2 * improved menu fading, adding separate fading definitions for entering
3 and leaving a "content" screen (in general), and optional definitions
4 for the special "content" screens SCORES, EDITOR, INFO and PLAYING
7 * added (currently invisible) setup option to define scroll delay value
8 * fixed small bug in priority handling when auto-detecting level start
9 position in levels without player element (but player from CE etc.)
10 * added option "game.forced_scroll_delay_value" to override user choice
11 of scroll delay value for certain level sets with "graphicsinfo.conf"
12 * replaced setup option "scroll delay: on/off" by new setup option that
13 directly allows selecting the desired scroll delay value from 0 to 8
16 * added displaying of most game panel control elements (not animated)
19 * added new configuration directives to display additional game engine
20 values on the game control panel, like the following examples:
21 - game.panel.time_hh/time_mm/time_ss - level time in HH/MM/SS format
22 - game.panel.penguins - number of penguins to rescue
23 - game.panel.level_name - level name of current level
26 * added support for preview tile sizes "1" and "2" (1x1 and 2x2 pixels)
29 * added new player option "no centering when relocating" for "invisible"
30 teleportations to level areas that look exactly the same, giving the
31 illusion that the player did not relocate at all (this was the default
32 since 3.2.3, but caused visual problems with room creation in "Zelda")
33 * added new menu fading effect "melt", shamelessly stolen from "DOOM"
36 * improved menu fading, adding separate fading definitions for entering
37 and leaving a menu and for fading between menu and "content" screens
38 * fixed small bug with recognizing also ".font_xyz" style definitions
41 * improved menu fading, adding separate fading definitions for fading
42 between menu screens and fading between menu and "destination" screens
45 * titlemessage_initial_x and titlemessage_x set to "[DEFAULT]" in static
46 configuration (set from "[titlemessage_initial]" and "[titlemessage]")
47 * fading settings of "[titlemessage_initial]" and "[titlemessage]" set
48 to "[DEFAULT]" in static configuration (set from "[title_initial]" and
50 * improved title fading, allowing fading animation types "none", "fade"
51 and "crossfade" (including cross-fading of last title to main menu)
54 * added configurability of graphics, sounds and music for title screens,
55 which are separated into initial title screens (only shown once at
56 program startup) and title screens shown for a given level set; these
57 title screens can be composed of up to five title images and up to
58 five title text messages (each drawn using an optional background
59 image), also using background music and/or sounds; aspects like
60 background images, sounds and music of title screens can either be
61 defined generally (valid for all title screens) or specifically (and
62 therefore differently for each title screen) using these directives:
64 to define a background image, sound or music file for all screens:
65 - background.TITLE_INITIAL (for all title screens for game startup)
66 - background.TITLE (for all title screens for level sets)
68 to define a background image, sound or music file for a single screen:
69 - background.titlescreen_initial_x (with x in 1,2,3,4,5)
70 - background.titlescreen_x (with x in 1,2,3,4,5)
71 - background.titlemessage_initial_x (with x in 1,2,3,4,5)
72 - background.titlemessage_x (with x in 1,2,3,4,5)
74 to define the title screen images:
75 - titlescreen_initial_x (with x in 1,2,3,4,5)
76 - titlescreen_x (with x in 1,2,3,4,5)
78 to define the title text messages, place text files into the level set
79 directory that have the following file names:
80 - titlemessage_initial_x.txt (with x in 1,2,3,4,5)
81 - titlemessage_x.txt (with x in 1,2,3,4,5)
83 to define the properties of the text messages, either use directives
84 that affect all text messages:
85 - [titlemessage_initial].<suffix>
86 - [titlemessage].<suffix>
87 or use directives that affect single text messages:
88 - titlemessage_initial_x.<suffix> (with x in 1,2,3,4,5)
89 - titlemessage_x.<suffix> (with x in 1,2,3,4,5)
91 valid values for <suffix> are the same as for readme.<suffix> below;
92 use ".sort_priority" (default: 0) to define an arbitrary order for
93 title images and title messages (which can therefore be mixed)
96 * added full configurability of "readme.txt" screen appearance:
97 - readme.x: <left position used with alignment>
98 - readme.y: <top position>
99 - readme.width: <maximim text width in pixels>
100 - readme.height: <maximum text height in pixels>
101 - readme.chars: <maximum number of chars per line>
102 - readme.lines: <maximum number of lines displayed>
103 - readme.align: left,center,right (default: center)
104 - readme.top: top,middle,bottom (default: top)
105 - readme.font: font name
106 - readme.autowrap: true,false (default: true)
107 - readme.centered: true,false (default: false)
108 - readme.parse_comments: true,false (default: true)
109 - readme.sort_priority: (not used here, but only for title screens)
110 when "readme.chars" and/or "readme.lines" is set to "-1" (this is the
111 default), they are automatically determined from "readme.width" and
112 "readme.height" accordingly; when they are not "-1", they have
113 precedence over "readme.width" and "readme.height"
114 * added internal ad-hoc config settings for displaying text files like
115 title messages or "readme.txt" style level set info files:
116 - .font: font name (default: readme.font)
117 - .autowrap: true,false (default: readme.autowrap)
118 - .centered: true,false (default: readme.centered)
119 - .parse_comments: true,false (default: readme.parse_comments)
120 (the leading '.' and the separating ':' are mandatory here); to use
121 these ad-hoc settings, they have to be written inside a comment, like
122 "# .autowrap: false" or "# .centered: true"; these settings then
123 override the above global settings (they can even be used more than
124 once, like "# .centered: true", then some text that should be drawn
125 centered, then "# .centered: false" to go back to non-centered text;
126 important note: after using "# .parse_comments: false", or when using
127 "readme.parse_comments: false", detecting and parsing comments inside
128 the file is disabled and comments are just printed like normal text;
129 also be aware that all automatic text size calculations are done with
130 the font defined in "readme.font", while using different fonts using
131 "# .font: <font>" inside the text file may cause unexpected results
134 * changed some numerical limits in the level editor from 255 to 999
137 * added option "system.sdl_videodriver" to select SDL video driver
138 * added output of SDL video and audio driver to "version info" page
141 * added group element drawing to IntelliDraw drawing functions
142 * fixed animation resetting problem again (last try broke Snake Bite)
143 * fixed diagonal scrolling in screen scrolling (last try broke Pac Man)
146 * added new (special) "include: <filename>" directive that works in all
147 configuration files (like "graphicsinfo.conf") and that has the same
148 effect as if that directive would be replaced with the content of the
149 specified file (this can be useful to split large configuration files
150 into several smaller ones and include them from one main file, or to
151 store configuration settings that always stay the same into a separate
152 file, while including it and only add those parts that really change)
155 * fixed minor bug (screen redraw of player tiles) in EMC graphics engine
158 * fixed bug in "InitMovingField()" where treating an integer array as
159 boolean caused wrong resetting of animations while elements are moving
160 * fixed problem with resetting animations when starting element change
163 * added sort priority for order of title screens and title messages
166 * changed end of game again: do not wait for the user to press a key
167 anymore, but directly ask/confirm tape saving and go to hall of fame
168 * re-enabled quitting of lost game by pressing space or return again
169 * added blanking of mouse pointer when displaying title screens
170 * added remaining menu draw offset definitions for info sub-screens
173 * added setup option to select game speed (from very slow to very fast)
174 * improved handling of title text messages (initial and for level set)
177 * added new options "auto-wrap" and "centered" for DC2 style envelopes
180 * fixed displaying and typing of player name when it is centered
181 * added special characters to be allowed for player name (not only A-Z)
184 * fixed blit in ScrollLevel() to same bitmap to not overlap anymore
185 (newer versions of the SDL library seem to not like this anymore)
188 * added code for configuration directives for control of game panel
191 * fixed small cosmetical bug with underlining property tabs in editor
194 * fixed small drawing bug in X11FadeRectangle
195 * added new elements for newly supported Diamond Caves II levels:
196 - EM/DC style exits that disappear after passing
197 - white key and gate (one white key needed for each white gate)
198 - fake gate (there is no key to open/pass this kind of gate!)
