X11FadeRectangle
800 * added new elements for newly supported Diamond Caves II levels:
801 - EM/DC style exits that disappear after passing
802 - white key and gate (one white key needed for each white gate)
803 - fake gate (there is no key to open/pass this kind of gate!)
804 - extended magic wall which also handles pearls and crystals
808 * changed maximum value for endless loop detection to a higher value
809 (some levels really used very deep recursion without being endless)
812 * added new elements for newly supported Diamond Caves II levels:
813 - growing steel walls
814 - snappable land mine
817 * added new elements for newly supported Diamond Caves II levels:
818 - steel text elements
821 * added level file loader for native Diamond Caves II levels
824 * version number set to 3.2.4
827 * version 3.2.3 released
830 * fixed malloc/free bug when updating EMC artwork entries in level list
831 * added workaround (warning and request to quit the current game) when
832 changing elements cause endless recursion loop (which would otherwise
833 freeze the game, causing a crash-like program exit on some systems)
836 * fixed nasty string overflow bug when entering too long envelope text
839 * added feedback sounds for menu navigation "menu.item.activating" and
840 "menu.item.selecting" (for highlighting and executing menu entries)
843 * improved "no scrolling when relocating" to also consider scroll delay
844 (meaning that the player is not automatically centered in this case;
845 this makes it possible to "invisibly" relocate the player to a region
846 of the level playfield which looks the same as the old level region)
847 * fixed bug with not recognizing "main.input.name.align" when active
850 * fixed bug with displaying masked borders over title screens when
851 screen fading is disabled
854 * fixed infinite loop / crash bug when killing the player while having
855 a CE with the setting "kill player X when explosion of <player X>"
856 * added special editor graphic for "char_space" to distinguish it from
857 "empty_space" when editing a level (in-game graphics still the same)
860 * fixed nasty bug with initialization only done for the first player
863 * small change to handle loading empty element/content list micro chunks
866 * uploaded pre-release (test) version 3.2.3-0 binary and source code
869 * some optimizations on startup speed by reducing initial text output
872 * added caching of custom artwork information for faster startup times
875 * fixed graphical bug when using fewer menu entries on level selection
876 screen than usual (with "menu.list_size.LEVELS" directive)
877 * fixed crash bug (Windows/SDL only) caused by BlitBitmap blitting from
878 the backbuffer to the backbuffer by error (with identical rectangle)
881 * fixed bug when displaying titlescreen with size less than element tile
882 * fixed bug that caused elements with "change when digging <e>" event
883 to change for _every_ digged element, not only those specified in <e>
884 * fixed bug that caused impact style collision when dropping element one
885 tile over the player that can both fall down and smash players
886 * fixed bug that caused impact style collision when element changed to
887 falling/smashing element over the player immediately after movement
890 * fixed bug that allowed making engine snapshots from the level editor
893 * fixed bugs with player name and current level positions on main screen
896 * added configuration directives for control of title screens:
897 - "title.fade_delay" for fading time
898 - "title.post_delay" for pause between screens (when not crossfading)
899 - "title.auto_delay" to automatically continue after some time
900 these settings can each be overridden by specifying them with titles:
901 - "titlescreen_initial_{1-5}.{fade_delay,post_delay,auto_delay}"
902 - "titlescreen_{1-5}.{fade_delay,post_delay,auto_delay}"
903 fading mode can also be specified:
904 - "titlescreen_initial_{1-5}.anim_mode: {fade,crossfade}
905 - "titlescreen_{1-5}.anim_mode: {fade,crossfade}
906 default is using normal fading for menues and initial title screens,
907 while using cross-fading for level set title screens
908 * fixed bug with background not drawn in Hall of Fame after game was won
911 * added configuration directives for the remaining main menu items
914 * added additional configuration directives for info screen draw offset:
915 menu.draw_{x,y}offset.INFO[{ELEMENTS,MUSIC,CREDITS,PROGRAM,LEVELSET}]
916 * added additional configuration directives for preview info text
917 * limited mouse wheel sensitive screen area to scrollable screen area
920 * added highlighted menu text entries to menu navigation when selected
923 * fixed bug that prevented player from correctly being created in the
924 top left corner by a custom element change in a level without player
925 * fixed bug that prevented player from being killed when indestructible,
926 non-walkable element is placed on player position by extended change
927 * added configurable menu button, text and input positions to main menu
930 * added page fading effects for remaining info sub-screens
931 * fixed small bug that caused some delays when answering door request
934 * added directives "border.draw_masked.*" for menu/playfield area and
935 door areas to display overlapping/masked borders from "global.border"
938 * fixed bug with CE with move speed "not moving" not being animated
939 * when changing player artwork by CE action, reset animation frame
942 * fixed bug with not unmapping main menu screen gadgets on other screens
943 * fixed bug with un-pausing a paused game by releasing still pressed key
944 * fixed bug with not redrawing screen when toggling to/from fullscreen
945 mode while fast reloading tape (without redrawing playfield contents)
946 * fixed bug with quick-saving tape snapshot despite answering with "no"
949 * version number set to 3.2.3
952 * version 3.2.2 released
955 * fixed bug with redrawing screen in fullscreen mode after quick tape
956 reloading when using the EMC game engine
957 * changed token names from "last_ce_[1-8]" to "prev_ce_[1-8]"
960 * fixed bug in GameWon() when level contains no exit (like in Sokoban)
963 * added engine snapshot functionality for instant tape reloading (this
964 only works for the last tape saved using "quick save", and does not
965 work across program restarts, because it completely works in memory)
968 * version number set to 3.2.2
971 * version 3.2.1 released
974 * fixed nasty bugs with handling error message file on Mac OS X systems
977 * general code cleanup (removing many annoying "#if 0" blocks etc.)
980 * fixed bug that caused broken tapes when manually appending to tapes
981 using the "pause before death" functionality, followed by recording
982 * added setup option to disable fading of screens for faster testing
985 * code cleanup of new fading functions
988 * changed behaviour after solved game -- do not immediately stop engine
989 * added some more smooth screen fadings (game start, hall of fame etc.)
992 * fixed bug with displaying pushed CE with value/score/delay anim_mode
995 * added configurable level preview position, tile size and dimensions
996 * added configurable game panel value positions (gems, time, score etc.)
