2 * added image config suffix ".class" to be able to define classes of
3 crumbled elements which are then separated against each others when
4 drawing crumbled borders (class names can freely be defined)
5 * added image config suffix ".style" to use two new features for
7 - "accurate_borders": try to draw correctly crumbled corners
8 - "inner_corners": also draw inner corners -- this is a big kludge:
9 number of frames for crumbled graphic must be "2", with the first
10 frame as usual (crumbled graphic), while the second frame contains
11 the inner corners for the crumbled graphic
12 (These two features are mainly intended for bevelled walls, not for
13 diggable elements like sand; "inner_corners" only reliably works for
14 static walls, not for dynamically changing walls using CEs.)
17 * continued code cleanup of native Supaplex game engine
20 * continued code cleanup of native Supaplex game engine
23 * started code cleanup of native Supaplex game engine
26 * integrated playing sound effects into native Supaplex game engine
29 * added configurable key shortcuts for the tape recorder buttons
32 * added (hidden) function to save native Supaplex levels with tape as
33 native *.sp file containing level with demo (saved with a file name
34 similar to native R'n'D levels, but with ".sp" extension instead of
35 ".level"); to use this functionality, enter ":save-native-level" or
36 ":snl" from the main menu with the native Supaplex level loaded and
37 the appropriate tape loaded to the tape recorder
38 * fixed potential crash bug caused by illegal array access in engine
39 snapshot loading and saving code
40 * changed setting permissions of score files to be world-writable if
41 the program is not installed and running setgid to allow the program
42 to modify existing score files when run as a different user (which
43 allows cheating, of course, as the score files are not protected
44 against modification in this case)
45 * added (commented out) suggestions for RO_GAME_DIR and RW_GAME_DIR to
46 the top level Makefile for Debian / Ubuntu installations
47 * added saving read-only levels from editor into personal level set
48 (thanks to Bela Lubkin for the above four patches)
51 * added updating of game values on the panel to Supaplex game engine
54 * finished integrating R'n'D graphics engine into Supaplex game engine
55 (although some animations do not support full customizability yet)
58 * done integrating R'n'D graphics engine into file "Infotron.c"
59 * done integrating R'n'D graphics engine into file "OrangeDisk.c"
62 * integrated engine snapshot functionality into Supaplex game engine
65 * fixed bug in native Supaplex engine that broke several demo solutions
66 * fixed bug with re-initializing already existing elements in function
67 RelocatePlayer() in src/game.c (causing problems with Sokoban fields
68 counted a second time, making the currently playing level unsolvable)
69 * done integrating R'n'D graphics engine into file "SnikSnaks.c"
70 * done integrating R'n'D graphics engine into file "Electrons.c"
71 * done integrating R'n'D graphics engine into file "Zonk.c"
74 * done integrating R'n'D graphics engine into file "Murphy.c"
75 * done integrating R'n'D graphics engine into file "BugsTerminals.c"
78 * started integrating R'n'D graphics engine into Supaplex game engine
81 * added small kludge that allows transparent pushing animation over
82 non-black background (by using "game.use_masked_pushing: true")
83 * added editor flag to Sokoban field/object elements to automatically
84 finish solved Sokoban style levels (even if they contain non-Sokoban
85 elements, which prevents auto-enabling this feature for such levels)
88 * added new element "from_level_template" which is replaced by element
89 from level template at same playfield position when loaded (currently
90 not accessible from level editor, but only used for special Sokoban
91 level conversion when using "special_flags: load_xsb_to_ces")
92 * added special behaviour for "special_flags: load_xsb_to_ces": global
93 settings of individual level files are overwritten by template level
94 (except playfield size, level name, level author and template flag)
97 * added handling of gravity ports when converting Supaplex style R'n'D
98 levels to native Supaplex levels for playing with Supaplex engine
101 * fixed bug in Supaplex engine regarding initial screen scroll position
104 * fixed EMC style pushing animations in the R'n'D graphics engine (when
105 using ".2nd_movement_tile" for animations having start and end tile)
106 * for this to work (look) properly for two-tile pushing animations with
107 non-black (i.e. opaque) background, the pushing graphics drawing order
108 was changed to first draw the pushed element, then the player (maybe
109 this should be controlled by an ".anim_mode" flag yet to be added)
110 * two-tile animations for moving or pushing should have 7 frames for
111 normal speed, 15 frames for half speed etc. to display correct frames
112 * two-tile animations are also displayed correctly with different speed
113 settings for the player (for pushing animations) or moving elements
116 * added searching for template level (file "template.level") not only
117 inside the level set directory, but also in above level directories;
118 this makes is possible to use the same single template level file
119 (placed in a level group directory) for many level sub-directories
122 * fixed bug with steel exit being destructible during opening phase
123 * added token "special_flags" to "levelinfo.conf" (currently with the
124 only recognized value "load_xsb_to_ces", doing the same as the flag
125 "-Dload_xsb_to_ces" on the command line, but as a permanent flag for
126 converting all elements in native (XSB) Sokoban level files to CEs)
129 * fixed some problems with Supaplex engine when compiling for Windows
132 * added special mode to convert elements of Sokoban XSB levels to CEs
133 by adding "-Dload_xsb_to_ces" to the command line starting the game
134 (also adding a dependency to a template level file "template.level")
137 * added reading native Sokoban levels and level packages (XSB files)
140 * fixed bugs in (auto)scrolling behaviour when passing ports or when
141 wrapping around the playfield through "holes" in the playfield border
144 * changed internal playfield bitmap handling from playfield sized bitmap
145 to screen sized bitmap (visible scrolling area), therefore speeding up
146 graphics operations (by eliminating bitmap updates in invisible areas)
147 and removing playfield size limitations due to increasing bitmap size
148 for larger playfield sizes (while the new implementation always uses
149 a fixed playfield bitmap size for arbitrary internal playfield sizes)
152 * fixed bug with single step mode (there were some cases where the game
153 did not automatically return to pause mode, e.g. when trying to push
154 things that cannot be pushed or when trying to run against a wall)
157 * added support for loading Supaplex levels in MPX level file format
160 * fixed SP engine to set "game over" not before lead out counter done
163 * fixed (potential) compile error when using GCC option "-std=gnu99"
164 (thanks to Tom "spot" Callaway)
167 * fixed array allocation in native Supaplex engine to correctly handle
168 preceding scratch buffers (needed because of missing border checking)
169 * fixed playfield initialization to correctly add raw header bytes as
170 subsequent scratch buffer (needed because of missing border checking)
173 * most important parts of native Supaplex engine integration working:
174 - native Supaplex levels can be played in native Supaplex engine
175 - native Supaplex level/demo files ("*.sp" files) can be re-played
176 - all 111 classic original Supaplex levels automatically solvable
177 - native Supaplex engine can be selected and used from level editor
178 - logic of re-playing Supaplex demos migrated to R'n'D tape logic
181 * fixed another translation problem from VisualBasic to C (where "int"
182 should be "short") causing unsolvable demos with bugs and terminals
183 ("bugs" being related to the Supaplex "buggy base" element here ;-) )
186 * fixed bug when reading Supaplex single level files (preventing loader
187 from seeking to level position like in Supaplex level package files)
190 * first classic Supaplex level running and solved by solution/demo tape
193 * started with integration of native Supaplex engine, using source code
194 of Megaplex from Frank Schindler, based on original Supaplex engine
197 * version number set to 3.2.6.2
200 * version 3.2.6.1 released
203 * fixed bug with element_info[e].gfx_element not being initialized in
204 early game stage, causing native graphics in EMC level sets to be
205 mapped completely to EL_EMPTY (causing a blank screen when playing)
206 (this only happened when starting the program with an EMC set with
207 native graphics, but not when switching to such a set at runtime)
210 * deactivated blit-to-same-surface workaround again (see 2009-03-24)
211 and using self-compiled, patched SDL.dll that solves this problem
212 (interim solution until release of SDL 1.2.14 that should fix this)
215 * extended backwards compatibility mode to allow already fixed bug with
216 change actions (see "2008-02-05") for existing levels (especially the
217 Zelda and Zelda II levels and other cool stuff by Alan Bond like FMV)
220 * reactivated workaround to prevent program crashes due to blitting to
221 the same SDL surface that apparently only occurs on Windows systems
222 (this is no final solution; this problem needs further investigation)
225 * version number set to 3.2.6.1
228 * version 3.2.6.0 released
231 * fixed behaviour of player option "no centering when relocating" which