199 - extended magic wall which also handles pearls and crystals
203 * changed maximum value for endless loop detection to a higher value
204 (some levels really used very deep recursion without being endless)
207 * added new elements for newly supported Diamond Caves II levels:
208 - growing steel walls
209 - snappable land mine
212 * added new elements for newly supported Diamond Caves II levels:
213 - steel text elements
216 * added level file loader for native Diamond Caves II levels
219 * version number set to 3.2.4
222 * version 3.2.3 released
225 * fixed malloc/free bug when updating EMC artwork entries in level list
226 * added workaround (warning and request to quit the current game) when
227 changing elements cause endless recursion loop (which would otherwise
228 freeze the game, causing a crash-like program exit on some systems)
231 * fixed nasty string overflow bug when entering too long envelope text
234 * added feedback sounds for menu navigation "menu.item.activating" and
235 "menu.item.selecting" (for highlighting and executing menu entries)
238 * improved "no scrolling when relocating" to also consider scroll delay
239 (meaning that the player is not automatically centered in this case;
240 this makes it possible to "invisibly" relocate the player to a region
241 of the level playfield which looks the same as the old level region)
242 * fixed bug with not recognizing "main.input.name.align" when active
245 * fixed bug with displaying masked borders over title screens when
246 screen fading is disabled
249 * fixed infinite loop / crash bug when killing the player while having
250 a CE with the setting "kill player X when explosion of <player X>"
251 * added special editor graphic for "char_space" to distinguish it from
252 "empty_space" when editing a level (in-game graphics still the same)
255 * fixed nasty bug with initialization only done for the first player
258 * small change to handle loading empty element/content list micro chunks
261 * uploaded pre-release (test) version 3.2.3-0 binary and source code
264 * some optimizations on startup speed by reducing initial text output
267 * added caching of custom artwork information for faster startup times
270 * fixed graphical bug when using fewer menu entries on level selection
271 screen than usual (with "menu.list_size.LEVELS" directive)
272 * fixed crash bug (Windows/SDL only) caused by BlitBitmap blitting from
273 the backbuffer to the backbuffer by error (with identical rectangle)
276 * fixed bug when displaying titlescreen with size less than element tile
277 * fixed bug that caused elements with "change when digging <e>" event
278 to change for _every_ digged element, not only those specified in <e>
279 * fixed bug that caused impact style collision when dropping element one
280 tile over the player that can both fall down and smash players
281 * fixed bug that caused impact style collision when element changed to
282 falling/smashing element over the player immediately after movement
285 * fixed bug that allowed making engine snapshots from the level editor
288 * fixed bugs with player name and current level positions on main screen
291 * added configuration directives for control of title screens:
292 - "title.fade_delay" for fading time
293 - "title.post_delay" for pause between screens (when not crossfading)
294 - "title.auto_delay" to automatically continue after some time
295 these settings can each be overridden by specifying them with titles:
296 - "titlescreen_initial_{1-5}.{fade_delay,post_delay,auto_delay}"
297 - "titlescreen_{1-5}.{fade_delay,post_delay,auto_delay}"
298 fading mode can also be specified:
299 - "titlescreen_initial_{1-5}.anim_mode: {fade,crossfade}
300 - "titlescreen_{1-5}.anim_mode: {fade,crossfade}
301 default is using normal fading for menues and initial title screens,
302 while using cross-fading for level set title screens
303 * fixed bug with background not drawn in Hall of Fame after game was won
306 * added configuration directives for the remaining main menu items
309 * added additional configuration directives for info screen draw offset:
310 menu.draw_{x,y}offset.INFO[{ELEMENTS,MUSIC,CREDITS,PROGRAM,LEVELSET}]
311 * added additional configuration directives for preview info text
312 * limited mouse wheel sensitive screen area to scrollable screen area
315 * added highlighted menu text entries to menu navigation when selected
318 * fixed bug that prevented player from correctly being created in the
319 top left corner by a custom element change in a level without player
320 * fixed bug that prevented player from being killed when indestructible,
321 non-walkable element is placed on player position by extended change
322 * added configurable menu button, text and input positions to main menu
325 * added page fading effects for remaining info sub-screens
326 * fixed small bug that caused some delays when answering door request
329 * added directives "border.draw_masked.*" for menu/playfield area and
330 door areas to display overlapping/masked borders from "global.border"
333 * fixed bug with CE with move speed "not moving" not being animated
334 * when changing player artwork by CE action, reset animation frame
337 * fixed bug with not unmapping main menu screen gadgets on other screens
338 * fixed bug with un-pausing a paused game by releasing still pressed key
339 * fixed bug with not redrawing screen when toggling to/from fullscreen
340 mode while fast reloading tape (without redrawing playfield contents)
341 * fixed bug with quick-saving tape snapshot despite answering with "no"
344 * version number set to 3.2.3
347 * version 3.2.2 released
350 * fixed bug with redrawing screen in fullscreen mode after quick tape
351 reloading when using the EMC game engine
352 * changed token names from "last_ce_[1-8]" to "prev_ce_[1-8]"
355 * fixed bug in GameWon() when level contains no exit (like in Sokoban)
358 * added engine snapshot functionality for instant tape reloading (this
359 only works for the last tape saved using "quick save", and does not
360 work across program restarts, because it completely works in memory)
363 * version number set to 3.2.2
366 * version 3.2.1 released
369 * fixed nasty bugs with handling error message file on Mac OS X systems
372 * general code cleanup (removing many annoying "#if 0" blocks etc.)
375 * fixed bug that caused broken tapes when manually appending to tapes
376 using the "pause before death" functionality, followed by recording
377 * added setup option to disable fading of screens for faster testing
380 * code cleanup of new fading functions
383 * changed behaviour after solved game -- do not immediately stop engine
384 * added some more smooth screen fadings (game start, hall of fame etc.)
387 * fixed bug with displaying pushed CE with value/score/delay anim_mode
390 * added configurable level preview position, tile size and dimensions
391 * added configurable game panel value positions (gems, time, score etc.)