999 * fixed small bug with time displayed incorrectly when collecting CEs
1002 * fixed bug with bumpy scrolling with EM engine in double player mode
1005 * added compatibility code to fix "Snake Bite" style levels that were
1006 broken due to a bugfix regarding EL_SOKOBAN_FIELD_PLAYER in 3.2.0
1009 * fixed bug with scrollbars inside editor when using the Windows mouse
1010 enhancement tool "True X-Mouse" (which injects key events to the event
1011 queue to insert selected stuff into the Windows clipboard, which gets
1012 confused with the "Insert" key for jumping to the last editor cascade
1013 block in the element list)
1014 * added Rocks'n'Diamonds icon for use as window icon to SDL version
1015 * added key shortcut "Alt + Enter" to toggle fullscreen mode at any time
1018 * added selection of preferred fullscreen mode to setup / graphics menu
1019 (useful if default mode 800 x 600 does not match screen aspect ratio)
1022 * improved down-scaling of images for better editor and preview graphics
1023 * changed user data directory for Mac OS X from Unix style to new place
1026 * improved level number selection in main menu and player selection in
1027 setup menu (input devices section) by using standard button gadgets
1028 * added support for mouse scroll wheel (caused buggy behaviour before)
1029 * added support for scrolling horizontal scrollbars with mouse wheel by
1030 holding "Shift" key pressed while scrolling the wheel
1031 * added support for single step mouse wheel scrolling by holding "Alt"
1032 key pressed while scrolling the wheel (can be combined with "Shift")
1033 * changed output file "stderr.txt" on Windows platform now always to be
1034 created in the R'n'D sub-directory of the personal documents directory
1035 * added Windows message box to direct to "stderr.txt" after error aborts
1038 * improved general scrollbar handling (when jump-scrolling scrollbars)
1041 * changed scrollbars to always show last line as first after scrolling
1042 (that means jumping n - 1 screen lines instead of n screen lines)
1045 * fixed level versions of EMC level loader (from V4 to V1, V2 and V3)
1046 * fixed level time for EMC levels for V2 engine (V2 and V5 levels)
1047 * fixed special handling of vertically stacked acid becoming fake acid
1050 * fixed bug (very special case) with CE_SCORE_GETS_ZERO, which can
1051 affect multiple instances of the same CE, although this kind of
1052 change condition usually only affects one single custom element
1055 * version number set to 3.2.1
1058 * version 3.2.0 released
1061 * reorganized level editor element list a bit to match engines better
1064 * fixed newly introduced bug with wrongly initializing clipboard element
1067 * fixed bug with displaying visible/invisible level border in editor
1070 * reorganized some elements in the level editor element list
1073 * fixed bug with displaying any player as "yellow" when moving into acid
1074 * fixed bug with displaying running player when player stopped at border
1077 * fixed bug with player exploding when moving into acid
1078 * fixed bug with level settings being reset in editor and when playing
1079 (some compatibility settings being set not only after level loading)
1080 * fixed crash bug when number of custom graphic frames was set to zero
1081 * fixed bug with teleporting player on walkable tile not working anymore
1082 * added partial compatibility support for pre-release-only "CONF" chunk
1083 (to make Alan Bond's "color cycle" demo work again :-) )
1086 * fixed some bugs when displaying title screens from info screen menu
1087 * fixed bug which caused EMC doors #5 to #8 to be passable without keys
1090 * changed file major version to 3 to reflect level file format changes
1091 * uploaded pre-release (test) version 3.2.0-8 binary and source code
1094 * added new chunk "NAME" to level file format for level name settings
1095 * added new chunk "NOTE" to level file format for envelope settings
1096 * changed name of chunk "CONF" to "ELEM" (for normal element settings)
1097 * updated magic(5) file to recognize changed and new level file chunks
1098 * removed change events "change when CE value/score changes" as unneeded
1101 * changed gravity (which only affects the player) from level property
1102 to player property (only makes a difference in multi-player levels)
1103 * added change events "change when CE value/score changes"
1104 * added change events "change when CE value/score changes of <element>"
1107 * added new chunk "INFO" to level file format for global level settings
1108 * added all element settings from "HEAD" chunk to "CONF" chunk
1109 * added all global level settings from "HEAD" chunk to "INFO" chunk
1112 * changed level file format by adding two new chunks "CUSX" (for custom
1113 elements, replacing the previous "CUS4" chunk) and "GRPX" (for group
1114 elements, replacing the previous "GRP1" chunk); these new IFF style
1115 chunks use the new and flexible "micro chunks inside chunks" technique
1116 already used with the new "CONF" chunk (for normal element properties)
1117 which makes it possible to easily extend the existing level format
1118 (instead of using fixed-length chunks like before, which are either
1119 too big due to reserved bytes for future use, or too small when those
1120 reserved bytes have all been used and even more data should be stored,
1121 requiring the replacement by new and larger chunks just like it went
1122 with "CUS1" to "CUS4"); this whole problem now does not exist anymore
1125 * added credits pages to the "credits" section that were really missing
1126 * added some missing element descriptions to the level editor
1127 * added down position of switchgate switch to the level editor
1128 and allowed the use of both switch positions at the same time
1129 * changed use of "Insert" and "Delete" keys to navigate element list in
1130 level editor to start of previous or next cascading block of elements
1133 * added the possibility to view the title screen to the info screen menu
1134 * fixed some minor bugs with viewing title screens
1137 * fixed bug with title (cross)fading in/out when using fullscreen mode
1140 * fixed bug that forced re-defining of menu settings in local graphics
1141 config file which are already defined in existing base config file
1142 * fixed small bug that caused door sounds playing when music is enabled
1145 * added the possibility to define up to five title screens for each
1146 level set that are displayed after loading using (cross)fading in/out
1147 (this was added to display the various start images of the EMC sets)
1150 * added "CE score gets zero [of]" to custom element trigger conditions
1151 * added setup option to display element token name in level editor
1154 * added compatibility code for Juergen Bonhagen's menu artwork settings
1157 * fixed bug with displaying wrong animation frame 0 after CE changes
1158 * fixed bug with creating invisible elements when light switch is on
1161 * added selection between ECS and AGA graphics for EMC levels to setup
1164 * adjusted font handling for various narrow EMC style fonts
1167 * changed EM engine behaviour back to re-allow initial rolling springs
1170 * fixed handling of over-large selectboxes (less error-prone now)
1171 * fixed bug when creating GE with walkable element under the player
1174 * added use of "Insert" and "Delete" keys to navigate element list in
1175 level editor to start of custom elements or start of group elements
1176 * added virtual elements to access CE value and CE score of elements:
1177 - "CE value of triggering element"
1178 - "CE score of triggering element"
1179 - "CE value of current element"
1180 - "CE score of current element"
1183 * fixed "grass" to "sand" in older EM levels (up to file version V4)
1186 * changed behaviour of network games with internal errors (because of
1187 different client frame counters) from immediately terminating R'n'D
1188 to displaying an error message requester and stopping only the game
1189 (also to prevent impression of crashes under non command-line runs)
1190 * fixed playing network games with the EMC engine (did not work before)
1191 * fixed bug with not scrolling the screen in multi-player mode with the
1192 focus on player 1 when all players are moving in different directions