232 was incorrect when disabled and relocation target inside visible area
233 and "no scrolling when relocating" enabled at the same time
236 * fixed problems with re-mapping players on playfield to input devices:
237 previously, players found on the level playfield were changed to the
238 players connected to input devices (for example, player 3 in the level
239 was changed to player 1 (using artwork of player 3, to be able to use
240 a player with a different color)); this had the disadvantage that CE
241 conditions using player elements did not work (because the players in
242 the level definition are different to those effectively used in-game);
243 the new system uses the same player elements as defined in the level
244 playfield and re-maps the input devices of connected players to the
245 corresponding player elements when playing the level (in the above
246 example, player 3 now really exists in the game and is moved using the
247 events from input device 1); level tapes still store the events from
248 input devices 1 to 4, which are then re-mapped to players accordingly
249 when re-playing the tape (just as it is done when playing the level)
252 * fixed bug with player relocation while the player switches an element
255 * fixed bug with EM/DC style exit and EM/DC style steel exit which was
256 not walkable (and did not let the player enter) when in process of
257 opening, but not fully open yet (which can cause the player not being
258 able to enter the exit in EM/DC style levels in time)
261 * fixed some bugs regarding the new level/CE random seed reset options
264 * moved "level settings" and "editor settings" to two tabbed screens in
265 level editor to gain space for additional level property settings
266 * added level setting to start a level with always the same random seed
267 * added CE action "set random seed" to re-initialize random seed in game
268 (this is the only CE action that gets executed before the CE changes,
269 which is needed to use the newly set random seed during the CE change)
272 * fixed redraw problem of special editor door when playing from editor
275 * fixed initialization of gfx_element for level sketch image creation
278 * added switch for EM style dynamite "[ ] explodes with chain reaction"
279 (with default set to "on" for existing levels, but "off" for all new
280 levels), as EM style dynamite does not chain-explode in original EM
283 * added optional initial inventory for players (pre-collected elements)
284 * added change page actions "set player inventory" and "set CE artwork"
285 * added recognition of "player" parameter on change pages when player
286 actions are defined, but no trigger player in corresponding condition
287 (this resulted in actions that only affected the first player before)
288 * fixed bug with change actions being executed for newly created custom
289 elements resulting from custom element changes, when the intention was
290 only to check for change actions for the previous custom element
293 * changed design and size of element drawing area in level editor
294 * added "element used as action parameter" to element change actions
297 * added possibility to reanimate player immediately after his death
298 (for example, by "change to <player> when explosion of <player>")
301 * fixed bug with "gray" white door not being uncovered by magnifier
302 * added score for collecting (any) key to the white key config page
305 * added condition "deadly when <getting hit by>" for custom elements
306 that behaves a bit like the existing "deadly when <colliding with>",
307 but with the following differences:
308 - it only kills players or friends when it was moving before it hits
309 - it does not kill players or friends that try to run into it
312 * fixed the following change conditions where a player element is used
313 as the "element that is triggering the custom element change":
316 - explosion of <element>
318 (the last two conditions already worked partially, but only for the
319 first player, and not for the "Murphy" player when using "move of")
322 * fixed crash bug caused by accessing invalid element (with value -1)
323 in UpdateGameControlValues()
324 * fixed graphical bug when using two-tile movement animations with EMC
325 game engine without explicitly using native EMC graphics engine
328 * fixed bug in new "can dig" feature (see below) so that an unsuccessful
329 try to push something (due to push delay) does not cause a dig action
332 * fixed bug with reference elements used as trigger elements on custom
333 element change pages not being recognized
334 * fixed bug with reference elements not being removed from the playfield
335 * added engine functionality that allows custom elements that "can dig"
336 other elements not only to do so when moving by themselves, but also
337 when being pushed by the player (therefore adding the functionality to
338 push one element over another element, replacing it with the new one)
341 * added command line function to write level sketch images to directory
344 * merged override and auto-override options into new override options
345 with a new data type than can take the values "no", "yes" and "auto"
348 * fixed growing steel wall to also leave behind steel wall instead of
349 normal, destructible wall
350 * fixed handling of rocks falling through stacks of quicksand with
351 different speed (before, the rocks just got stuck in the quicksand)
354 * fixed nasty bug with auto-override and normal override not working on
355 program startup (especially when current level set has custom artwork)
358 * version 3.2.5 released as special edition "R'n'D jue"
361 * fixed X11 crash bug when blitting masked title screens over background
364 * changed build system to support special editions (like "R'n'D jue")
365 * added (hardcoded) loading graphics for "R'n'D jue" special edition
366 * fixed X11 crash bug when scaling images with width/height less than 32
369 * added "background.PLAYING" (only visible as two-pixel border in game)
370 * added default level set for first start of special R'n'D version
371 * changed door animations for editor always behaving like "quick doors"
374 * added new custom artwork setup option "auto-override non-CE sets" for
375 automatic artwork override that is only used for level sets without
376 custom element artwork (as it does not make much sense to override
377 any artwork that redefines custom element artwork for sets using CEs)
378 * fixed default artwork for "special" R'n'D versions always using the
379 "classic" artwork as the base if base artwork is not explicitly
380 defined in "levelinfo.conf", regardless of different default artwork
381 used by the special R'n'D version -- this is needed because any such
382 custom artwork is designed using the "classic" artwork definitions as
383 the base (including menu definitions and screen positions etc., which
384 would otherwise be taken from the different special default artwork)
387 * fixed drawing of animated "quicksand.filling" and "quicksand.emptying"
388 for both EMC and R'n'D graphics engine (heavy workarounds needed due
389 to massively broken handling of quicksand in R'n'D game engine)
390 * fixed off-limits access to array in DrawLevelFieldCrumbledSandExt()
391 * fixed crash bug (hopefully) when scrolling with cursor keys in editor
394 * fixed small bug in toon drawing (introduced when fixing the crash bug)
397 * added graphics definition "game.panel.highscore" to display the
398 current levels current high score in the game panel
401 * version number set to 3.2.5
404 * version 3.2.4 released
407 * fixed crash bug in toon drawing functions for large step offset values
410 * fixed some problems with displaying game panel when quick-loading tape
413 * fixed (experimental only) redrawing of every tile per frame (even if
414 unneeded) for the extended (R'n'D based) EMC graphics engine
415 * added optimization to only calculate element count for panel display
416 if really needed (that is, if element count values defined on panel)
417 * fixed problem with special editor door redraw when entering main menu
420 * fixed bug with displaying background for title messages on info screen
421 * some code cleanup for the extended (R'n'D based) EMC graphics engine
424 * fixed bug with CE action "move player" always resulting in player 4
425 if there was a CE action with no trigger player (because the player
426 element was calculated by using log_2() from trigger player bits with
427 the value PLAYER_BITS_ANY) -- this is now fixed by also storing the
428 triggering player bit mask and handling all players in "move player"
429 * fixed bug when defined artwork cannot be found for artwork that has
430 default artwork cloned from other artwork (without default filename)
431 * added several fixes to the extended (R'n'D based) EMC graphics engine
434 * fixed broken editor copy and paste for custom elements between levels
437 * title messages are now also searched in graphics artwork directory;
438 those found in graphics directory have precendence over those found
439 in level directory -- this handles title messages stored in graphics
440 directories as part of the artwork set, just like title images; this
441 makes sense, as corresponding special font definitions for messages
442 are usually defined in the same graphics artwork directory, and also
443 because title images and title messages that are combined in a level
444 set introduction should usually not be separated when the level set
445 is used with a different artwork set (e.g. using "override graphics")
446 * fixed problem with door borders on main screen by first drawing doors
447 and then the corresponding border masks, but not vice versa
448 * fixed problem with artwork config entries using the value "[DEFAULT]";