394 * fixed small bug with time displayed incorrectly when collecting CEs
397 * fixed bug with bumpy scrolling with EM engine in double player mode
400 * added compatibility code to fix "Snake Bite" style levels that were
401 broken due to a bugfix regarding EL_SOKOBAN_FIELD_PLAYER in 3.2.0
404 * fixed bug with scrollbars inside editor when using the Windows mouse
405 enhancement tool "True X-Mouse" (which injects key events to the event
406 queue to insert selected stuff into the Windows clipboard, which gets
407 confused with the "Insert" key for jumping to the last editor cascade
408 block in the element list)
409 * added Rocks'n'Diamonds icon for use as window icon to SDL version
410 * added key shortcut "Alt + Enter" to toggle fullscreen mode at any time
413 * added selection of preferred fullscreen mode to setup / graphics menu
414 (useful if default mode 800 x 600 does not match screen aspect ratio)
417 * improved down-scaling of images for better editor and preview graphics
418 * changed user data directory for Mac OS X from Unix style to new place
421 * improved level number selection in main menu and player selection in
422 setup menu (input devices section) by using standard button gadgets
423 * added support for mouse scroll wheel (caused buggy behaviour before)
424 * added support for scrolling horizontal scrollbars with mouse wheel by
425 holding "Shift" key pressed while scrolling the wheel
426 * added support for single step mouse wheel scrolling by holding "Alt"
427 key pressed while scrolling the wheel (can be combined with "Shift")
428 * changed output file "stderr.txt" on Windows platform now always to be
429 created in the R'n'D sub-directory of the personal documents directory
430 * added Windows message box to direct to "stderr.txt" after error aborts
433 * improved general scrollbar handling (when jump-scrolling scrollbars)
436 * changed scrollbars to always show last line as first after scrolling
437 (that means jumping n - 1 screen lines instead of n screen lines)
440 * fixed level versions of EMC level loader (from V4 to V1, V2 and V3)
441 * fixed level time for EMC levels for V2 engine (V2 and V5 levels)
442 * fixed special handling of vertically stacked acid becoming fake acid
445 * fixed bug (very special case) with CE_SCORE_GETS_ZERO, which can
446 affect multiple instances of the same CE, although this kind of
447 change condition usually only affects one single custom element
450 * version number set to 3.2.1
453 * version 3.2.0 released
456 * reorganized level editor element list a bit to match engines better
459 * fixed newly introduced bug with wrongly initializing clipboard element
462 * fixed bug with displaying visible/invisible level border in editor
465 * reorganized some elements in the level editor element list
468 * fixed bug with displaying any player as "yellow" when moving into acid
469 * fixed bug with displaying running player when player stopped at border
472 * fixed bug with player exploding when moving into acid
473 * fixed bug with level settings being reset in editor and when playing
474 (some compatibility settings being set not only after level loading)
475 * fixed crash bug when number of custom graphic frames was set to zero
476 * fixed bug with teleporting player on walkable tile not working anymore
477 * added partial compatibility support for pre-release-only "CONF" chunk
478 (to make Alan Bond's "color cycle" demo work again :-) )
481 * fixed some bugs when displaying title screens from info screen menu
482 * fixed bug which caused EMC doors #5 to #8 to be passable without keys
485 * changed file major version to 3 to reflect level file format changes
486 * uploaded pre-release (test) version 3.2.0-8 binary and source code
489 * added new chunk "NAME" to level file format for level name settings
490 * added new chunk "NOTE" to level file format for envelope settings
491 * changed name of chunk "CONF" to "ELEM" (for normal element settings)
492 * updated magic(5) file to recognize changed and new level file chunks
493 * removed change events "change when CE value/score changes" as unneeded
496 * changed gravity (which only affects the player) from level property
497 to player property (only makes a difference in multi-player levels)
498 * added change events "change when CE value/score changes"
499 * added change events "change when CE value/score changes of <element>"
502 * added new chunk "INFO" to level file format for global level settings
503 * added all element settings from "HEAD" chunk to "CONF" chunk
504 * added all global level settings from "HEAD" chunk to "INFO" chunk
507 * changed level file format by adding two new chunks "CUSX" (for custom
508 elements, replacing the previous "CUS4" chunk) and "GRPX" (for group
509 elements, replacing the previous "GRP1" chunk); these new IFF style
510 chunks use the new and flexible "micro chunks inside chunks" technique
511 already used with the new "CONF" chunk (for normal element properties)
512 which makes it possible to easily extend the existing level format
513 (instead of using fixed-length chunks like before, which are either
514 too big due to reserved bytes for future use, or too small when those
515 reserved bytes have all been used and even more data should be stored,
516 requiring the replacement by new and larger chunks just like it went
517 with "CUS1" to "CUS4"); this whole problem now does not exist anymore
520 * added credits pages to the "credits" section that were really missing
521 * added some missing element descriptions to the level editor
522 * added down position of switchgate switch to the level editor
523 and allowed the use of both switch positions at the same time
524 * changed use of "Insert" and "Delete" keys to navigate element list in
525 level editor to start of previous or next cascading block of elements
528 * added the possibility to view the title screen to the info screen menu
529 * fixed some minor bugs with viewing title screens
532 * fixed bug with title (cross)fading in/out when using fullscreen mode
535 * fixed bug that forced re-defining of menu settings in local graphics
536 config file which are already defined in existing base config file
537 * fixed small bug that caused door sounds playing when music is enabled
540 * added the possibility to define up to five title screens for each
541 level set that are displayed after loading using (cross)fading in/out
542 (this was added to display the various start images of the EMC sets)
545 * added "CE score gets zero [of]" to custom element trigger conditions
546 * added setup option to display element token name in level editor
549 * added compatibility code for Juergen Bonhagen's menu artwork settings
552 * fixed bug with displaying wrong animation frame 0 after CE changes
553 * fixed bug with creating invisible elements when light switch is on
556 * added selection between ECS and AGA graphics for EMC levels to setup
559 * adjusted font handling for various narrow EMC style fonts
562 * changed EM engine behaviour back to re-allow initial rolling springs
565 * fixed handling of over-large selectboxes (less error-prone now)
566 * fixed bug when creating GE with walkable element under the player
569 * added use of "Insert" and "Delete" keys to navigate element list in
570 level editor to start of custom elements or start of group elements
571 * added virtual elements to access CE value and CE score of elements:
572 - "CE value of triggering element"
573 - "CE score of triggering element"
574 - "CE value of current element"
575 - "CE score of current element"
578 * fixed "grass" to "sand" in older EM levels (up to file version V4)
581 * changed behaviour of network games with internal errors (because of
582 different client frame counters) from immediately terminating R'n'D
583 to displaying an error message requester and stopping only the game
584 (also to prevent impression of crashes under non command-line runs)
585 * fixed playing network games with the EMC engine (did not work before)
586 * fixed bug with not scrolling the screen in multi-player mode with the
587 focus on player 1 when all players are moving in different directions
588 * fixed bug with keeping pointer to gadget even after its deallocation
589 * fixed bug with allowing "focus on all players" in network games
590 * fixed bug with player focus when playing tapes from network games
593 * uploaded pre-release (test) version 3.2.0-7 binary and source code
596 * code cleanup for game action control for R'n'D and EMC game engine
599 * fixed bug in multi-player movement with focus on both players
600 * added option to control only the focussed player with all input
603 * added player focus switching to level tape recording and re-playing
606 * fixed some bugs in player focus switching in EMC and RND game engine
609 * added special Supaplex animations for Murphy digging and snapping
610 * added special Supaplex animations for Murphy being bored and sleeping
613 * added four new yam yams with explicit start direction for EMC engine
614 * fixed bug in src/libgame/text.c with printing text outside the window
617 * fixed small bug in EMC level loader (copyright sign in EM II levels)
620 * added delayed ignition of EM style dynamite when used in R'n'D engine
621 * added limited movement range to EMC engine when focus on all players
624 * fixed bug with missing (zero) score values for native Supaplex levels
627 * added "continuous snapping" (snapping many elements while holding the
628 snap key pressed, without releasing the snap key after each element)
629 as a new player setting for more compatibility with the classic games
632 * finished scrolling for "focus on all players" in EMC graphics engine
635 * level sets with "levels: 0" are ignored for levels, but not artwork
636 * fixed bug when scanning empty level group directories (endless loop)
639 * fixed bug with explosion graphic for player using "Murphy" graphic
640 * fixed bug with explosion graphic if player leaves explosion in time
641 * changed some descriptive text in setup menu to use medium-width font
642 * added key shortcut settings for switching player focus to setup menu
645 * fixed bug with random value initialization when recording tapes
646 * fixed bug with playing single player tapes when team mode activated
649 * fixed little bug when trying to switch to player that does not exist
652 * added player switching (visual and quick) to R'n'D and EM game engine