1193 * fixed bug with keeping pointer to gadget even after its deallocation
1194 * fixed bug with allowing "focus on all players" in network games
1195 * fixed bug with player focus when playing tapes from network games
1198 * uploaded pre-release (test) version 3.2.0-7 binary and source code
1201 * code cleanup for game action control for R'n'D and EMC game engine
1204 * fixed bug in multi-player movement with focus on both players
1205 * added option to control only the focussed player with all input
1208 * added player focus switching to level tape recording and re-playing
1211 * fixed some bugs in player focus switching in EMC and RND game engine
1214 * added special Supaplex animations for Murphy digging and snapping
1215 * added special Supaplex animations for Murphy being bored and sleeping
1218 * added four new yam yams with explicit start direction for EMC engine
1219 * fixed bug in src/libgame/text.c with printing text outside the window
1222 * fixed small bug in EMC level loader (copyright sign in EM II levels)
1225 * added delayed ignition of EM style dynamite when used in R'n'D engine
1226 * added limited movement range to EMC engine when focus on all players
1229 * fixed bug with missing (zero) score values for native Supaplex levels
1232 * added "continuous snapping" (snapping many elements while holding the
1233 snap key pressed, without releasing the snap key after each element)
1234 as a new player setting for more compatibility with the classic games
1237 * finished scrolling for "focus on all players" in EMC graphics engine
1240 * level sets with "levels: 0" are ignored for levels, but not artwork
1241 * fixed bug when scanning empty level group directories (endless loop)
1244 * fixed bug with explosion graphic for player using "Murphy" graphic
1245 * fixed bug with explosion graphic if player leaves explosion in time
1246 * changed some descriptive text in setup menu to use medium-width font
1247 * added key shortcut settings for switching player focus to setup menu
1250 * fixed bug with random value initialization when recording tapes
1251 * fixed bug with playing single player tapes when team mode activated
1254 * fixed little bug when trying to switch to player that does not exist
1257 * added player switching (visual and quick) to R'n'D and EM game engine
1258 * added setup option to select visual or quick in-game player switching
1261 * added use of "Home" and "End" keys to handle element list in editor
1264 * fixed bug with adding score when playing tape with EMC game engine
1265 * added steel wall border for levels using EMC engine without border
1266 * finally fixed delayed scrolling in EMC engine also for small levels
1269 * fixed potential crash bug in WarnBuggyBase() (missing boundary check)
1272 * fixed bug with CE change order in TestIfElementTouchesCustomElement()
1273 * fixed bug when displaying info element without action, but direction
1276 * fixed minor graphical problems with springs smashing and slurping
1277 (when using R'n'D style graphics instead of EMC style graphics)
1280 * added scroll delay (as configured in setup) to EMC graphics engine
1283 * improved screen redraw for EMC graphics engine (faster and smoother)
1284 * when not scrolling, do not redraw the whole playfield if not needed
1287 * added multi-player mode for EMC game engine (with up to four players)
1290 * added android (can clone elements) from EMC engine to R'n'D engine
1293 * added spring bumper (reflects spring) from EMC engine to R'n'D engine
1296 * added selectbox for initial player speed to player settings in editor
1299 * version 3.1.2 created that is basically version 3.1.1, but with a
1300 major bug fixed that prevented editing your own private levels
1301 * version 3.1.2 released
1304 * added magic ball (creates elements) from EMC engine to R'n'D engine
1307 * uploaded fixed pre-release version 3.2.0-6 binary and source code
1310 * fixed bug when using "CE can leave behind <trigger element>"
1311 * added new change condition "(after/when) creation of <element>"
1312 * added new change condition "(after/when) digging <element>"
1313 * fixed bug accessing invalid gadget that caused crashes under Windows
1314 * deactivated new possibility for multiple CE changes per frame
1317 * uploaded pre-release (test) version 3.2.0-6 binary and source code
1320 * added animation types "ce_value" and "ce_score" to graphicsinfo.conf
1321 * fixed bug with not keeping CE value for moving CEs with only action
1322 * changed CE action selectboxes in editor to be only reset when needed
1325 * added option "use artwork from element" for custom player artwork
1326 * added option "use explosion from element" for player explosions
1329 * added cascaded element lists in the level editor
1330 * added persistence for cascaded element lists by "editorcascade.conf"
1331 * added dynamic element list with all elements used in current level
1332 * added possibility for multiple CE changes per frame (experimental)
1335 * uploaded pre-release (test) version 3.2.0-5 binary and source code
1338 * changed "score for each 10 seconds/steps left" to "1 second/step"
1339 * added own score for collecting "extra time" instead of sharing it
1340 * added change events "switched by player" and "player switches <e>"
1341 * added change events "snapped by player" and "player snaps <e>"
1342 * added "set player artwork: <element choice>" to CE action options
1343 * added change event "move of <element>"
1346 * added "set player shield: off / normal / deadly" to CE action options
1347 * added new player option "use level start element" in level editor
1348 to set the correct focus at level start to elements from which the
1349 player is created later (this did not work before for cascaded CE
1350 changes resulting in creation of the player; it is now also possible
1351 to create the player from a yam yam which is smashed at level start)
1354 * added "set player speed: frozen (not moving)" to CE action options
1355 * added "move player: l/r/u/d/trigger/-trigger" to CE action options
1358 * added new player option "block snap field" (enabled by default) to
1359 make it possible to show a snapping animation like in Emerald Mine
1362 * added dynamic selectboxes to custom element action settings in editor
1363 * added "CE value" counter for custom elements (instead of "CE count")
1364 * added option to use the last "CE value" after custom element change
1365 * added option to use the "CE value" of other elements in CE actions
1366 * fixed odd behaviour when pressing time orb in levels w/o time limit
1367 * added checkbox "use time orb bug" for older levels that use this bug
1370 * added missing configuration settings for the following elements:
1371 - EL_TIMEGATE_SWITCH (time of open time gate)
1372 - EL_LIGHT_SWITCH_ACTIVE (time of light switched on)
1373 - EL_SHIELD_NORMAL (time of shield duration)
1374 - EL_SHIELD_DEADLY (time of shield duration)
1375 - EL_EXTRA_TIME (time added to level time)
1376 - EL_TIME_ORB_FULL (time added to level time)
1379 * added "wind direction" as a movement pattern for custom elements
1380 * added initial wind direction for balloon / custom elements to editor
1381 * added functionality for EL_BALLOON_SWITCH_NONE to R'n'D game engine
1384 * added parameters for "game of life" and "biomaze" elements to editor
1387 * added level file chunk "CONF" for generic level and element settings
1390 * uploaded pre-release (test) version 3.2.0-4 binary and source code
1393 * skip empty level sets (with "levels: 0"; may be artwork base sets)
1394 * added sound action ".page[1]" to ".page[32]" for each CE change page
1397 * added image config suffix ".clone_from" to copy whole image settings
1398 * fixed bug with invalid ("undefined") CE settings in old level files
1401 * fixed graphical bug with smashing elements falling faster than player
1404 * fixed major bug which prevented private levels from being edited
1405 * fixed bug with precedence of general and special font definitions
1408 * fixed graphical bug with player animation when player moves slowly
1411 * uploaded pre-release (test) version 3.2.0-3 binary and source code
1414 * fixed bug which prevented "global.num_toons: 0" from working
1417 * major code cleanup (removed all these annoying "#if 0" blocks)
1420 * added custom element actions for CE change page in level editor