449 this does not what one might expect, but sets the value to an invalid
450 value -- solution: simply ignore such entries, which results in this
451 value keeping its previous (real) default value (in general, entries
452 that should use their default value should just not be defined here)
453 * fixed problem with wrong fading area size from main menu to setup menu
456 * fixed problem with broken crumbled graphics after level set changes
457 when using R'n'D custom artwork with level sets using the EMC engine
460 * fixed invisible "joysticks deactivated ..." text on setup input screen
463 * added use of hashes created from static lists (element tokens, image
464 config, font tokens) to speed up lookup of configuration parameters
465 * fixed bug where element and graphic config token lookup was mixed up
468 * added "busy" animation when initializing program and loading artwork
469 * added initialization profiling for program startup (debugging only)
472 * fixed(?) very strange bug apparently triggered by memset() when code
473 was cross-compiled with MinGW cross-compiler for Windows XP platform
474 (this only happened when using SDL.dll also self-compiled with MinGW)
477 * added graphics engine directive "border.draw_masked_when_fading" that
478 enables/disables drawing of border mask over screen that is just faded
481 * fixed small problem with separate fading definition for game screen
484 * added additional configuration directives for setup screen draw offset
485 menu.draw_xoffset.SETUP[XXX] and menu.draw_yoffset.SETUP[XXX] with XXX
486 in GAME, EDITOR, GRAPHICS, SOUND, ARTWORK, INPUT, SHORTCUTS_1,
487 SHORTCUTS_2, CHOOSE_ARTWORK, CHOOSE_OTHER (where "CHOOSE_ARTWORK" is
488 used to define draw offset on custom artwork selection screens and
489 "CHOOSE_OTHER" is used on all other list style selection screens, like
490 choosing game speed or screen mode for fullscreen mode)
491 * added additional configuration directives to define main menu buttons:
492 - menu.button_name and menu.button_name.active
493 - menu.button_levels and menu.button_levels.active
494 - menu.button_scores and menu.button_scores.active
495 - menu.button_editor and menu.button_editor.active
496 - menu.button_info and menu.button_info.active
497 - menu.button_game and menu.button_game.active
498 - menu.button_setup and menu.button_setup.active
499 - menu.button_quit and menu.button_quit.active
500 * added eight pure decoration graphic definitions for the game panel
503 * added support for accessing native Diamond Caves II level packages
504 * fixed displaying of game panel values for Emerald Mine game engine
505 * fixed displaying end-of-level time and score values on new game panel
508 * added game panel control to display arbitrary elements on game panel
509 * added game panel control to display custom element score (globally
510 unique for identical custom elements) either as value or as element
511 * added ".draw_masked" and ".draw_order" to game panel control drawing
514 * fixed some general bugs with handling of ".active" elements and fonts
517 * cleanup of game panel elements (some elements were not really needed)
518 * added displaying of gravity state (on/off) as new game panel control
519 * added animation for game panel elements (similar to game elements)
522 * added new pseudo game mode "PANEL" to define panel fonts and graphics
523 - panel fonts now use ".PANEL" suffix instead of ".PLAYING" suffix
524 - panel graphics now use ".PANEL" suffix instead of ".DOOR" suffix
525 (else graphics would have to use ".PLAYING", which would be confusing)
526 * fixed bug when fading out to game screen with border mask defined
529 * added attribute ".tile_size" for element style game panel controls
532 * added <space> key as additional valid key to use for confirm requester
535 * improved menu fading, adding separate fading definitions for entering
536 and leaving a "content" screen (in general), and optional definitions
537 for the special "content" screens SCORES, EDITOR, INFO and PLAYING
540 * added (currently invisible) setup option to define scroll delay value
541 * fixed small bug in priority handling when auto-detecting level start
542 position in levels without player element (but player from CE etc.)
543 * added option "game.forced_scroll_delay_value" to override user choice
544 of scroll delay value for certain level sets with "graphicsinfo.conf"
545 * replaced setup option "scroll delay: on/off" by new setup option that
546 directly allows selecting the desired scroll delay value from 0 to 8
549 * added displaying of most game panel control elements (not animated)
552 * added new configuration directives to display additional game engine
553 values on the game control panel, like the following examples:
554 - game.panel.time_hh/time_mm/time_ss - level time in HH/MM/SS format
555 - game.panel.penguins - number of penguins to rescue
556 - game.panel.level_name - level name of current level
559 * added support for preview tile sizes "1" and "2" (1x1 and 2x2 pixels)
562 * added new player option "no centering when relocating" for "invisible"
563 teleportations to level areas that look exactly the same, giving the
564 illusion that the player did not relocate at all (this was the default
565 since 3.2.3, but caused visual problems with room creation in "Zelda")
566 * added new menu fading effect "melt", shamelessly stolen from "DOOM"
569 * improved menu fading, adding separate fading definitions for entering
570 and leaving a menu and for fading between menu and "content" screens
571 * fixed small bug with recognizing also ".font_xyz" style definitions
574 * improved menu fading, adding separate fading definitions for fading
575 between menu screens and fading between menu and "destination" screens
578 * titlemessage_initial_x and titlemessage_x set to "[DEFAULT]" in static
579 configuration (set from "[titlemessage_initial]" and "[titlemessage]")
580 * fading settings of "[titlemessage_initial]" and "[titlemessage]" set
581 to "[DEFAULT]" in static configuration (set from "[title_initial]" and
583 * improved title fading, allowing fading animation types "none", "fade"
584 and "crossfade" (including cross-fading of last title to main menu)
587 * added configurability of graphics, sounds and music for title screens,
588 which are separated into initial title screens (only shown once at
589 program startup) and title screens shown for a given level set; these
590 title screens can be composed of up to five title images and up to
591 five title text messages (each drawn using an optional background
592 image), also using background music and/or sounds; aspects like
593 background images, sounds and music of title screens can either be
594 defined generally (valid for all title screens) or specifically (and
595 therefore differently for each title screen) using these directives:
597 to define a background image, sound or music file for all screens:
598 - background.TITLE_INITIAL (for all title screens for game startup)
599 - background.TITLE (for all title screens for level sets)
601 to define a background image, sound or music file for a single screen:
602 - background.titlescreen_initial_x (with x in 1,2,3,4,5)
603 - background.titlescreen_x (with x in 1,2,3,4,5)
604 - background.titlemessage_initial_x (with x in 1,2,3,4,5)
605 - background.titlemessage_x (with x in 1,2,3,4,5)
607 to define the title screen images:
608 - titlescreen_initial_x (with x in 1,2,3,4,5)
609 - titlescreen_x (with x in 1,2,3,4,5)
611 to define the title text messages, place text files into the level set
612 directory that have the following file names:
613 - titlemessage_initial_x.txt (with x in 1,2,3,4,5)
614 - titlemessage_x.txt (with x in 1,2,3,4,5)
616 to define the properties of the text messages, either use directives
617 that affect all text messages:
618 - [titlemessage_initial].<suffix>
619 - [titlemessage].<suffix>
620 or use directives that affect single text messages:
621 - titlemessage_initial_x.<suffix> (with x in 1,2,3,4,5)
622 - titlemessage_x.<suffix> (with x in 1,2,3,4,5)
624 valid values for <suffix> are the same as for readme.<suffix> below;
625 use ".sort_priority" (default: 0) to define an arbitrary order for
626 title images and title messages (which can therefore be mixed)
629 * added full configurability of "readme.txt" screen appearance:
630 - readme.x: <left position used with alignment>
631 - readme.y: <top position>
632 - readme.width: <maximim text width in pixels>
633 - readme.height: <maximum text height in pixels>
634 - readme.chars: <maximum number of chars per line>
635 - readme.lines: <maximum number of lines displayed>
636 - readme.align: left,center,right (default: center)
637 - readme.top: top,middle,bottom (default: top)
638 - readme.font: font name
639 - readme.autowrap: true,false (default: true)
640 - readme.centered: true,false (default: false)
641 - readme.parse_comments: true,false (default: true)
642 - readme.sort_priority: (not used here, but only for title screens)
643 when "readme.chars" and/or "readme.lines" is set to "-1" (this is the
644 default), they are automatically determined from "readme.width" and
645 "readme.height" accordingly; when they are not "-1", they have
646 precedence over "readme.width" and "readme.height"
647 * added internal ad-hoc config settings for displaying text files like
648 title messages or "readme.txt" style level set info files:
649 - .font: font name (default: readme.font)
650 - .autowrap: true,false (default: readme.autowrap)
651 - .centered: true,false (default: readme.centered)
652 - .parse_comments: true,false (default: readme.parse_comments)
653 (the leading '.' and the separating ':' are mandatory here); to use