653 * added setup option to select visual or quick in-game player switching
656 * added use of "Home" and "End" keys to handle element list in editor
659 * fixed bug with adding score when playing tape with EMC game engine
660 * added steel wall border for levels using EMC engine without border
661 * finally fixed delayed scrolling in EMC engine also for small levels
664 * fixed potential crash bug in WarnBuggyBase() (missing boundary check)
667 * fixed bug with CE change order in TestIfElementTouchesCustomElement()
668 * fixed bug when displaying info element without action, but direction
671 * fixed minor graphical problems with springs smashing and slurping
672 (when using R'n'D style graphics instead of EMC style graphics)
675 * added scroll delay (as configured in setup) to EMC graphics engine
678 * improved screen redraw for EMC graphics engine (faster and smoother)
679 * when not scrolling, do not redraw the whole playfield if not needed
682 * added multi-player mode for EMC game engine (with up to four players)
685 * added android (can clone elements) from EMC engine to R'n'D engine
688 * added spring bumper (reflects spring) from EMC engine to R'n'D engine
691 * added selectbox for initial player speed to player settings in editor
694 * version 3.1.2 created that is basically version 3.1.1, but with a
695 major bug fixed that prevented editing your own private levels
696 * version 3.1.2 released
699 * added magic ball (creates elements) from EMC engine to R'n'D engine
702 * uploaded fixed pre-release version 3.2.0-6 binary and source code
705 * fixed bug when using "CE can leave behind <trigger element>"
706 * added new change condition "(after/when) creation of <element>"
707 * added new change condition "(after/when) digging <element>"
708 * fixed bug accessing invalid gadget that caused crashes under Windows
709 * deactivated new possibility for multiple CE changes per frame
712 * uploaded pre-release (test) version 3.2.0-6 binary and source code
715 * added animation types "ce_value" and "ce_score" to graphicsinfo.conf
716 * fixed bug with not keeping CE value for moving CEs with only action
717 * changed CE action selectboxes in editor to be only reset when needed
720 * added option "use artwork from element" for custom player artwork
721 * added option "use explosion from element" for player explosions
724 * added cascaded element lists in the level editor
725 * added persistence for cascaded element lists by "editorcascade.conf"
726 * added dynamic element list with all elements used in current level
727 * added possibility for multiple CE changes per frame (experimental)
730 * uploaded pre-release (test) version 3.2.0-5 binary and source code
733 * changed "score for each 10 seconds/steps left" to "1 second/step"
734 * added own score for collecting "extra time" instead of sharing it
735 * added change events "switched by player" and "player switches <e>"
736 * added change events "snapped by player" and "player snaps <e>"
737 * added "set player artwork: <element choice>" to CE action options
738 * added change event "move of <element>"
741 * added "set player shield: off / normal / deadly" to CE action options
742 * added new player option "use level start element" in level editor
743 to set the correct focus at level start to elements from which the
744 player is created later (this did not work before for cascaded CE
745 changes resulting in creation of the player; it is now also possible
746 to create the player from a yam yam which is smashed at level start)
749 * added "set player speed: frozen (not moving)" to CE action options
750 * added "move player: l/r/u/d/trigger/-trigger" to CE action options
753 * added new player option "block snap field" (enabled by default) to
754 make it possible to show a snapping animation like in Emerald Mine
757 * added dynamic selectboxes to custom element action settings in editor
758 * added "CE value" counter for custom elements (instead of "CE count")
759 * added option to use the last "CE value" after custom element change
760 * added option to use the "CE value" of other elements in CE actions
761 * fixed odd behaviour when pressing time orb in levels w/o time limit
762 * added checkbox "use time orb bug" for older levels that use this bug
765 * added missing configuration settings for the following elements:
766 - EL_TIMEGATE_SWITCH (time of open time gate)
767 - EL_LIGHT_SWITCH_ACTIVE (time of light switched on)
768 - EL_SHIELD_NORMAL (time of shield duration)
769 - EL_SHIELD_DEADLY (time of shield duration)
770 - EL_EXTRA_TIME (time added to level time)
771 - EL_TIME_ORB_FULL (time added to level time)
774 * added "wind direction" as a movement pattern for custom elements
775 * added initial wind direction for balloon / custom elements to editor
776 * added functionality for EL_BALLOON_SWITCH_NONE to R'n'D game engine
779 * added parameters for "game of life" and "biomaze" elements to editor
782 * added level file chunk "CONF" for generic level and element settings
785 * uploaded pre-release (test) version 3.2.0-4 binary and source code
788 * skip empty level sets (with "levels: 0"; may be artwork base sets)
789 * added sound action ".page[1]" to ".page[32]" for each CE change page
792 * added image config suffix ".clone_from" to copy whole image settings
793 * fixed bug with invalid ("undefined") CE settings in old level files
796 * fixed graphical bug with smashing elements falling faster than player
799 * fixed major bug which prevented private levels from being edited
800 * fixed bug with precedence of general and special font definitions
803 * fixed graphical bug with player animation when player moves slowly
806 * uploaded pre-release (test) version 3.2.0-3 binary and source code
809 * fixed bug which prevented "global.num_toons: 0" from working
812 * major code cleanup (removed all these annoying "#if 0" blocks)
815 * added custom element actions for CE change page in level editor
818 * fixed music initialization bug in init.c (thanks to David Binderman)
819 * fixed mouse wheel "button" bug in editor (thanks to Tomi Belan)
820 (this bug must probably be fixed at other places, too)
823 * fixed buggy '#include "SDL.h"' statements in src/libgame/sdl.h
824 (should be '#include <SDL.h>' instead)
827 * fixed bug which prevented "walkable from no direction" from working
828 (due to compatibility code overwriting this setting after loading)
831 * fixed bug on Mac OS X (use of reserved name "Random") in EM engine
834 * version number temporarily set to 3.1.1 (intermediate bugfix release)
835 * version 3.1.1 released
838 * changed some va_arg() arguments from 'long' to 'int', fixing problems
839 on 64-bit architecture systems with LP64 data model
842 * fixed bug with bombs not exploding when hitting the last level line
843 (introduced after the release of 3.1.0)
846 * added support for dumping small-sized level sketches from editor
849 * added recognition of "trigger element" for "change digged element to"
850 (this is not really what the "trigger element" was made for, but its
851 use may seem obvious for leaving back digged elements unchanged)
854 * fixed multiple warnings about failed joystick device initialization
857 * fixed bug with dynamite dropped on top of just dropped custom element
858 (collect dynamite, collect CE, drop CE => dynamite was also dropped);
859 dynamite can still be dropped, but drop key must be released before
862 * fixed bug with wrong start directory when started from file browser
863 (due to this bug, R'n'D could not be started from KDE's Konqueror)
866 * fixed bug causing "change when impact" on player not working
867 * fixed wrong priority of "hitting something" over "hitting <element>"
868 * fixed wrong priority of "hit by something" over "hit by <element>"
871 * fixed graphical bug which caused the player (being Murphy) to show
872 collecting animations although the element was collected by penguin
875 * fixed two bugs causing wrong door background graphics in system.c
876 (in functions "SetBackgroundBitmap()" and "DrawingOnBackground()")
879 * fixed graphic bug with exploding bomb and R'n'D graphics in EM engine
880 * added "no direction" to "walkable/passable from" selectbox options
883 * enhanced tape autoplay to accept "autoplay <set> [<nr> ...]" format
884 * in tape autoplay, not only report broken, but also missing tapes
887 * uploaded pre-release (test) version 3.2.0-2 binary and source code
890 * fixed small bug with "linear" animation not working for active lamp
893 * fixed bug with moving up despite gravity due to "block last field"
894 * fixed small bug with wrong draw offset when typing name in main menu
895 * when reading user names from "passwd", ignore data after first comma
896 * when creating new "levelinfo.conf", only write some selected entries
899 * fixed displaying "imported from/by" on preview with empty string
900 * fixed ignoring draw offset for fonts used for level preview texts
903 * fixed a delay problem with SDL and too many mouse motion events
904 * added setup option "skip levels" and level skipping functionality
907 * added move speed "not moving" for non-moving CEs, but with direction
910 * fixed mapping of obsolete element token names in "editorsetup.conf"
911 * fixed bug with sound "acid.splashing" treated as a loop sound
912 * fixed some little sound bugs in native EM engine
915 * fixed small bug when dragging scrollbars to end positions
918 * added editor element descriptions written by Aaron Davidson
921 * improved fallback handling when configured artwork is not available
922 (now using default artwork instead of exiting when files not found)
925 * fixed bug on level selection screen when dragging scrollbar
928 * fixed bug which caused broken tapes when appending to EM engine tapes
931 * uploaded pre-release (test) version 3.2.0-1 binary and source code
934 * added code to replace changed artwork config tokens with other tokens
935 (needed for backwards compatibility, so that older tokens still work)
938 * added native R'n'D graphics for some new EMC elements in EM engine
941 * fixed some bugs in the EM engine integration code
942 * changed EM engine code to allow diagonal movement
943 * changed EM engine code to allow use of separate snap and drop keys
946 * fixed some redraw bugs when using EM engine
949 * fixed bug with not converting RND levels which are set to use native
950 engine to native level structure when loading