1423 * fixed music initialization bug in init.c (thanks to David Binderman)
1424 * fixed mouse wheel "button" bug in editor (thanks to Tomi Belan)
1425 (this bug must probably be fixed at other places, too)
1428 * fixed buggy '#include "SDL.h"' statements in src/libgame/sdl.h
1429 (should be '#include <SDL.h>' instead)
1432 * fixed bug which prevented "walkable from no direction" from working
1433 (due to compatibility code overwriting this setting after loading)
1436 * fixed bug on Mac OS X (use of reserved name "Random") in EM engine
1439 * version number temporarily set to 3.1.1 (intermediate bugfix release)
1440 * version 3.1.1 released
1443 * changed some va_arg() arguments from 'long' to 'int', fixing problems
1444 on 64-bit architecture systems with LP64 data model
1447 * fixed bug with bombs not exploding when hitting the last level line
1448 (introduced after the release of 3.1.0)
1451 * added support for dumping small-sized level sketches from editor
1454 * added recognition of "trigger element" for "change digged element to"
1455 (this is not really what the "trigger element" was made for, but its
1456 use may seem obvious for leaving back digged elements unchanged)
1459 * fixed multiple warnings about failed joystick device initialization
1462 * fixed bug with dynamite dropped on top of just dropped custom element
1463 (collect dynamite, collect CE, drop CE => dynamite was also dropped);
1464 dynamite can still be dropped, but drop key must be released before
1467 * fixed bug with wrong start directory when started from file browser
1468 (due to this bug, R'n'D could not be started from KDE's Konqueror)
1471 * fixed bug causing "change when impact" on player not working
1472 * fixed wrong priority of "hitting something" over "hitting <element>"
1473 * fixed wrong priority of "hit by something" over "hit by <element>"
1476 * fixed graphical bug which caused the player (being Murphy) to show
1477 collecting animations although the element was collected by penguin
1480 * fixed two bugs causing wrong door background graphics in system.c
1481 (in functions "SetBackgroundBitmap()" and "DrawingOnBackground()")
1484 * fixed graphic bug with exploding bomb and R'n'D graphics in EM engine
1485 * added "no direction" to "walkable/passable from" selectbox options
1488 * enhanced tape autoplay to accept "autoplay <set> [<nr> ...]" format
1489 * in tape autoplay, not only report broken, but also missing tapes
1492 * uploaded pre-release (test) version 3.2.0-2 binary and source code
1495 * fixed small bug with "linear" animation not working for active lamp
1498 * fixed bug with moving up despite gravity due to "block last field"
1499 * fixed small bug with wrong draw offset when typing name in main menu
1500 * when reading user names from "passwd", ignore data after first comma
1501 * when creating new "levelinfo.conf", only write some selected entries
1504 * fixed displaying "imported from/by" on preview with empty string
1505 * fixed ignoring draw offset for fonts used for level preview texts
1508 * fixed a delay problem with SDL and too many mouse motion events
1509 * added setup option "skip levels" and level skipping functionality
1512 * added move speed "not moving" for non-moving CEs, but with direction
1515 * fixed mapping of obsolete element token names in "editorsetup.conf"
1516 * fixed bug with sound "acid.splashing" treated as a loop sound
1517 * fixed some little sound bugs in native EM engine
1520 * fixed small bug when dragging scrollbars to end positions
1523 * added editor element descriptions written by Aaron Davidson
1526 * improved fallback handling when configured artwork is not available
1527 (now using default artwork instead of exiting when files not found)
1530 * fixed bug on level selection screen when dragging scrollbar
1533 * fixed bug which caused broken tapes when appending to EM engine tapes
1536 * uploaded pre-release (test) version 3.2.0-1 binary and source code
1539 * added code to replace changed artwork config tokens with other tokens
1540 (needed for backwards compatibility, so that older tokens still work)
1543 * added native R'n'D graphics for some new EMC elements in EM engine
1546 * fixed some bugs in the EM engine integration code
1547 * changed EM engine code to allow diagonal movement
1548 * changed EM engine code to allow use of separate snap and drop keys
1551 * fixed some redraw bugs when using EM engine
1554 * fixed bug with not converting RND levels which are set to use native
1555 engine to native level structure when loading
1558 * uploaded pre-release (test) version 3.2.0-0 binary and source code
1561 * version number set to 3.2.0
1564 * level data now reset to defaults after attempt to load invalid file
1567 * added use of "editorsetup.conf" for different level sets
1570 * added auto-detection for various types of Emerald Mine level files
1573 * fixed bug with scrollbars getting too small when list is very large
1576 * fixed bug with 3+3 (cross) sized explosion not making explosion sound
1579 * added most level editor configuration gadgets for new EMC elements
1582 * added more element and graphic definitions for new EMC elements
1585 * modified native EM engine to use integrated R'n'D sound system
1588 * added SDL support to graphics functions in native EM engine
1589 (by always using generic libgame interface functions)
1592 * fixed bug in frame synchronization in native EM engine
1595 * added code to convert levels between R'n'D and native EM engine
1598 * new Emerald Mine engine can now play levels selected in main menu
1601 * fixed big memory leak in function "CreateBitmapWithSmallBitmaps()"
1602 (which creates scaled down graphics for level editor and preview);
1603 there's still a memory leak somewhere in the artwork handling code
1604 * added "scale image up" functionality to X11 version of zoom function
1607 * first attempts to integrate new, native Emerald Mine Club engine
1610 * fixed bug in gadget code which caused reset of CEs in level editor
1611 (example: pressing 'b' [grab brush] on CE config page erased values)
1612 (solution: check if gadgets in ClickOnGadget() are really mapped)
1613 * improved level change detection in editor (settings now also checked)
1614 * fixed bug with "can move into acid" and "don't collide with" state
1617 * fixed maze runner style CEs to use the configured move delay value
1620 * added Aaron Davidson's tutorial level set to the "Tutorials" section
1623 * fixed engine change that broke 3.0.8 levels like "Walpurgis Gardens"
1624 * fixed the above fix because it broke level set "machine" (*sigh*)
1625 * fixed random element placement in level editor to work as expected
1626 * fixed undefined graphic of runtime element "EL_AMOEBA_TO_DIAMOND"
1629 * re-recorded tape for BD2K3, level 010 (broken due to bugfix)
1632 * fixed bug (missing array boundary check) which caused broken tapes
1633 * fixed bug (when loading level template) which caused broken levels
1634 * fixed bug with new block last field code when using non-yellow player
1637 * fixed bug when pressing "stop, pause, stop, play" on tape recorder
1638 * internal change of how the player blocks the last field when moving
1639 * fixed blocking delay of last field for EM and SP style block delay
1640 * fixed bug where the player had to wait for the usual move delay after
1641 unsuccessfully trying to move, when he directly could move after that
1642 * the last two changes should make original Supaplex level 93 solvable
1643 * improved use of random number generator to make it less predictable
1644 * fixed behaviour of slippery SP elements to let slip left, then right
1647 * fixed bug with wrong door state after trying to quickload empty tape
1648 * fixed waste of static memory usage of the binary, making it smaller
1649 * fixed very little graphical bug in Supaplex explosion
1652 * version number set to 3.1.1
1655 * version 3.1.0 released
1658 * fixed bug with crash when writing user levelinfo.conf the first time
1661 * added option "convert LEVELDIR [NR]" to command line batch commands
1662 * re-converted Supaplex levels to apply latest engine fixes
1663 * changed "use graphic/sound of element" to "use graphic of element"
1664 due to compatibility problems with some levels ("bug machine" etc.)