654 these ad-hoc settings, they have to be written inside a comment, like
655 "# .autowrap: false" or "# .centered: true"; these settings then
656 override the above global settings (they can even be used more than
657 once, like "# .centered: true", then some text that should be drawn
658 centered, then "# .centered: false" to go back to non-centered text;
659 important note: after using "# .parse_comments: false", or when using
660 "readme.parse_comments: false", detecting and parsing comments inside
661 the file is disabled and comments are just printed like normal text;
662 also be aware that all automatic text size calculations are done with
663 the font defined in "readme.font", while using different fonts using
664 "# .font: <font>" inside the text file may cause unexpected results
667 * changed some numerical limits in the level editor from 255 to 999
670 * added option "system.sdl_videodriver" to select SDL video driver
671 * added output of SDL video and audio driver to "version info" page
674 * added group element drawing to IntelliDraw drawing functions
675 * fixed animation resetting problem again (last try broke Snake Bite)
676 * fixed diagonal scrolling in screen scrolling (last try broke Pac Man)
679 * added new (special) "include: <filename>" directive that works in all
680 configuration files (like "graphicsinfo.conf") and that has the same
681 effect as if that directive would be replaced with the content of the
682 specified file (this can be useful to split large configuration files
683 into several smaller ones and include them from one main file, or to
684 store configuration settings that always stay the same into a separate
685 file, while including it and only add those parts that really change)
688 * fixed minor bug (screen redraw of player tiles) in EMC graphics engine
691 * fixed bug in "InitMovingField()" where treating an integer array as
692 boolean caused wrong resetting of animations while elements are moving
693 * fixed problem with resetting animations when starting element change
696 * added sort priority for order of title screens and title messages
699 * changed end of game again: do not wait for the user to press a key
700 anymore, but directly ask/confirm tape saving and go to hall of fame
701 * re-enabled quitting of lost game by pressing space or return again
702 * added blanking of mouse pointer when displaying title screens
703 * added remaining menu draw offset definitions for info sub-screens
706 * added setup option to select game speed (from very slow to very fast)
707 * improved handling of title text messages (initial and for level set)
710 * added new options "auto-wrap" and "centered" for DC2 style envelopes
713 * fixed displaying and typing of player name when it is centered
714 * added special characters to be allowed for player name (not only A-Z)
717 * fixed blit in ScrollLevel() to same bitmap to not overlap anymore
718 (newer versions of the SDL library seem to not like this anymore)
721 * added code for configuration directives for control of game panel
724 * fixed small cosmetical bug with underlining property tabs in editor
727 * fixed small drawing bug in X11FadeRectangle
728 * added new elements for newly supported Diamond Caves II levels:
729 - EM/DC style exits that disappear after passing
730 - white key and gate (one white key needed for each white gate)
731 - fake gate (there is no key to open/pass this kind of gate!)
732 - extended magic wall which also handles pearls and crystals
736 * changed maximum value for endless loop detection to a higher value
737 (some levels really used very deep recursion without being endless)
740 * added new elements for newly supported Diamond Caves II levels:
741 - growing steel walls
742 - snappable land mine
745 * added new elements for newly supported Diamond Caves II levels:
746 - steel text elements
749 * added level file loader for native Diamond Caves II levels
752 * version number set to 3.2.4
755 * version 3.2.3 released
758 * fixed malloc/free bug when updating EMC artwork entries in level list
759 * added workaround (warning and request to quit the current game) when
760 changing elements cause endless recursion loop (which would otherwise
761 freeze the game, causing a crash-like program exit on some systems)
764 * fixed nasty string overflow bug when entering too long envelope text
767 * added feedback sounds for menu navigation "menu.item.activating" and
768 "menu.item.selecting" (for highlighting and executing menu entries)
771 * improved "no scrolling when relocating" to also consider scroll delay
772 (meaning that the player is not automatically centered in this case;
773 this makes it possible to "invisibly" relocate the player to a region
774 of the level playfield which looks the same as the old level region)
775 * fixed bug with not recognizing "main.input.name.align" when active
778 * fixed bug with displaying masked borders over title screens when
779 screen fading is disabled
782 * fixed infinite loop / crash bug when killing the player while having
783 a CE with the setting "kill player X when explosion of <player X>"
784 * added special editor graphic for "char_space" to distinguish it from
785 "empty_space" when editing a level (in-game graphics still the same)
788 * fixed nasty bug with initialization only done for the first player
791 * small change to handle loading empty element/content list micro chunks
794 * uploaded pre-release (test) version 3.2.3-0 binary and source code
797 * some optimizations on startup speed by reducing initial text output
800 * added caching of custom artwork information for faster startup times
803 * fixed graphical bug when using fewer menu entries on level selection
804 screen than usual (with "menu.list_size.LEVELS" directive)
805 * fixed crash bug (Windows/SDL only) caused by BlitBitmap blitting from
806 the backbuffer to the backbuffer by error (with identical rectangle)
809 * fixed bug when displaying titlescreen with size less than element tile
810 * fixed bug that caused elements with "change when digging <e>" event
811 to change for _every_ digged element, not only those specified in <e>
812 * fixed bug that caused impact style collision when dropping element one
813 tile over the player that can both fall down and smash players
814 * fixed bug that caused impact style collision when element changed to
815 falling/smashing element over the player immediately after movement
818 * fixed bug that allowed making engine snapshots from the level editor
821 * fixed bugs with player name and current level positions on main screen
824 * added configuration directives for control of title screens:
825 - "title.fade_delay" for fading time
826 - "title.post_delay" for pause between screens (when not crossfading)
827 - "title.auto_delay" to automatically continue after some time
828 these settings can each be overridden by specifying them with titles:
829 - "titlescreen_initial_{1-5}.{fade_delay,post_delay,auto_delay}"
830 - "titlescreen_{1-5}.{fade_delay,post_delay,auto_delay}"
831 fading mode can also be specified:
832 - "titlescreen_initial_{1-5}.anim_mode: {fade,crossfade}
833 - "titlescreen_{1-5}.anim_mode: {fade,crossfade}
834 default is using normal fading for menues and initial title screens,
835 while using cross-fading for level set title screens
836 * fixed bug with background not drawn in Hall of Fame after game was won
839 * added configuration directives for the remaining main menu items
842 * added additional configuration directives for info screen draw offset:
843 menu.draw_{x,y}offset.INFO[{ELEMENTS,MUSIC,CREDITS,PROGRAM,LEVELSET}]
844 * added additional configuration directives for preview info text
845 * limited mouse wheel sensitive screen area to scrollable screen area
848 * added highlighted menu text entries to menu navigation when selected
851 * fixed bug that prevented player from correctly being created in the
852 top left corner by a custom element change in a level without player
853 * fixed bug that prevented player from being killed when indestructible,
854 non-walkable element is placed on player position by extended change
855 * added configurable menu button, text and input positions to main menu
858 * added page fading effects for remaining info sub-screens
859 * fixed small bug that caused some delays when answering door request
862 * added directives "border.draw_masked.*" for menu/playfield area and
863 door areas to display overlapping/masked borders from "global.border"
866 * fixed bug with CE with move speed "not moving" not being animated
867 * when changing player artwork by CE action, reset animation frame
870 * fixed bug with not unmapping main menu screen gadgets on other screens
871 * fixed bug with un-pausing a paused game by releasing still pressed key
872 * fixed bug with not redrawing screen when toggling to/from fullscreen
873 mode while fast reloading tape (without redrawing playfield contents)
874 * fixed bug with quick-saving tape snapshot despite answering with "no"
877 * version number set to 3.2.3
880 * version 3.2.2 released
883 * fixed bug with redrawing screen in fullscreen mode after quick tape
884 reloading when using the EMC game engine
885 * changed token names from "last_ce_[1-8]" to "prev_ce_[1-8]"
888 * fixed bug in GameWon() when level contains no exit (like in Sokoban)
891 * added engine snapshot functionality for instant tape reloading (this
892 only works for the last tape saved using "quick save", and does not
893 work across program restarts, because it completely works in memory)
896 * version number set to 3.2.2
899 * version 3.2.1 released
902 * fixed nasty bugs with handling error message file on Mac OS X systems
905 * general code cleanup (removing many annoying "#if 0" blocks etc.)