953 * uploaded pre-release (test) version 3.2.0-0 binary and source code
956 * version number set to 3.2.0
959 * level data now reset to defaults after attempt to load invalid file
962 * added use of "editorsetup.conf" for different level sets
965 * added auto-detection for various types of Emerald Mine level files
968 * fixed bug with scrollbars getting too small when list is very large
971 * fixed bug with 3+3 (cross) sized explosion not making explosion sound
974 * added most level editor configuration gadgets for new EMC elements
977 * added more element and graphic definitions for new EMC elements
980 * modified native EM engine to use integrated R'n'D sound system
983 * added SDL support to graphics functions in native EM engine
984 (by always using generic libgame interface functions)
987 * fixed bug in frame synchronization in native EM engine
990 * added code to convert levels between R'n'D and native EM engine
993 * new Emerald Mine engine can now play levels selected in main menu
996 * fixed big memory leak in function "CreateBitmapWithSmallBitmaps()"
997 (which creates scaled down graphics for level editor and preview);
998 there's still a memory leak somewhere in the artwork handling code
999 * added "scale image up" functionality to X11 version of zoom function
1002 * first attempts to integrate new, native Emerald Mine Club engine
1005 * fixed bug in gadget code which caused reset of CEs in level editor
1006 (example: pressing 'b' [grab brush] on CE config page erased values)
1007 (solution: check if gadgets in ClickOnGadget() are really mapped)
1008 * improved level change detection in editor (settings now also checked)
1009 * fixed bug with "can move into acid" and "don't collide with" state
1012 * fixed maze runner style CEs to use the configured move delay value
1015 * added Aaron Davidson's tutorial level set to the "Tutorials" section
1018 * fixed engine change that broke 3.0.8 levels like "Walpurgis Gardens"
1019 * fixed the above fix because it broke level set "machine" (*sigh*)
1020 * fixed random element placement in level editor to work as expected
1021 * fixed undefined graphic of runtime element "EL_AMOEBA_TO_DIAMOND"
1024 * re-recorded tape for BD2K3, level 010 (broken due to bugfix)
1027 * fixed bug (missing array boundary check) which caused broken tapes
1028 * fixed bug (when loading level template) which caused broken levels
1029 * fixed bug with new block last field code when using non-yellow player
1032 * fixed bug when pressing "stop, pause, stop, play" on tape recorder
1033 * internal change of how the player blocks the last field when moving
1034 * fixed blocking delay of last field for EM and SP style block delay
1035 * fixed bug where the player had to wait for the usual move delay after
1036 unsuccessfully trying to move, when he directly could move after that
1037 * the last two changes should make original Supaplex level 93 solvable
1038 * improved use of random number generator to make it less predictable
1039 * fixed behaviour of slippery SP elements to let slip left, then right
1042 * fixed bug with wrong door state after trying to quickload empty tape
1043 * fixed waste of static memory usage of the binary, making it smaller
1044 * fixed very little graphical bug in Supaplex explosion
1047 * version number set to 3.1.1
1050 * version 3.1.0 released
1053 * fixed bug with crash when writing user levelinfo.conf the first time
1056 * added option "convert LEVELDIR [NR]" to command line batch commands
1057 * re-converted Supaplex levels to apply latest engine fixes
1058 * changed "use graphic/sound of element" to "use graphic of element"
1059 due to compatibility problems with some levels ("bug machine" etc.)
1062 * fixed bug with CE change replacing player with same or other player
1065 * fixed bug with opaque font in envelope with background graphic when
1066 background graphic is not transparent itself
1069 * added "gravity on" and "gravity off" ports for Supaplex compatibility
1070 * corrected original Supaplex level loading code to use these new ports
1071 * also corrected Supaplex loader to auto-count infotrons if set to zero
1074 * fixed bug with missing initialization of "modified" flag for GEs
1077 * fixed bug that caused endless recursion loop when relocating player
1078 * fixed tape recorder bug in "step mode" when using "pause before end"
1079 * fixed tape recorder bug when changing from "warp forward" mode
1082 * fixed bug with "when touching" for pushed elements at last position
1085 * fixed bug that caused two activated toolbox buttons in level editor
1086 * fixed bug with exploding dynabomb under player due to other explosion
1089 * fixed bug with creating walkable custom element under player (again)
1090 * fixed bug with not copying explosion type when copying CEs in editor
1091 * fixed graphical bug when drawing player in setup menu (input devices)
1092 * fixed graphical bug when the player is pushing an accessible element
1093 * fixed bug with classic switchable elements triggering CE changes
1094 * fixed bug with entering/leaving walkable element in RelocatePlayer()
1095 * fixed crash bug when CE leaves behind the trigger player element
1098 * fixed bug with broken tubes after placing/exploding dynamite in them
1099 * fixed bug with exploding dynamite under player due to other explosion
1100 * fixed bug with not resetting push delay under certain circumstances
1103 * added option "handicap" for "levelinfo.conf" (thanks to Niko Böhm)
1104 * added network multiplayer code for Windows (thanks to Niko Böhm)
1107 * added option "reachable despite gravity" for gravity movement
1108 * changed gravity movement of most classic walkable and passable
1109 elements back to "not reachable" (for compatibility reasons)
1112 * fixed (removed) "indestructible" / "can explode" dependency in editor
1113 * fixed (removed) "accessible inside" / "protected" dependency
1114 * fixed (removed) "step mode" / "shield time" dependency
1117 * fixed dynabombs exploding now into anything diggable
1118 * fixed Supaplex style gravity movement into buggy base now impossible
1119 * added pressing key "space" as valid action to select menu options
1122 * added "replace when walkable" to relocate player to walkable element
1123 * added "enter"/"leave" event for elements affected by relocation
1124 * fixed "direct"/"indirect" change order also for "when change" event
1125 * fixed graphical bug when pushing things from elements walkable inside
1128 * fixed graphic bug when player is snapping while moving in old levels
1129 * fixed bug when a moving custom element leaves a player element behind
1130 * fixed bug with mole not disappearing when moving into acid pool
1131 * fixed bug with incomplete path setting when using "--basepath" option
1132 * moving CE can now leave walkable elements behind under the player
1133 * when relocating, player can be set on walkable element now
1134 * fixed another gravity movement bug
1137 * uploaded pre-release (test) version 3.1.0-2 binary and source code
1140 * added "collectible" and "removable" to extended replacement types
1141 (where "removable" replaces "diggable" and "collectible" elements)
1142 * added "collectible & throwable" (to throw element to the next field)
1143 * fixed bug with CEs digging elements that are just about to explode
1144 * changed mouse cursor now always being visible when game is paused
1147 * added possibility to push/press accessible elements from a side that
1149 * fixed bug with not setting actual date when appending to tape
1152 * fixed bug with incorrectly initialized custom element editor graphics
1155 * corrected set "Contributions_1995-2000/rnd_kjell_kristiansson":
1156 - number of levels corrected from 18 to 17 in "levelinfo.conf"
1159 * fixed bug with destroyed robot wheel still attracting robots forever
1160 * fixed bug with time gate switch deactivating after robot wheel time
1161 (while the time gate itself is not affected by this misbehaviour)
1162 * changed behaviour of BD style amoeba to always get blocked by player
1163 (before it was different when there were non-BD elements in level)
1164 * fixed bug with player destroying indestructable elements with shield
1167 * added option to make growing elements grow into anything diggable
1168 (for the various amoeba types, biomaze and "game of life")
1171 * fixed bug with movable elements not moving after left behind by CEs
1172 * changed gravity movement to anything diggable, not only sand/base
1173 * optionally allowing passing to walkable element, not only empty space
1174 * added option "can pass to walkable element" for players
1175 * finally fixed gravity movement (hopefully)
1178 * fixed bug with movable elements not moving anymore after falling down
1181 * fixed another bug with custom elements digging and leaving elements
1182 * fixed bug with "along left/right side" and automatic start direction
1183 * trigger elements now also displayed when "more custom" deactivated
1184 * fixed bug with clipboard element initialized when loading new level
1185 * added option "drop delay" to set delay before dropping next element
1188 * uploaded pre-release (test) version 3.1.0-1 binary and source code
1191 * added copy and paste functions for custom change pages
1192 * enhanced graphical display and functionality of tape recorder
1193 * fixed bug with custom elements digging and leaving elements
1196 * added move speed faster than "very fast" for custom elements
1197 * fixed bug with 3+3 style explosions and missing border content
1198 * fixed little bug when copying custom elements in the editor
1199 * enhanced custom element changes by more side trigger actions
1202 * added option "no scrolling when relocating" for instant teleporting
1203 * uploaded pre-release (test) version 3.1.0-0 binary and source code
1206 * added trigger element and trigger player to use as target elements
1207 * added copy and paste functions for custom and group elements
1210 * fixed graphical bug when displaying explosion animations
1211 * fixed bug when appending to tapes, resulting in broken tapes
1212 * re-recorded a few tapes broken by fixing gravity checking bug
1215 * "can move into acid" property now for all elements independently
1216 * "can fall into acid" property for player stored in same bitfield now
1217 * added option for deadliness of Supaplex 'sniksnak' and 'electron'
1218 * version number set to 3.1.0 (finally!)