1667 * fixed bug with CE change replacing player with same or other player
1670 * fixed bug with opaque font in envelope with background graphic when
1671 background graphic is not transparent itself
1674 * added "gravity on" and "gravity off" ports for Supaplex compatibility
1675 * corrected original Supaplex level loading code to use these new ports
1676 * also corrected Supaplex loader to auto-count infotrons if set to zero
1679 * fixed bug with missing initialization of "modified" flag for GEs
1682 * fixed bug that caused endless recursion loop when relocating player
1683 * fixed tape recorder bug in "step mode" when using "pause before end"
1684 * fixed tape recorder bug when changing from "warp forward" mode
1687 * fixed bug with "when touching" for pushed elements at last position
1690 * fixed bug that caused two activated toolbox buttons in level editor
1691 * fixed bug with exploding dynabomb under player due to other explosion
1694 * fixed bug with creating walkable custom element under player (again)
1695 * fixed bug with not copying explosion type when copying CEs in editor
1696 * fixed graphical bug when drawing player in setup menu (input devices)
1697 * fixed graphical bug when the player is pushing an accessible element
1698 * fixed bug with classic switchable elements triggering CE changes
1699 * fixed bug with entering/leaving walkable element in RelocatePlayer()
1700 * fixed crash bug when CE leaves behind the trigger player element
1703 * fixed bug with broken tubes after placing/exploding dynamite in them
1704 * fixed bug with exploding dynamite under player due to other explosion
1705 * fixed bug with not resetting push delay under certain circumstances
1708 * added option "handicap" for "levelinfo.conf" (thanks to Niko Böhm)
1709 * added network multiplayer code for Windows (thanks to Niko Böhm)
1712 * added option "reachable despite gravity" for gravity movement
1713 * changed gravity movement of most classic walkable and passable
1714 elements back to "not reachable" (for compatibility reasons)
1717 * fixed (removed) "indestructible" / "can explode" dependency in editor
1718 * fixed (removed) "accessible inside" / "protected" dependency
1719 * fixed (removed) "step mode" / "shield time" dependency
1722 * fixed dynabombs exploding now into anything diggable
1723 * fixed Supaplex style gravity movement into buggy base now impossible
1724 * added pressing key "space" as valid action to select menu options
1727 * added "replace when walkable" to relocate player to walkable element
1728 * added "enter"/"leave" event for elements affected by relocation
1729 * fixed "direct"/"indirect" change order also for "when change" event
1730 * fixed graphical bug when pushing things from elements walkable inside
1733 * fixed graphic bug when player is snapping while moving in old levels
1734 * fixed bug when a moving custom element leaves a player element behind
1735 * fixed bug with mole not disappearing when moving into acid pool
1736 * fixed bug with incomplete path setting when using "--basepath" option
1737 * moving CE can now leave walkable elements behind under the player
1738 * when relocating, player can be set on walkable element now
1739 * fixed another gravity movement bug
1742 * uploaded pre-release (test) version 3.1.0-2 binary and source code
1745 * added "collectible" and "removable" to extended replacement types
1746 (where "removable" replaces "diggable" and "collectible" elements)
1747 * added "collectible & throwable" (to throw element to the next field)
1748 * fixed bug with CEs digging elements that are just about to explode
1749 * changed mouse cursor now always being visible when game is paused
1752 * added possibility to push/press accessible elements from a side that
1754 * fixed bug with not setting actual date when appending to tape
1757 * fixed bug with incorrectly initialized custom element editor graphics
1760 * corrected set "Contributions_1995-2000/rnd_kjell_kristiansson":
1761 - number of levels corrected from 18 to 17 in "levelinfo.conf"
1764 * fixed bug with destroyed robot wheel still attracting robots forever
1765 * fixed bug with time gate switch deactivating after robot wheel time
1766 (while the time gate itself is not affected by this misbehaviour)
1767 * changed behaviour of BD style amoeba to always get blocked by player
1768 (before it was different when there were non-BD elements in level)
1769 * fixed bug with player destroying indestructable elements with shield
1772 * added option to make growing elements grow into anything diggable
1773 (for the various amoeba types, biomaze and "game of life")
1776 * fixed bug with movable elements not moving after left behind by CEs
1777 * changed gravity movement to anything diggable, not only sand/base
1778 * optionally allowing passing to walkable element, not only empty space
1779 * added option "can pass to walkable element" for players
1780 * finally fixed gravity movement (hopefully)
1783 * fixed bug with movable elements not moving anymore after falling down
1786 * fixed another bug with custom elements digging and leaving elements
1787 * fixed bug with "along left/right side" and automatic start direction
1788 * trigger elements now also displayed when "more custom" deactivated
1789 * fixed bug with clipboard element initialized when loading new level
1790 * added option "drop delay" to set delay before dropping next element
1793 * uploaded pre-release (test) version 3.1.0-1 binary and source code
1796 * added copy and paste functions for custom change pages
1797 * enhanced graphical display and functionality of tape recorder
1798 * fixed bug with custom elements digging and leaving elements
1801 * added move speed faster than "very fast" for custom elements
1802 * fixed bug with 3+3 style explosions and missing border content
1803 * fixed little bug when copying custom elements in the editor
1804 * enhanced custom element changes by more side trigger actions
1807 * added option "no scrolling when relocating" for instant teleporting
1808 * uploaded pre-release (test) version 3.1.0-0 binary and source code
1811 * added trigger element and trigger player to use as target elements
1812 * added copy and paste functions for custom and group elements
1815 * fixed graphical bug when displaying explosion animations
1816 * fixed bug when appending to tapes, resulting in broken tapes
1817 * re-recorded a few tapes broken by fixing gravity checking bug
1820 * "can move into acid" property now for all elements independently
1821 * "can fall into acid" property for player stored in same bitfield now
1822 * added option for deadliness of Supaplex 'sniksnak' and 'electron'
1823 * version number set to 3.1.0 (finally!)