908 * fixed bug that caused broken tapes when manually appending to tapes
909 using the "pause before death" functionality, followed by recording
910 * added setup option to disable fading of screens for faster testing
913 * code cleanup of new fading functions
916 * changed behaviour after solved game -- do not immediately stop engine
917 * added some more smooth screen fadings (game start, hall of fame etc.)
920 * fixed bug with displaying pushed CE with value/score/delay anim_mode
923 * added configurable level preview position, tile size and dimensions
924 * added configurable game panel value positions (gems, time, score etc.)
927 * fixed small bug with time displayed incorrectly when collecting CEs
930 * fixed bug with bumpy scrolling with EM engine in double player mode
933 * added compatibility code to fix "Snake Bite" style levels that were
934 broken due to a bugfix regarding EL_SOKOBAN_FIELD_PLAYER in 3.2.0
937 * fixed bug with scrollbars inside editor when using the Windows mouse
938 enhancement tool "True X-Mouse" (which injects key events to the event
939 queue to insert selected stuff into the Windows clipboard, which gets
940 confused with the "Insert" key for jumping to the last editor cascade
941 block in the element list)
942 * added Rocks'n'Diamonds icon for use as window icon to SDL version
943 * added key shortcut "Alt + Enter" to toggle fullscreen mode at any time
946 * added selection of preferred fullscreen mode to setup / graphics menu
947 (useful if default mode 800 x 600 does not match screen aspect ratio)
950 * improved down-scaling of images for better editor and preview graphics
951 * changed user data directory for Mac OS X from Unix style to new place
954 * improved level number selection in main menu and player selection in
955 setup menu (input devices section) by using standard button gadgets
956 * added support for mouse scroll wheel (caused buggy behaviour before)
957 * added support for scrolling horizontal scrollbars with mouse wheel by
958 holding "Shift" key pressed while scrolling the wheel
959 * added support for single step mouse wheel scrolling by holding "Alt"
960 key pressed while scrolling the wheel (can be combined with "Shift")
961 * changed output file "stderr.txt" on Windows platform now always to be
962 created in the R'n'D sub-directory of the personal documents directory
963 * added Windows message box to direct to "stderr.txt" after error aborts
966 * improved general scrollbar handling (when jump-scrolling scrollbars)
969 * changed scrollbars to always show last line as first after scrolling
970 (that means jumping n - 1 screen lines instead of n screen lines)
973 * fixed level versions of EMC level loader (from V4 to V1, V2 and V3)
974 * fixed level time for EMC levels for V2 engine (V2 and V5 levels)
975 * fixed special handling of vertically stacked acid becoming fake acid
978 * fixed bug (very special case) with CE_SCORE_GETS_ZERO, which can
979 affect multiple instances of the same CE, although this kind of
980 change condition usually only affects one single custom element
983 * version number set to 3.2.1
986 * version 3.2.0 released
989 * reorganized level editor element list a bit to match engines better
992 * fixed newly introduced bug with wrongly initializing clipboard element
995 * fixed bug with displaying visible/invisible level border in editor
998 * reorganized some elements in the level editor element list
1001 * fixed bug with displaying any player as "yellow" when moving into acid
1002 * fixed bug with displaying running player when player stopped at border
1005 * fixed bug with player exploding when moving into acid
1006 * fixed bug with level settings being reset in editor and when playing
1007 (some compatibility settings being set not only after level loading)
1008 * fixed crash bug when number of custom graphic frames was set to zero
1009 * fixed bug with teleporting player on walkable tile not working anymore
1010 * added partial compatibility support for pre-release-only "CONF" chunk
1011 (to make Alan Bond's "color cycle" demo work again :-) )
1014 * fixed some bugs when displaying title screens from info screen menu
1015 * fixed bug which caused EMC doors #5 to #8 to be passable without keys
1018 * changed file major version to 3 to reflect level file format changes
1019 * uploaded pre-release (test) version 3.2.0-8 binary and source code
1022 * added new chunk "NAME" to level file format for level name settings
1023 * added new chunk "NOTE" to level file format for envelope settings
1024 * changed name of chunk "CONF" to "ELEM" (for normal element settings)
1025 * updated magic(5) file to recognize changed and new level file chunks
1026 * removed change events "change when CE value/score changes" as unneeded
1029 * changed gravity (which only affects the player) from level property
1030 to player property (only makes a difference in multi-player levels)
1031 * added change events "change when CE value/score changes"
1032 * added change events "change when CE value/score changes of <element>"
1035 * added new chunk "INFO" to level file format for global level settings
1036 * added all element settings from "HEAD" chunk to "CONF" chunk
1037 * added all global level settings from "HEAD" chunk to "INFO" chunk
1040 * changed level file format by adding two new chunks "CUSX" (for custom
1041 elements, replacing the previous "CUS4" chunk) and "GRPX" (for group
1042 elements, replacing the previous "GRP1" chunk); these new IFF style
1043 chunks use the new and flexible "micro chunks inside chunks" technique
1044 already used with the new "CONF" chunk (for normal element properties)
1045 which makes it possible to easily extend the existing level format
1046 (instead of using fixed-length chunks like before, which are either
1047 too big due to reserved bytes for future use, or too small when those
1048 reserved bytes have all been used and even more data should be stored,
1049 requiring the replacement by new and larger chunks just like it went
1050 with "CUS1" to "CUS4"); this whole problem now does not exist anymore
1053 * added credits pages to the "credits" section that were really missing
1054 * added some missing element descriptions to the level editor
1055 * added down position of switchgate switch to the level editor
1056 and allowed the use of both switch positions at the same time
1057 * changed use of "Insert" and "Delete" keys to navigate element list in
1058 level editor to start of previous or next cascading block of elements
1061 * added the possibility to view the title screen to the info screen menu
1062 * fixed some minor bugs with viewing title screens
1065 * fixed bug with title (cross)fading in/out when using fullscreen mode
1068 * fixed bug that forced re-defining of menu settings in local graphics
1069 config file which are already defined in existing base config file
1070 * fixed small bug that caused door sounds playing when music is enabled
1073 * added the possibility to define up to five title screens for each
1074 level set that are displayed after loading using (cross)fading in/out
1075 (this was added to display the various start images of the EMC sets)
1078 * added "CE score gets zero [of]" to custom element trigger conditions
1079 * added setup option to display element token name in level editor
1082 * added compatibility code for Juergen Bonhagen's menu artwork settings
1085 * fixed bug with displaying wrong animation frame 0 after CE changes
1086 * fixed bug with creating invisible elements when light switch is on
1089 * added selection between ECS and AGA graphics for EMC levels to setup
1092 * adjusted font handling for various narrow EMC style fonts
1095 * changed EM engine behaviour back to re-allow initial rolling springs
1098 * fixed handling of over-large selectboxes (less error-prone now)
1099 * fixed bug when creating GE with walkable element under the player
1102 * added use of "Insert" and "Delete" keys to navigate element list in
1103 level editor to start of custom elements or start of group elements
1104 * added virtual elements to access CE value and CE score of elements:
1105 - "CE value of triggering element"
1106 - "CE score of triggering element"
1107 - "CE value of current element"
1108 - "CE score of current element"
1111 * fixed "grass" to "sand" in older EM levels (up to file version V4)
1114 * changed behaviour of network games with internal errors (because of
1115 different client frame counters) from immediately terminating R'n'D