1221 * changed tape recording to only record input, not programmed actions
1224 * fixed totally broken (every 8th frame skipped) step-by-step recording
1225 * fixed bug with requester not displayed when quick-loading interrupted
1226 * added option "can fall into acid (with gravity)" for players
1227 * fixed bug with player not falling when snapping down with gravity
1230 * fixed bug which messed up key config when using keypad number keys
1233 * fixed bug which allowed moving upwards even when gravity was active
1234 * fixed bug with missing error handling when dumping levels or tapes
1237 * added different colored editor graphics for Supaplex gravity tubes
1240 * fixed bug that allowed solvable tapes for unsolvable levels
1243 * use unlimited number of droppable elements when "count" set to zero
1244 * added option to use step limit instead of time limit for level
1247 * added player and change page as trigger for custom element change
1250 * fixed bug with exploding amoeba (explosion 3x3 instead of 1x1)
1253 * fixed bug with dark yamyam changing to acid when moving over acid
1254 * fixed handling of levels with more than 999 seconds level time
1255 (example: level 76 of "Denmine")
1258 * "spring push bug" reintroduced as configurable element property
1259 * fixed bug with missing properties for "mole"
1260 * fixed bug that showed up when fixing the above "mole" properties bug
1261 * added option "can move into acid" for all movable elements
1262 * fixed graphical bug for elements moving into acid
1263 * changed event handling to handle all pending events before going on
1266 * fixed bug which caused all CE change pages to be ignored which had
1267 the same change event, but used a different element side
1268 (reported by Simon Forsberg)
1270 * fixed bug which caused elements that can move and fall and that are
1271 transported by a conveyor belt to continue moving into that direction
1272 after leaving the conveyor belt, regardless of their own movement
1273 type; only elements which can not move are transported now
1274 (reported by Simon Forsberg)
1276 * fixed bug which could cause an array overflow in RelocatePlayer()
1277 (reported by Niko Böhm)
1279 * changed Emerald Mine style "passable / over" elements to "protected"
1280 (fixing unsolvable level 10 of "Bondmine 9" with bug beside gate)
1282 * added new option to select from which side a "walkable/passable"
1283 element can be entered
1286 * added explosion and ignition delay for elements that can explode
1289 * fixed bug which caused player not being protected against enemies
1290 when a CE was "walkable / inside" and was not "indestructible"
1291 * added "walkable/passable" fields to be "protected/unprotected"
1292 against enemies, even if not accessible "inside" but "over/under"
1295 * corrected move pattern to 32 bit and initial move direction to 8 bit
1298 * added second custom element base configuration page
1301 * added some special EMC mappings to Emerald Mine level loader
1302 (also covering previously unknown element in level 0 of "Bondmine 8")
1305 * added option to block last field when player is moving (for Supaplex)
1306 * adjusted push delay of Supaplex elements
1307 * removed delays for envelopes etc. when replaying with maximum speed
1308 * fixed bug when dropping element on a field that just changed to empty
1311 * fixed bug: infotrons can now smash yellow disks
1312 * fixed bug: when gravity active, port above player can now be entered
1313 * removed "one white dot" mouse pointer which irritated some people
1316 * added "choice type" for group element selection
1319 * fixed bug with initial invulnerability of non-yellow player
1322 * added level loader for loading native Supaplex packed levels
1323 (including multi-part levels like the "splvls99" levels)
1326 * fixed bug which allowed creating emeralds by escaping explosions
1329 * custom elements can change (limited) or leave (unlimited) elements
1330 * finally added multiple matches using group elements
1331 * added shortcut to dump brush (type ":DB" in editor) for use in forum
1334 * added new start movement type "previous" for continued CE movement
1335 * added new start movement type "random" for random CE movement start
1338 * added new element "sokoban_field_player" needed for Sokoban levels
1339 (thanks to Ed Booker for pointing this out!)
1342 * added elements that can be digged or left behind by custom elements
1345 * added group elements for multiple matches and random element creation
1348 * fixed some graphical errors displayed in old levels
1351 * fixed wrong double speed movement after passing closing gates
1354 * added level loader for loading native Emerald Mine levels
1357 * changes for "shooting" style CE movement
1360 * Happy New Year! ;-)
1363 * changed default snap/drop keys from left/right Shift to Control keys
1366 * fixed bug with dead player getting reanimated from custom element
1369 * fixed bug with wrong penguin graphics (when entering exit)
1372 * fixed bug with wrong "Murphy" graphics (when digging etc.)