1826 * changed tape recording to only record input, not programmed actions
1829 * fixed totally broken (every 8th frame skipped) step-by-step recording
1830 * fixed bug with requester not displayed when quick-loading interrupted
1831 * added option "can fall into acid (with gravity)" for players
1832 * fixed bug with player not falling when snapping down with gravity
1835 * fixed bug which messed up key config when using keypad number keys
1838 * fixed bug which allowed moving upwards even when gravity was active
1839 * fixed bug with missing error handling when dumping levels or tapes
1842 * added different colored editor graphics for Supaplex gravity tubes
1845 * fixed bug that allowed solvable tapes for unsolvable levels
1848 * use unlimited number of droppable elements when "count" set to zero
1849 * added option to use step limit instead of time limit for level
1852 * added player and change page as trigger for custom element change
1855 * fixed bug with exploding amoeba (explosion 3x3 instead of 1x1)
1858 * fixed bug with dark yamyam changing to acid when moving over acid
1859 * fixed handling of levels with more than 999 seconds level time
1860 (example: level 76 of "Denmine")
1863 * "spring push bug" reintroduced as configurable element property
1864 * fixed bug with missing properties for "mole"
1865 * fixed bug that showed up when fixing the above "mole" properties bug
1866 * added option "can move into acid" for all movable elements
1867 * fixed graphical bug for elements moving into acid
1868 * changed event handling to handle all pending events before going on
1871 * fixed bug which caused all CE change pages to be ignored which had
1872 the same change event, but used a different element side
1873 (reported by Simon Forsberg)
1875 * fixed bug which caused elements that can move and fall and that are
1876 transported by a conveyor belt to continue moving into that direction
1877 after leaving the conveyor belt, regardless of their own movement
1878 type; only elements which can not move are transported now
1879 (reported by Simon Forsberg)
1881 * fixed bug which could cause an array overflow in RelocatePlayer()
1882 (reported by Niko Böhm)
1884 * changed Emerald Mine style "passable / over" elements to "protected"
1885 (fixing unsolvable level 10 of "Bondmine 9" with bug beside gate)
1887 * added new option to select from which side a "walkable/passable"
1888 element can be entered
1891 * added explosion and ignition delay for elements that can explode
1894 * fixed bug which caused player not being protected against enemies
1895 when a CE was "walkable / inside" and was not "indestructible"
1896 * added "walkable/passable" fields to be "protected/unprotected"
1897 against enemies, even if not accessible "inside" but "over/under"
1900 * corrected move pattern to 32 bit and initial move direction to 8 bit
1903 * added second custom element base configuration page
1906 * added some special EMC mappings to Emerald Mine level loader
1907 (also covering previously unknown element in level 0 of "Bondmine 8")
1910 * added option to block last field when player is moving (for Supaplex)
1911 * adjusted push delay of Supaplex elements
1912 * removed delays for envelopes etc. when replaying with maximum speed
1913 * fixed bug when dropping element on a field that just changed to empty
1916 * fixed bug: infotrons can now smash yellow disks
1917 * fixed bug: when gravity active, port above player can now be entered
1918 * removed "one white dot" mouse pointer which irritated some people
1921 * added "choice type" for group element selection
1924 * fixed bug with initial invulnerability of non-yellow player
1927 * added level loader for loading native Supaplex packed levels
1928 (including multi-part levels like the "splvls99" levels)
1931 * fixed bug which allowed creating emeralds by escaping explosions
1934 * custom elements can change (limited) or leave (unlimited) elements
1935 * finally added multiple matches using group elements
1936 * added shortcut to dump brush (type ":DB" in editor) for use in forum
1939 * added new start movement type "previous" for continued CE movement
1940 * added new start movement type "random" for random CE movement start
1943 * added new element "sokoban_field_player" needed for Sokoban levels
1944 (thanks to Ed Booker for pointing this out!)
1947 * added elements that can be digged or left behind by custom elements
1950 * added group elements for multiple matches and random element creation
1953 * fixed some graphical errors displayed in old levels
1956 * fixed wrong double speed movement after passing closing gates
1959 * added level loader for loading native Emerald Mine levels
1962 * changes for "shooting" style CE movement
1965 * Happy New Year! ;-)
1968 * changed default snap/drop keys from left/right Shift to Control keys
1971 * fixed bug with dead player getting reanimated from custom element
1974 * fixed bug with wrong penguin graphics (when entering exit)
1977 * fixed bug with wrong "Murphy" graphics (when digging etc.)
1980 * version number set to 3.0.9
1983 * version 3.0.8 released
1986 * added function checked_free()
1989 * fixed bug with double nut cracking sound
1990 (by eliminating "default element action sound" assignment in init.c)
1993 * fixed crash when no music info files are available
1996 * fixed boring and sleeping sounds
1999 * added "maze runner" and "maze hunter" movement types
2000 * added extended collision conditions for custom elements
2003 * added warnings for undefined token values in artwork config files
2006 * added menu entry for level set information to the info screen
2009 * fixed bug with wrong default impact sound for colored emeralds
2012 * added several sub-screens for the info screen
2013 * menu text now also clickable (not only blue/red sphere left of it)
2016 * added configurable "bored" and "sleeping" animations for the player
2017 * added "awakening" sound for player when waking up after sleeping
2020 * added "copy" and "exchange" functions for custom elements to editor
2023 * added configurable element animations for info screen
2026 * added configurable music credits for info screen
2029 * finally fixed tape recording when player is created from CE change
2032 * added "editorsetup.conf" for editor element list configuration
2035 * added "musicinfo.conf" for menu and level music configuration
2038 * fixed a very nasty bug in dragon turning code in TurnRoundExt()
2039 (that only showed up on Linux, but not on Windows systems)
2042 * fixed turning movement of butterflies and fireflies (no frame reset)
2043 * enhanced sniksnak turning movement (two steps instead of only one)
2046 * version number set to 3.0.8
2049 * version 3.0.7 released
2052 * fixed reset of player animation frame when, for example,
2053 walking, digging or collecting share the same animation
2054 * fixed CE with "deadly when touching" exploding when touching amoeba
2057 * fixed tape recording when player is created from CE element change
2060 * introduced "turning..." action graphic for elements with move delay
2061 (non-CE: bug, spaceship, sniksnak, mole, pacman, yamyam)
2062 * added turning animations for bug, spaceship and sniksnak
2065 * prevent "extended" changed elements from delay change in same frame
2068 * fixed bug when pushing element that can move away to the side
2069 (like pushing falling elements, but now with moving elements)
2072 * finally fixed serious bug in code for delayed element pushing (again)
2075 * unavailable setup options now marked as "n/a" instead of "off"
2076 * new boolean directive "latest_engine" for "levelinfo.conf": when set
2077 to "true", levels are always played with the latest game engine,
2078 which is desired for levels that are imported from other games; all
2079 other levels are played with the engine version stored in level file
2080 (which is normally the engine version the level was created with)
2083 * fixed serious bug in code for delayed element pushing
2084 * fixed little bug in animation frame selection for pushed elements
2085 * speed-up of reading config file for verbose output
2088 * added configuration option for opening and closing Supaplex exit
2089 * added configuration option for moving up/down animation for Murphy
2090 * fixed incorrectly displayed animation for attacking dragon
2091 * fixed bug with not setting initial gravity for each new game
2092 * fixed bug with teleportation of player by custom element change
2093 * fixed bug with player not getting smashed by rock sometimes
2096 * version number set to 3.0.7
2099 * version 3.0.6 released
2102 * added support for MP3 music for SDL version through SMPEG library
2105 * fixed bug when initializing font graphic structure
2106 * fixed bug with animation mode "pingpong" when using only 1 frame
2107 * fixed bug with extended change target introduced in 3.0.5
2108 * fixed bug where passing over moving element doubles player speed
2109 * fixed bug with elements continuing to move into push direction
2110 * fixed bug with duplicated player when dropping bomb with shield on
2111 * added "switching" event for custom elements ("pressing" only once)
2112 * fixed switching bug (resetting flag when not switching but not idle)
2115 * fixed element tokens for certain file elements with ".active" etc.