1116 to displaying an error message requester and stopping only the game
1117 (also to prevent impression of crashes under non command-line runs)
1118 * fixed playing network games with the EMC engine (did not work before)
1119 * fixed bug with not scrolling the screen in multi-player mode with the
1120 focus on player 1 when all players are moving in different directions
1121 * fixed bug with keeping pointer to gadget even after its deallocation
1122 * fixed bug with allowing "focus on all players" in network games
1123 * fixed bug with player focus when playing tapes from network games
1126 * uploaded pre-release (test) version 3.2.0-7 binary and source code
1129 * code cleanup for game action control for R'n'D and EMC game engine
1132 * fixed bug in multi-player movement with focus on both players
1133 * added option to control only the focussed player with all input
1136 * added player focus switching to level tape recording and re-playing
1139 * fixed some bugs in player focus switching in EMC and RND game engine
1142 * added special Supaplex animations for Murphy digging and snapping
1143 * added special Supaplex animations for Murphy being bored and sleeping
1146 * added four new yam yams with explicit start direction for EMC engine
1147 * fixed bug in src/libgame/text.c with printing text outside the window
1150 * fixed small bug in EMC level loader (copyright sign in EM II levels)
1153 * added delayed ignition of EM style dynamite when used in R'n'D engine
1154 * added limited movement range to EMC engine when focus on all players
1157 * fixed bug with missing (zero) score values for native Supaplex levels
1160 * added "continuous snapping" (snapping many elements while holding the
1161 snap key pressed, without releasing the snap key after each element)
1162 as a new player setting for more compatibility with the classic games
1165 * finished scrolling for "focus on all players" in EMC graphics engine
1168 * level sets with "levels: 0" are ignored for levels, but not artwork
1169 * fixed bug when scanning empty level group directories (endless loop)
1172 * fixed bug with explosion graphic for player using "Murphy" graphic
1173 * fixed bug with explosion graphic if player leaves explosion in time
1174 * changed some descriptive text in setup menu to use medium-width font
1175 * added key shortcut settings for switching player focus to setup menu
1178 * fixed bug with random value initialization when recording tapes
1179 * fixed bug with playing single player tapes when team mode activated
1182 * fixed little bug when trying to switch to player that does not exist
1185 * added player switching (visual and quick) to R'n'D and EM game engine
1186 * added setup option to select visual or quick in-game player switching
1189 * added use of "Home" and "End" keys to handle element list in editor
1192 * fixed bug with adding score when playing tape with EMC game engine
1193 * added steel wall border for levels using EMC engine without border
1194 * finally fixed delayed scrolling in EMC engine also for small levels
1197 * fixed potential crash bug in WarnBuggyBase() (missing boundary check)
1200 * fixed bug with CE change order in TestIfElementTouchesCustomElement()
1201 * fixed bug when displaying info element without action, but direction
1204 * fixed minor graphical problems with springs smashing and slurping
1205 (when using R'n'D style graphics instead of EMC style graphics)
1208 * added scroll delay (as configured in setup) to EMC graphics engine
1211 * improved screen redraw for EMC graphics engine (faster and smoother)
1212 * when not scrolling, do not redraw the whole playfield if not needed
1215 * added multi-player mode for EMC game engine (with up to four players)
1218 * added android (can clone elements) from EMC engine to R'n'D engine
1221 * added spring bumper (reflects spring) from EMC engine to R'n'D engine
1224 * added selectbox for initial player speed to player settings in editor
1227 * version 3.1.2 created that is basically version 3.1.1, but with a
1228 major bug fixed that prevented editing your own private levels
1229 * version 3.1.2 released
1232 * added magic ball (creates elements) from EMC engine to R'n'D engine
1235 * uploaded fixed pre-release version 3.2.0-6 binary and source code
1238 * fixed bug when using "CE can leave behind <trigger element>"
1239 * added new change condition "(after/when) creation of <element>"
1240 * added new change condition "(after/when) digging <element>"
1241 * fixed bug accessing invalid gadget that caused crashes under Windows
1242 * deactivated new possibility for multiple CE changes per frame
1245 * uploaded pre-release (test) version 3.2.0-6 binary and source code
1248 * added animation types "ce_value" and "ce_score" to graphicsinfo.conf
1249 * fixed bug with not keeping CE value for moving CEs with only action
1250 * changed CE action selectboxes in editor to be only reset when needed
1253 * added option "use artwork from element" for custom player artwork
1254 * added option "use explosion from element" for player explosions
1257 * added cascaded element lists in the level editor
1258 * added persistence for cascaded element lists by "editorcascade.conf"
1259 * added dynamic element list with all elements used in current level
1260 * added possibility for multiple CE changes per frame (experimental)
1263 * uploaded pre-release (test) version 3.2.0-5 binary and source code
1266 * changed "score for each 10 seconds/steps left" to "1 second/step"
1267 * added own score for collecting "extra time" instead of sharing it
1268 * added change events "switched by player" and "player switches <e>"
1269 * added change events "snapped by player" and "player snaps <e>"
1270 * added "set player artwork: <element choice>" to CE action options
1271 * added change event "move of <element>"
1274 * added "set player shield: off / normal / deadly" to CE action options
1275 * added new player option "use level start element" in level editor
1276 to set the correct focus at level start to elements from which the
1277 player is created later (this did not work before for cascaded CE
1278 changes resulting in creation of the player; it is now also possible
1279 to create the player from a yam yam which is smashed at level start)
1282 * added "set player speed: frozen (not moving)" to CE action options
1283 * added "move player: l/r/u/d/trigger/-trigger" to CE action options
1286 * added new player option "block snap field" (enabled by default) to
1287 make it possible to show a snapping animation like in Emerald Mine
1290 * added dynamic selectboxes to custom element action settings in editor
1291 * added "CE value" counter for custom elements (instead of "CE count")
1292 * added option to use the last "CE value" after custom element change
1293 * added option to use the "CE value" of other elements in CE actions
1294 * fixed odd behaviour when pressing time orb in levels w/o time limit
1295 * added checkbox "use time orb bug" for older levels that use this bug
1298 * added missing configuration settings for the following elements:
1299 - EL_TIMEGATE_SWITCH (time of open time gate)
1300 - EL_LIGHT_SWITCH_ACTIVE (time of light switched on)
1301 - EL_SHIELD_NORMAL (time of shield duration)
1302 - EL_SHIELD_DEADLY (time of shield duration)
1303 - EL_EXTRA_TIME (time added to level time)
1304 - EL_TIME_ORB_FULL (time added to level time)
1307 * added "wind direction" as a movement pattern for custom elements
1308 * added initial wind direction for balloon / custom elements to editor
1309 * added functionality for EL_BALLOON_SWITCH_NONE to R'n'D game engine
1312 * added parameters for "game of life" and "biomaze" elements to editor
1315 * added level file chunk "CONF" for generic level and element settings
1318 * uploaded pre-release (test) version 3.2.0-4 binary and source code
1321 * skip empty level sets (with "levels: 0"; may be artwork base sets)
1322 * added sound action ".page[1]" to ".page[32]" for each CE change page
1325 * added image config suffix ".clone_from" to copy whole image settings
1326 * fixed bug with invalid ("undefined") CE settings in old level files
1329 * fixed graphical bug with smashing elements falling faster than player
1332 * fixed major bug which prevented private levels from being edited
1333 * fixed bug with precedence of general and special font definitions
1336 * fixed graphical bug with player animation when player moves slowly
1339 * uploaded pre-release (test) version 3.2.0-3 binary and source code