1375 * version number set to 3.0.9
1378 * version 3.0.8 released
1381 * added function checked_free()
1384 * fixed bug with double nut cracking sound
1385 (by eliminating "default element action sound" assignment in init.c)
1388 * fixed crash when no music info files are available
1391 * fixed boring and sleeping sounds
1394 * added "maze runner" and "maze hunter" movement types
1395 * added extended collision conditions for custom elements
1398 * added warnings for undefined token values in artwork config files
1401 * added menu entry for level set information to the info screen
1404 * fixed bug with wrong default impact sound for colored emeralds
1407 * added several sub-screens for the info screen
1408 * menu text now also clickable (not only blue/red sphere left of it)
1411 * added configurable "bored" and "sleeping" animations for the player
1412 * added "awakening" sound for player when waking up after sleeping
1415 * added "copy" and "exchange" functions for custom elements to editor
1418 * added configurable element animations for info screen
1421 * added configurable music credits for info screen
1424 * finally fixed tape recording when player is created from CE change
1427 * added "editorsetup.conf" for editor element list configuration
1430 * added "musicinfo.conf" for menu and level music configuration
1433 * fixed a very nasty bug in dragon turning code in TurnRoundExt()
1434 (that only showed up on Linux, but not on Windows systems)
1437 * fixed turning movement of butterflies and fireflies (no frame reset)
1438 * enhanced sniksnak turning movement (two steps instead of only one)
1441 * version number set to 3.0.8
1444 * version 3.0.7 released
1447 * fixed reset of player animation frame when, for example,
1448 walking, digging or collecting share the same animation
1449 * fixed CE with "deadly when touching" exploding when touching amoeba
1452 * fixed tape recording when player is created from CE element change
1455 * introduced "turning..." action graphic for elements with move delay
1456 (non-CE: bug, spaceship, sniksnak, mole, pacman, yamyam)
1457 * added turning animations for bug, spaceship and sniksnak
1460 * prevent "extended" changed elements from delay change in same frame
1463 * fixed bug when pushing element that can move away to the side
1464 (like pushing falling elements, but now with moving elements)
1467 * finally fixed serious bug in code for delayed element pushing (again)
1470 * unavailable setup options now marked as "n/a" instead of "off"
1471 * new boolean directive "latest_engine" for "levelinfo.conf": when set
1472 to "true", levels are always played with the latest game engine,
1473 which is desired for levels that are imported from other games; all
1474 other levels are played with the engine version stored in level file
1475 (which is normally the engine version the level was created with)
1478 * fixed serious bug in code for delayed element pushing
1479 * fixed little bug in animation frame selection for pushed elements
1480 * speed-up of reading config file for verbose output
1483 * added configuration option for opening and closing Supaplex exit
1484 * added configuration option for moving up/down animation for Murphy
1485 * fixed incorrectly displayed animation for attacking dragon
1486 * fixed bug with not setting initial gravity for each new game
1487 * fixed bug with teleportation of player by custom element change
1488 * fixed bug with player not getting smashed by rock sometimes
1491 * version number set to 3.0.7
1494 * version 3.0.6 released
1497 * added support for MP3 music for SDL version through SMPEG library
1500 * fixed bug when initializing font graphic structure
1501 * fixed bug with animation mode "pingpong" when using only 1 frame
1502 * fixed bug with extended change target introduced in 3.0.5
1503 * fixed bug where passing over moving element doubles player speed
1504 * fixed bug with elements continuing to move into push direction
1505 * fixed bug with duplicated player when dropping bomb with shield on
1506 * added "switching" event for custom elements ("pressing" only once)
1507 * fixed switching bug (resetting flag when not switching but not idle)
1510 * fixed element tokens for certain file elements with ".active" etc.
1513 * version number set to 3.0.6
1516 * version 3.0.5 released
1519 * now four envelope elements available
1520 * font, background, animation and sound for envelope now configurable
1521 * main menu doors opening/closing animation type now configurable
1524 * active/inactive sides configurable for custom element changes
1525 * new movement type "move when pushed" available for custom elements
1528 * fixed bug in multiple config pages loader code that caused crashes
1531 * enhanced (remaining low-resolution) Supaplex graphics
1534 * version number set to 3.0.5
1537 * version 3.0.4 released
1539 2003-09-12 src/tools.c
1540 * fixed bug in custom definition of crumbled element graphics
1542 2003-09-11 src/files.c
1543 * fixed bug in multiple config pages code that caused crashes
1546 * version number set to 3.0.4
1549 * version 3.0.3 released
1552 * added music to Supaplex classic level set
1554 2003-09-07 src/libgame/misc.c
1555 * added support for loading various music formats through SDL_mixer
1557 2003-09-06 (various source files)
1558 * fixed several nasty bugs that may have caused crashes on some systems
1559 * added envelope content which gets displayed when collecting envelope
1560 * added multiple change event pages for custom elements
1562 2003-08-24 src/game.c
1563 * fixed problem with player animation when snapping and moving
1565 2003-08-23 src/screens.c, src/cartoons.c, src/libgame/toons.c
1566 * fixed problem with flickering when drawing toon animations
1568 2003-08-23 src/libgame/sdl.c
1569 * fixed problem with setting mouse cursor in SDL version in fullscreen
1571 2003-08-23 src/game.c
1572 * fixed bug (missing array boundary check) which could crash the game
1575 * version number set to 3.0.3
1578 * version 3.0.2 released
1580 2003-08-21 src/game.c
1581 * fixed bug with creating inaccessible elements at player position
1583 2003-08-20 src/init.c
1584 * fixed bug with not finding current level artwork directory
1586 2003-08-20 src/files.c
1587 * fixed bug with choosing wrong engine version when playing tapes
1588 * fixed bug with messing up custom element properties in 3.0.0 levels
1591 * version number set to 3.0.2
1594 * version 3.0.1 released
1596 2003-08-17 (no source files affected)
1597 * changed all "classic" PCX image files with 16 colors or less to
1598 256 color (8 bit) storage format, because the Allegro game library
1599 cannot handle PCX files with less than 256 colors (contributed
1600 graphics are not affected and might look wrong in the DOS version)
1602 2003-08-16 src/init.c
1603 * fixed bug which (for example) crashed the level editor when defining
1604 "dynamite.EDITOR: [NONE]", because graphics may not be undefined
1605 (only set to default) -- invalid graphics now set to default graphic
1607 2003-08-16 src/init.c
1608 * fixed graphical bug of player digging/collecting/snapping element
1609 when no corresponding graphic/animation is defined for this action,
1610 resulting in player being drawn as EL_EMPTY (which should only be
1611 done to elements being collected, but not to the player)
1613 2003-08-16 src/game.c
1614 * fixed small graphical bug of player not totally moving into exit
1616 2003-08-16 src/libgame/setup.c
1617 * fixed bug with wrong MS-DOS 8.3 filename conversion
1619 2003-08-16 src/tools.c
1620 * fixed bug with invisible mouse cursor when pressing ESC while playing
1622 2003-08-16 (various source files)
1623 * added another 128 custom elements (disabled in editor by default)
1625 2003-08-16 src/editor.c
1626 * fixed NULL string bug causing Solaris to crash in sprintf()
1628 2003-08-16 src/screen.c
1629 * fixed drawing over scrollbar on level selection with custom fonts
1631 2003-08-15 src/game.c
1632 * cleanup of simple sounds / loop sounds / music settings
1634 2003-08-08 (various source files)
1635 * added custom element property for dropping collected elements
1637 2003-08-08 src/conf_gfx.c
1638 * fixed bug with missing graphic for active red disk bomb
1640 2003-08-07 src/files.c, src/editor.c src/game.c, src/main.h
1641 * extended variable "level.gravity" to "level.initial_gravity" and
1642 "game.current_gravity" to prevent level setting from being changed
1643 by playing the level (keeping the runtime value after playing)
1645 * fixed graphics bug when digging element that has 'crumbled' graphic
1646 definition, but not 'diggable' graphic definition
1649 * version number set to 3.0.1
1652 * version 3.0.0 released
1655 * various bug fixes; among others:
1656 - fixed bug with pushing spring over empty space
1657 - fixed bug with leaving tube while placing dynamite
1658 - fixed bug with explosion of smashed penguins
1659 - allow Murphy player graphic in levels with non-Supaplex elements
1663 * I have forgotten to document changes for some time
1666 * pre-release version 2.2.0rc1 released
1669 * version number set to 2.1.2
1672 * version 2.1.1 released
1675 * version number set to 2.1.1
1678 * version 2.1.0 released
1681 * version number set to 2.1.0
1683 2002-04-03 to 2002-05-19 (various source files)
1684 * graphics, sounds and music now fully configurable
1685 * bug fixed that prevented walking through tubes when gravity on
1687 2002-04-02 src/events.c, src/editor.c
1688 * Make Escape key less aggressive when playing or when editing level.
1689 This can be configured as an option in the setup menu. (Default is
1690 "less aggressive" which means "ask user if something can be lost"
1691 when pressing the Escape key.)
1693 2002-04-02 src/screen.c
1694 * Added "graphics setup" screen.
1696 2002-04-01 src/screen.c
1697 * Changed "choose level" setup screen stuff to be more generic (to
1698 make it easier to add more "choose from generic tree" setup screens).
1700 2002-04-01 src/config.c, src/timestamp.h
1701 * Added source files "src/config.[ch]" and "src/timestamp.h" (which
1702 automatically gets created by "src/Makefile" and contains an actual
1703 compile-time timestamp to identify development versions of the game).
1705 2002-03-31 src/tape.c, src/events.c
1706 * Added quick game/tape save/load functions to tape stuff which can be
1707 invoked by a keyboard shortcut. Default: "F1" saves game/tape, "F2"
1708 loads previously recorded tape and directly goes into recording mode
1709 from the end of the tape (therefore appending to the tape).