2118 * version number set to 3.0.6
2121 * version 3.0.5 released
2124 * now four envelope elements available
2125 * font, background, animation and sound for envelope now configurable
2126 * main menu doors opening/closing animation type now configurable
2129 * active/inactive sides configurable for custom element changes
2130 * new movement type "move when pushed" available for custom elements
2133 * fixed bug in multiple config pages loader code that caused crashes
2136 * enhanced (remaining low-resolution) Supaplex graphics
2139 * version number set to 3.0.5
2142 * version 3.0.4 released
2144 2003-09-12 src/tools.c
2145 * fixed bug in custom definition of crumbled element graphics
2147 2003-09-11 src/files.c
2148 * fixed bug in multiple config pages code that caused crashes
2151 * version number set to 3.0.4
2154 * version 3.0.3 released
2157 * added music to Supaplex classic level set
2159 2003-09-07 src/libgame/misc.c
2160 * added support for loading various music formats through SDL_mixer
2162 2003-09-06 (various source files)
2163 * fixed several nasty bugs that may have caused crashes on some systems
2164 * added envelope content which gets displayed when collecting envelope
2165 * added multiple change event pages for custom elements
2167 2003-08-24 src/game.c
2168 * fixed problem with player animation when snapping and moving
2170 2003-08-23 src/screens.c, src/cartoons.c, src/libgame/toons.c
2171 * fixed problem with flickering when drawing toon animations
2173 2003-08-23 src/libgame/sdl.c
2174 * fixed problem with setting mouse cursor in SDL version in fullscreen
2176 2003-08-23 src/game.c
2177 * fixed bug (missing array boundary check) which could crash the game
2180 * version number set to 3.0.3
2183 * version 3.0.2 released
2185 2003-08-21 src/game.c
2186 * fixed bug with creating inaccessible elements at player position
2188 2003-08-20 src/init.c
2189 * fixed bug with not finding current level artwork directory
2191 2003-08-20 src/files.c
2192 * fixed bug with choosing wrong engine version when playing tapes
2193 * fixed bug with messing up custom element properties in 3.0.0 levels
2196 * version number set to 3.0.2
2199 * version 3.0.1 released
2201 2003-08-17 (no source files affected)
2202 * changed all "classic" PCX image files with 16 colors or less to
2203 256 color (8 bit) storage format, because the Allegro game library
2204 cannot handle PCX files with less than 256 colors (contributed
2205 graphics are not affected and might look wrong in the DOS version)
2207 2003-08-16 src/init.c
2208 * fixed bug which (for example) crashed the level editor when defining
2209 "dynamite.EDITOR: [NONE]", because graphics may not be undefined
2210 (only set to default) -- invalid graphics now set to default graphic
2212 2003-08-16 src/init.c
2213 * fixed graphical bug of player digging/collecting/snapping element
2214 when no corresponding graphic/animation is defined for this action,
2215 resulting in player being drawn as EL_EMPTY (which should only be
2216 done to elements being collected, but not to the player)
2218 2003-08-16 src/game.c
2219 * fixed small graphical bug of player not totally moving into exit
2221 2003-08-16 src/libgame/setup.c
2222 * fixed bug with wrong MS-DOS 8.3 filename conversion
2224 2003-08-16 src/tools.c
2225 * fixed bug with invisible mouse cursor when pressing ESC while playing
2227 2003-08-16 (various source files)
2228 * added another 128 custom elements (disabled in editor by default)
2230 2003-08-16 src/editor.c
2231 * fixed NULL string bug causing Solaris to crash in sprintf()
2233 2003-08-16 src/screen.c
2234 * fixed drawing over scrollbar on level selection with custom fonts
2236 2003-08-15 src/game.c
2237 * cleanup of simple sounds / loop sounds / music settings
2239 2003-08-08 (various source files)
2240 * added custom element property for dropping collected elements
2242 2003-08-08 src/conf_gfx.c
2243 * fixed bug with missing graphic for active red disk bomb
2245 2003-08-07 src/files.c, src/editor.c src/game.c, src/main.h
2246 * extended variable "level.gravity" to "level.initial_gravity" and
2247 "game.current_gravity" to prevent level setting from being changed
2248 by playing the level (keeping the runtime value after playing)
2250 * fixed graphics bug when digging element that has 'crumbled' graphic
2251 definition, but not 'diggable' graphic definition
2254 * version number set to 3.0.1
2257 * version 3.0.0 released
2260 * various bug fixes; among others:
2261 - fixed bug with pushing spring over empty space
2262 - fixed bug with leaving tube while placing dynamite
2263 - fixed bug with explosion of smashed penguins
2264 - allow Murphy player graphic in levels with non-Supaplex elements
2268 * I have forgotten to document changes for some time
2271 * pre-release version 2.2.0rc1 released
2274 * version number set to 2.1.2
2277 * version 2.1.1 released
2280 * version number set to 2.1.1
2283 * version 2.1.0 released
2286 * version number set to 2.1.0
2288 2002-04-03 to 2002-05-19 (various source files)
2289 * graphics, sounds and music now fully configurable
2290 * bug fixed that prevented walking through tubes when gravity on
2292 2002-04-02 src/events.c, src/editor.c
2293 * Make Escape key less aggressive when playing or when editing level.
2294 This can be configured as an option in the setup menu. (Default is
2295 "less aggressive" which means "ask user if something can be lost"
2296 when pressing the Escape key.)
2298 2002-04-02 src/screen.c
2299 * Added "graphics setup" screen.
2301 2002-04-01 src/screen.c
2302 * Changed "choose level" setup screen stuff to be more generic (to
2303 make it easier to add more "choose from generic tree" setup screens).
2305 2002-04-01 src/config.c, src/timestamp.h
2306 * Added source files "src/config.[ch]" and "src/timestamp.h" (which
2307 automatically gets created by "src/Makefile" and contains an actual
2308 compile-time timestamp to identify development versions of the game).
2310 2002-03-31 src/tape.c, src/events.c
2311 * Added quick game/tape save/load functions to tape stuff which can be
2312 invoked by a keyboard shortcut. Default: "F1" saves game/tape, "F2"
2313 loads previously recorded tape and directly goes into recording mode
2314 from the end of the tape (therefore appending to the tape).
2316 2002-03-31 src/tape.c
2317 * Added "index mark" function to tape recorder. When playing or
2318 recording, "eject" button changes to "index" button. Setting index
2319 mark is not yet implemented, but pressing index button when playing
2320 allows very quick advancing to end of tape (when normal playing),
2321 very fast forward mode (when playing with normal fast forward) or
2322 very fast reaching of "pause before end of tape" (when playing with
2323 "pause before end" playing mode).
2325 2002-03-30 src/cartoons.c
2326 * Moved some stuff from cartoons.c to the new "src/libgame/toons.c".
2328 2002-03-29 src/screen.c
2329 * Changed setup screen stuff to be more generic (to make it easier
2330 to add more setup screens).