1342 * fixed bug which prevented "global.num_toons: 0" from working
1345 * major code cleanup (removed all these annoying "#if 0" blocks)
1348 * added custom element actions for CE change page in level editor
1351 * fixed music initialization bug in init.c (thanks to David Binderman)
1352 * fixed mouse wheel "button" bug in editor (thanks to Tomi Belan)
1353 (this bug must probably be fixed at other places, too)
1356 * fixed buggy '#include "SDL.h"' statements in src/libgame/sdl.h
1357 (should be '#include <SDL.h>' instead)
1360 * fixed bug which prevented "walkable from no direction" from working
1361 (due to compatibility code overwriting this setting after loading)
1364 * fixed bug on Mac OS X (use of reserved name "Random") in EM engine
1367 * version number temporarily set to 3.1.1 (intermediate bugfix release)
1368 * version 3.1.1 released
1371 * changed some va_arg() arguments from 'long' to 'int', fixing problems
1372 on 64-bit architecture systems with LP64 data model
1375 * fixed bug with bombs not exploding when hitting the last level line
1376 (introduced after the release of 3.1.0)
1379 * added support for dumping small-sized level sketches from editor
1382 * added recognition of "trigger element" for "change digged element to"
1383 (this is not really what the "trigger element" was made for, but its
1384 use may seem obvious for leaving back digged elements unchanged)
1387 * fixed multiple warnings about failed joystick device initialization
1390 * fixed bug with dynamite dropped on top of just dropped custom element
1391 (collect dynamite, collect CE, drop CE => dynamite was also dropped);
1392 dynamite can still be dropped, but drop key must be released before
1395 * fixed bug with wrong start directory when started from file browser
1396 (due to this bug, R'n'D could not be started from KDE's Konqueror)
1399 * fixed bug causing "change when impact" on player not working
1400 * fixed wrong priority of "hitting something" over "hitting <element>"
1401 * fixed wrong priority of "hit by something" over "hit by <element>"
1404 * fixed graphical bug which caused the player (being Murphy) to show
1405 collecting animations although the element was collected by penguin
1408 * fixed two bugs causing wrong door background graphics in system.c
1409 (in functions "SetBackgroundBitmap()" and "DrawingOnBackground()")
1412 * fixed graphic bug with exploding bomb and R'n'D graphics in EM engine
1413 * added "no direction" to "walkable/passable from" selectbox options
1416 * enhanced tape autoplay to accept "autoplay <set> [<nr> ...]" format
1417 * in tape autoplay, not only report broken, but also missing tapes
1420 * uploaded pre-release (test) version 3.2.0-2 binary and source code
1423 * fixed small bug with "linear" animation not working for active lamp
1426 * fixed bug with moving up despite gravity due to "block last field"
1427 * fixed small bug with wrong draw offset when typing name in main menu
1428 * when reading user names from "passwd", ignore data after first comma
1429 * when creating new "levelinfo.conf", only write some selected entries
1432 * fixed displaying "imported from/by" on preview with empty string
1433 * fixed ignoring draw offset for fonts used for level preview texts
1436 * fixed a delay problem with SDL and too many mouse motion events
1437 * added setup option "skip levels" and level skipping functionality
1440 * added move speed "not moving" for non-moving CEs, but with direction
1443 * fixed mapping of obsolete element token names in "editorsetup.conf"
1444 * fixed bug with sound "acid.splashing" treated as a loop sound
1445 * fixed some little sound bugs in native EM engine
1448 * fixed small bug when dragging scrollbars to end positions
1451 * added editor element descriptions written by Aaron Davidson
1454 * improved fallback handling when configured artwork is not available
1455 (now using default artwork instead of exiting when files not found)
1458 * fixed bug on level selection screen when dragging scrollbar
1461 * fixed bug which caused broken tapes when appending to EM engine tapes
1464 * uploaded pre-release (test) version 3.2.0-1 binary and source code
1467 * added code to replace changed artwork config tokens with other tokens
1468 (needed for backwards compatibility, so that older tokens still work)
1471 * added native R'n'D graphics for some new EMC elements in EM engine
1474 * fixed some bugs in the EM engine integration code
1475 * changed EM engine code to allow diagonal movement
1476 * changed EM engine code to allow use of separate snap and drop keys
1479 * fixed some redraw bugs when using EM engine
1482 * fixed bug with not converting RND levels which are set to use native
1483 engine to native level structure when loading
1486 * uploaded pre-release (test) version 3.2.0-0 binary and source code
1489 * version number set to 3.2.0
1492 * level data now reset to defaults after attempt to load invalid file
1495 * added use of "editorsetup.conf" for different level sets
1498 * added auto-detection for various types of Emerald Mine level files
1501 * fixed bug with scrollbars getting too small when list is very large
1504 * fixed bug with 3+3 (cross) sized explosion not making explosion sound
1507 * added most level editor configuration gadgets for new EMC elements
1510 * added more element and graphic definitions for new EMC elements
1513 * modified native EM engine to use integrated R'n'D sound system
1516 * added SDL support to graphics functions in native EM engine
1517 (by always using generic libgame interface functions)
1520 * fixed bug in frame synchronization in native EM engine
1523 * added code to convert levels between R'n'D and native EM engine
1526 * new Emerald Mine engine can now play levels selected in main menu
1529 * fixed big memory leak in function "CreateBitmapWithSmallBitmaps()"
1530 (which creates scaled down graphics for level editor and preview);
1531 there's still a memory leak somewhere in the artwork handling code
1532 * added "scale image up" functionality to X11 version of zoom function
1535 * first attempts to integrate new, native Emerald Mine Club engine
1538 * fixed bug in gadget code which caused reset of CEs in level editor
1539 (example: pressing 'b' [grab brush] on CE config page erased values)
1540 (solution: check if gadgets in ClickOnGadget() are really mapped)
1541 * improved level change detection in editor (settings now also checked)
1542 * fixed bug with "can move into acid" and "don't collide with" state
1545 * fixed maze runner style CEs to use the configured move delay value
1548 * added Aaron Davidson's tutorial level set to the "Tutorials" section
1551 * fixed engine change that broke 3.0.8 levels like "Walpurgis Gardens"
1552 * fixed the above fix because it broke level set "machine" (*sigh*)
1553 * fixed random element placement in level editor to work as expected
1554 * fixed undefined graphic of runtime element "EL_AMOEBA_TO_DIAMOND"
1557 * re-recorded tape for BD2K3, level 010 (broken due to bugfix)
1560 * fixed bug (missing array boundary check) which caused broken tapes
1561 * fixed bug (when loading level template) which caused broken levels
1562 * fixed bug with new block last field code when using non-yellow player
1565 * fixed bug when pressing "stop, pause, stop, play" on tape recorder
1566 * internal change of how the player blocks the last field when moving
1567 * fixed blocking delay of last field for EM and SP style block delay
1568 * fixed bug where the player had to wait for the usual move delay after
1569 unsuccessfully trying to move, when he directly could move after that
1570 * the last two changes should make original Supaplex level 93 solvable
1571 * improved use of random number generator to make it less predictable
1572 * fixed behaviour of slippery SP elements to let slip left, then right
1575 * fixed bug with wrong door state after trying to quickload empty tape
1576 * fixed waste of static memory usage of the binary, making it smaller
1577 * fixed very little graphical bug in Supaplex explosion
1580 * version number set to 3.1.1
1583 * version 3.1.0 released
1586 * fixed bug with crash when writing user levelinfo.conf the first time
1589 * added option "convert LEVELDIR [NR]" to command line batch commands
1590 * re-converted Supaplex levels to apply latest engine fixes
1591 * changed "use graphic/sound of element" to "use graphic of element"
1592 due to compatibility problems with some levels ("bug machine" etc.)