1711 2002-03-31 src/tape.c
1712 * Added "index mark" function to tape recorder. When playing or
1713 recording, "eject" button changes to "index" button. Setting index
1714 mark is not yet implemented, but pressing index button when playing
1715 allows very quick advancing to end of tape (when normal playing),
1716 very fast forward mode (when playing with normal fast forward) or
1717 very fast reaching of "pause before end of tape" (when playing with
1718 "pause before end" playing mode).
1720 2002-03-30 src/cartoons.c
1721 * Moved some stuff from cartoons.c to the new "src/libgame/toons.c".
1723 2002-03-29 src/screen.c
1724 * Changed setup screen stuff to be more generic (to make it easier
1725 to add more setup screens).
1727 2002-03-23 src/main.c, src/main.h
1728 * Various changes due to the introduction of the new libgame files
1729 "setup.c" and "joystick.c".
1731 2002-03-23 src/files.c
1732 * Generic parts of "src/files.c" (mainly setup and level directory
1733 stuff) moved to new libgame file "src/libgame/setup.c".
1735 2002-03-23 src/joystick.c
1736 * File "src/joystick.c" moved to libgame source tree, with
1737 correspondig changes.
1739 2002-03-22 src/screens.c
1740 * "HandleChooseLevel()": Another bug in level series navigation fixed.
1741 (Wrong level series information displayed when entering main group.)
1743 2002-03-22 src/editor.c
1744 * Slight change to support new gadget event "GD_EVENT_INFO_LEAVING".
1746 2002-03-22 src/editor.c
1747 * Changed behaviour of "Escape" key in level editor to be more
1748 intuitive: When in "Element Properties" or "Level Info" mode,
1749 return to "Drawing Mode" instead of leaving the level editor.
1751 2002-03-21 src/game.c, src/editor.c, src/files.c
1752 * 2.0.1 introduced the corrected "Emerald Mine" style behaviour of
1753 gems (emeralds, diamonds, ...) slipping down from normal wall,
1754 steel wall and growing wall (as in E.M.C. style levels). Although
1755 the behaviour of contributed and private levels wasn't changed (due
1756 to the use of "level.game_version"; see previous entry), editing
1757 those levels will (of course) change the behaviour accordingly.
1759 This change seems a bit too hard after thinking about it, because
1760 the EM style behaviour is not the "expected" behaviour (gems would
1761 normally only slip down from "rounded" walls). Therefore this was
1762 now changed to an element property for gem style elements, with the
1763 default setting "off" (which means: no special EM style behaviour).
1764 To fix older converted levels, this flag is set to "on" for pre-2.0
1765 levels that are neither contributed nor private levels.
1767 2002-03-20 src/files.h
1768 * Corrected settings for "level.game_version" depending of level type.
1769 (Contributed and private levels always get played with game engine
1770 version they were created with, while converted levels always get
1771 played with the most recent version of the game engine, to let new
1772 corrections of the emulation behaviour take effect.)
1774 2002-03-20 src/main.h
1775 * Added "#include <time.h>". This seems to be needed by "tape.c" for
1776 compiling the SDL version on some systems.
1777 Thanks to the several people who pointed this out.
1780 * Version number set to 2.0.2.
1783 * Version 2.0.1 released.
1785 2002-03-18 src/screens.c
1786 * "HandleChooseLevel()": Small bug in level series navigation fixed.
1788 2002-03-18 src/files.c [src/libgame/misc.c]
1789 * Moved some common functions from src/files.c to src/libgame/misc.c.
1791 2002-03-18 src/files.c [src/libgame/misc.c]
1792 * Changed permissions for new directories and saved files (especially
1793 score files) according to suggestions of Debian users and mantainers.
1794 Thanks to Drew Parsons <dparsons@emerall.com> for the patch.
1796 2002-03-17 src/files.c
1797 * Changed "{Load|Save}{Level|Tape}()" to IFF style file format:
1798 Replaced "cookie" header string ("ROCKSNDIAMONDS_...\n") with
1799 real IFF style header "RND1....XXXX" (where "XXXX" is "CAVE"
1800 for levels and "TAPE" for tapes). Old "cookie" style format is
1801 still supported for reading. New level and tape files are written
1804 * New IFF chunk "VERS" contains version numbers for file and game
1805 (where "game version" is the version of the program that wrote the
1806 file, and "file version" is a version number to distinguish files
1807 with different format, for example after adding new features).
1809 2002-03-15 src/screen.c
1810 * "DrawHallOfFame()": "FadeSounds()" when entering the hall of fame.
1811 (Before, you heard a mixture of the in-game music and the
1812 hall-of-fame music.)
1814 2002-03-14 src/events.c
1815 * Function "DumpTape()" (files.c) now available by pressing 't' from
1816 main menu (when in DEBUG mode).
1818 2002-03-14 src/game.c
1819 * "GameWon()": When game was won playing a tape, now there is no delay
1820 raising the score and no corresponding sound is played.
1822 2002-03-14 src/files.c
1823 * Changed "LoadTape()" for real chunk support and also adjusted
1824 "SaveTape()" accordingly.
1826 2002-03-14 src/game.c, src/tape.c, src/files.c
1827 * Important changes to tape format: The old tape format stored all
1828 actions with a real effect with a corresponding delay between the
1829 stored actions. This had some major disadvantages (for example,
1830 push delays had to be ignored, pressing a button for some seconds
1831 mutated to several single button presses because of the non-action
1832 delays between two action frames etc.). The new tape format just
1833 stupidly records all device actions and replays them later. I really
1834 don't know why I haven't solved it that way before?! Old-style tapes
1835 (with tape file version less than 2.0) get converted to the new
1836 format on-the-fly when loading and can therefore still be played;
1837 only some minor parts of the old-style tape handling code was needed.
1838 (A perfect conversion is not possible, because there is information
1839 missing about the device actions between two action frames.)
1841 2002-03-14 src/files.c
1842 * New function "DumpTape()" to dump the contents of the current tape
1843 in a human readable format.
1845 2002-03-14 src/game.c
1846 * Small tape bug fixed: When automatically advancing to next level
1847 after a game was won, the tape from the previous level still was
1848 loaded as a tape for the new level.
1850 2002-03-14 src/tape.c
1851 * Small graphical bug fixed: When pressing ""Record" or "Play" on
1852 tape, cartoons did not get completely removed because
1853 StopAnimation() was not called.
1855 2002-03-13 src/files.c
1856 * Changed "LoadLevel()" and "SaveLevel()" to add new chunk "CNT2".
1857 Fixed bug of "CONT" and "BODY" (chunk size was set to 8-bit element
1858 size even when using 16-bit elements). Added new chunk "CNT2" for
1859 16-bit amoeba content (previously written in 8-bit field in "HEAD"
1860 chunk even when content was 16-bit element). "CNT2" should now be
1861 able to store content for arbitrary elements (up to eight blocks of
1862 3 x 3 element arrays). All "CNT2" elements will always be stored as
1863 16-bit elements. "CONT" (with 8/16-bit elements) now obsolete.
1865 2002-03-13 src/files.c
1866 * Changed "LoadLevel()" for real chunk support.
1868 2002-03-12 src/game.c
1869 * Fixed problem (introduced after 2.0.0 release) with penguins
1870 not getting killed by enemies
1872 2002-02-24 src/game.c, src/main.h
1873 * Added "player->is_moving"; now "player->last_move_dir" does
1874 not contain any information if the player is just moving at
1876 Before, "player->last_move_dir" was misused for this purpose
1877 for the robot stuff (robots don't kill players when they are
1878 moving). But setting "player->last_move_dir" to MV_NO_MOVING
1879 broke tapes when walking through pipes!
1880 ("IS_MOVING()" uses "MovPos[][]", but this fails when it is 0
1881 in a continuous movement. This fact is ignored for friends and