2332 2002-03-23 src/main.c, src/main.h
2333 * Various changes due to the introduction of the new libgame files
2334 "setup.c" and "joystick.c".
2336 2002-03-23 src/files.c
2337 * Generic parts of "src/files.c" (mainly setup and level directory
2338 stuff) moved to new libgame file "src/libgame/setup.c".
2340 2002-03-23 src/joystick.c
2341 * File "src/joystick.c" moved to libgame source tree, with
2342 correspondig changes.
2344 2002-03-22 src/screens.c
2345 * "HandleChooseLevel()": Another bug in level series navigation fixed.
2346 (Wrong level series information displayed when entering main group.)
2348 2002-03-22 src/editor.c
2349 * Slight change to support new gadget event "GD_EVENT_INFO_LEAVING".
2351 2002-03-22 src/editor.c
2352 * Changed behaviour of "Escape" key in level editor to be more
2353 intuitive: When in "Element Properties" or "Level Info" mode,
2354 return to "Drawing Mode" instead of leaving the level editor.
2356 2002-03-21 src/game.c, src/editor.c, src/files.c
2357 * 2.0.1 introduced the corrected "Emerald Mine" style behaviour of
2358 gems (emeralds, diamonds, ...) slipping down from normal wall,
2359 steel wall and growing wall (as in E.M.C. style levels). Although
2360 the behaviour of contributed and private levels wasn't changed (due
2361 to the use of "level.game_version"; see previous entry), editing
2362 those levels will (of course) change the behaviour accordingly.
2364 This change seems a bit too hard after thinking about it, because
2365 the EM style behaviour is not the "expected" behaviour (gems would
2366 normally only slip down from "rounded" walls). Therefore this was
2367 now changed to an element property for gem style elements, with the
2368 default setting "off" (which means: no special EM style behaviour).
2369 To fix older converted levels, this flag is set to "on" for pre-2.0
2370 levels that are neither contributed nor private levels.
2372 2002-03-20 src/files.h
2373 * Corrected settings for "level.game_version" depending of level type.
2374 (Contributed and private levels always get played with game engine
2375 version they were created with, while converted levels always get
2376 played with the most recent version of the game engine, to let new
2377 corrections of the emulation behaviour take effect.)
2379 2002-03-20 src/main.h
2380 * Added "#include <time.h>". This seems to be needed by "tape.c" for
2381 compiling the SDL version on some systems.
2382 Thanks to the several people who pointed this out.
2385 * Version number set to 2.0.2.
2388 * Version 2.0.1 released.
2390 2002-03-18 src/screens.c
2391 * "HandleChooseLevel()": Small bug in level series navigation fixed.
2393 2002-03-18 src/files.c [src/libgame/misc.c]
2394 * Moved some common functions from src/files.c to src/libgame/misc.c.
2396 2002-03-18 src/files.c [src/libgame/misc.c]
2397 * Changed permissions for new directories and saved files (especially
2398 score files) according to suggestions of Debian users and mantainers.
2399 Thanks to Drew Parsons <dparsons@emerall.com> for the patch.
2401 2002-03-17 src/files.c
2402 * Changed "{Load|Save}{Level|Tape}()" to IFF style file format:
2403 Replaced "cookie" header string ("ROCKSNDIAMONDS_...\n") with
2404 real IFF style header "RND1....XXXX" (where "XXXX" is "CAVE"
2405 for levels and "TAPE" for tapes). Old "cookie" style format is
2406 still supported for reading. New level and tape files are written
2409 * New IFF chunk "VERS" contains version numbers for file and game
2410 (where "game version" is the version of the program that wrote the
2411 file, and "file version" is a version number to distinguish files
2412 with different format, for example after adding new features).
2414 2002-03-15 src/screen.c
2415 * "DrawHallOfFame()": "FadeSounds()" when entering the hall of fame.
2416 (Before, you heard a mixture of the in-game music and the
2417 hall-of-fame music.)
2419 2002-03-14 src/events.c
2420 * Function "DumpTape()" (files.c) now available by pressing 't' from
2421 main menu (when in DEBUG mode).
2423 2002-03-14 src/game.c
2424 * "GameWon()": When game was won playing a tape, now there is no delay
2425 raising the score and no corresponding sound is played.
2427 2002-03-14 src/files.c
2428 * Changed "LoadTape()" for real chunk support and also adjusted
2429 "SaveTape()" accordingly.
2431 2002-03-14 src/game.c, src/tape.c, src/files.c
2432 * Important changes to tape format: The old tape format stored all
2433 actions with a real effect with a corresponding delay between the
2434 stored actions. This had some major disadvantages (for example,
2435 push delays had to be ignored, pressing a button for some seconds
2436 mutated to several single button presses because of the non-action
2437 delays between two action frames etc.). The new tape format just
2438 stupidly records all device actions and replays them later. I really
2439 don't know why I haven't solved it that way before?! Old-style tapes
2440 (with tape file version less than 2.0) get converted to the new
2441 format on-the-fly when loading and can therefore still be played;
2442 only some minor parts of the old-style tape handling code was needed.
2443 (A perfect conversion is not possible, because there is information
2444 missing about the device actions between two action frames.)
2446 2002-03-14 src/files.c
2447 * New function "DumpTape()" to dump the contents of the current tape
2448 in a human readable format.
2450 2002-03-14 src/game.c
2451 * Small tape bug fixed: When automatically advancing to next level
2452 after a game was won, the tape from the previous level still was
2453 loaded as a tape for the new level.
2455 2002-03-14 src/tape.c
2456 * Small graphical bug fixed: When pressing ""Record" or "Play" on
2457 tape, cartoons did not get completely removed because
2458 StopAnimation() was not called.
2460 2002-03-13 src/files.c
2461 * Changed "LoadLevel()" and "SaveLevel()" to add new chunk "CNT2".
2462 Fixed bug of "CONT" and "BODY" (chunk size was set to 8-bit element
2463 size even when using 16-bit elements). Added new chunk "CNT2" for
2464 16-bit amoeba content (previously written in 8-bit field in "HEAD"
2465 chunk even when content was 16-bit element). "CNT2" should now be
2466 able to store content for arbitrary elements (up to eight blocks of
2467 3 x 3 element arrays). All "CNT2" elements will always be stored as
2468 16-bit elements. "CONT" (with 8/16-bit elements) now obsolete.
2470 2002-03-13 src/files.c
2471 * Changed "LoadLevel()" for real chunk support.
2473 2002-03-12 src/game.c
2474 * Fixed problem (introduced after 2.0.0 release) with penguins
2475 not getting killed by enemies
2477 2002-02-24 src/game.c, src/main.h
2478 * Added "player->is_moving"; now "player->last_move_dir" does
2479 not contain any information if the player is just moving at
2481 Before, "player->last_move_dir" was misused for this purpose
2482 for the robot stuff (robots don't kill players when they are
2483 moving). But setting "player->last_move_dir" to MV_NO_MOVING
2484 broke tapes when walking through pipes!
2485 ("IS_MOVING()" uses "MovPos[][]", but this fails when it is 0
2486 in a continuous movement. This fact is ignored for friends and