1595 * fixed bug with CE change replacing player with same or other player
1598 * fixed bug with opaque font in envelope with background graphic when
1599 background graphic is not transparent itself
1602 * added "gravity on" and "gravity off" ports for Supaplex compatibility
1603 * corrected original Supaplex level loading code to use these new ports
1604 * also corrected Supaplex loader to auto-count infotrons if set to zero
1607 * fixed bug with missing initialization of "modified" flag for GEs
1610 * fixed bug that caused endless recursion loop when relocating player
1611 * fixed tape recorder bug in "step mode" when using "pause before end"
1612 * fixed tape recorder bug when changing from "warp forward" mode
1615 * fixed bug with "when touching" for pushed elements at last position
1618 * fixed bug that caused two activated toolbox buttons in level editor
1619 * fixed bug with exploding dynabomb under player due to other explosion
1622 * fixed bug with creating walkable custom element under player (again)
1623 * fixed bug with not copying explosion type when copying CEs in editor
1624 * fixed graphical bug when drawing player in setup menu (input devices)
1625 * fixed graphical bug when the player is pushing an accessible element
1626 * fixed bug with classic switchable elements triggering CE changes
1627 * fixed bug with entering/leaving walkable element in RelocatePlayer()
1628 * fixed crash bug when CE leaves behind the trigger player element
1631 * fixed bug with broken tubes after placing/exploding dynamite in them
1632 * fixed bug with exploding dynamite under player due to other explosion
1633 * fixed bug with not resetting push delay under certain circumstances
1636 * added option "handicap" for "levelinfo.conf" (thanks to Niko Böhm)
1637 * added network multiplayer code for Windows (thanks to Niko Böhm)
1640 * added option "reachable despite gravity" for gravity movement
1641 * changed gravity movement of most classic walkable and passable
1642 elements back to "not reachable" (for compatibility reasons)
1645 * fixed (removed) "indestructible" / "can explode" dependency in editor
1646 * fixed (removed) "accessible inside" / "protected" dependency
1647 * fixed (removed) "step mode" / "shield time" dependency
1650 * fixed dynabombs exploding now into anything diggable
1651 * fixed Supaplex style gravity movement into buggy base now impossible
1652 * added pressing key "space" as valid action to select menu options
1655 * added "replace when walkable" to relocate player to walkable element
1656 * added "enter"/"leave" event for elements affected by relocation
1657 * fixed "direct"/"indirect" change order also for "when change" event
1658 * fixed graphical bug when pushing things from elements walkable inside
1661 * fixed graphic bug when player is snapping while moving in old levels
1662 * fixed bug when a moving custom element leaves a player element behind
1663 * fixed bug with mole not disappearing when moving into acid pool
1664 * fixed bug with incomplete path setting when using "--basepath" option
1665 * moving CE can now leave walkable elements behind under the player
1666 * when relocating, player can be set on walkable element now
1667 * fixed another gravity movement bug
1670 * uploaded pre-release (test) version 3.1.0-2 binary and source code
1673 * added "collectible" and "removable" to extended replacement types
1674 (where "removable" replaces "diggable" and "collectible" elements)
1675 * added "collectible & throwable" (to throw element to the next field)
1676 * fixed bug with CEs digging elements that are just about to explode
1677 * changed mouse cursor now always being visible when game is paused
1680 * added possibility to push/press accessible elements from a side that
1682 * fixed bug with not setting actual date when appending to tape
1685 * fixed bug with incorrectly initialized custom element editor graphics
1688 * corrected set "Contributions_1995-2000/rnd_kjell_kristiansson":
1689 - number of levels corrected from 18 to 17 in "levelinfo.conf"
1692 * fixed bug with destroyed robot wheel still attracting robots forever
1693 * fixed bug with time gate switch deactivating after robot wheel time
1694 (while the time gate itself is not affected by this misbehaviour)
1695 * changed behaviour of BD style amoeba to always get blocked by player
1696 (before it was different when there were non-BD elements in level)
1697 * fixed bug with player destroying indestructable elements with shield
1700 * added option to make growing elements grow into anything diggable
1701 (for the various amoeba types, biomaze and "game of life")
1704 * fixed bug with movable elements not moving after left behind by CEs
1705 * changed gravity movement to anything diggable, not only sand/base
1706 * optionally allowing passing to walkable element, not only empty space
1707 * added option "can pass to walkable element" for players
1708 * finally fixed gravity movement (hopefully)
1711 * fixed bug with movable elements not moving anymore after falling down
1714 * fixed another bug with custom elements digging and leaving elements
1715 * fixed bug with "along left/right side" and automatic start direction
1716 * trigger elements now also displayed when "more custom" deactivated
1717 * fixed bug with clipboard element initialized when loading new level
1718 * added option "drop delay" to set delay before dropping next element
1721 * uploaded pre-release (test) version 3.1.0-1 binary and source code
1724 * added copy and paste functions for custom change pages
1725 * enhanced graphical display and functionality of tape recorder
1726 * fixed bug with custom elements digging and leaving elements
1729 * added move speed faster than "very fast" for custom elements
1730 * fixed bug with 3+3 style explosions and missing border content
1731 * fixed little bug when copying custom elements in the editor
1732 * enhanced custom element changes by more side trigger actions
1735 * added option "no scrolling when relocating" for instant teleporting
1736 * uploaded pre-release (test) version 3.1.0-0 binary and source code
1739 * added trigger element and trigger player to use as target elements
1740 * added copy and paste functions for custom and group elements
1743 * fixed graphical bug when displaying explosion animations
1744 * fixed bug when appending to tapes, resulting in broken tapes
1745 * re-recorded a few tapes broken by fixing gravity checking bug
1748 * "can move into acid" property now for all elements independently
1749 * "can fall into acid" property for player stored in same bitfield now
1750 * added option for deadliness of Supaplex 'sniksnak' and 'electron'
1751 * version number set to 3.1.0 (finally!)
1754 * changed tape recording to only record input, not programmed actions
1757 * fixed totally broken (every 8th frame skipped) step-by-step recording
1758 * fixed bug with requester not displayed when quick-loading interrupted
1759 * added option "can fall into acid (with gravity)" for players
1760 * fixed bug with player not falling when snapping down with gravity
1763 * fixed bug which messed up key config when using keypad number keys
1766 * fixed bug which allowed moving upwards even when gravity was active
1767 * fixed bug with missing error handling when dumping levels or tapes
1770 * added different colored editor graphics for Supaplex gravity tubes
1773 * fixed bug that allowed solvable tapes for unsolvable levels
1776 * use unlimited number of droppable elements when "count" set to zero
1777 * added option to use step limit instead of time limit for level
1780 * added player and change page as trigger for custom element change
1783 * fixed bug with exploding amoeba (explosion 3x3 instead of 1x1)
1786 * fixed bug with dark yamyam changing to acid when moving over acid
1787 * fixed handling of levels with more than 999 seconds level time
1788 (example: level 76 of "Denmine")
1791 * "spring push bug" reintroduced as configurable element property
1792 * fixed bug with missing properties for "mole"
1793 * fixed bug that showed up when fixing the above "mole" properties bug
1794 * added option "can move into acid" for all movable elements
1795 * fixed graphical bug for elements moving into acid
1796 * changed event handling to handle all pending events before going on
1799 * fixed bug which caused all CE change pages to be ignored which had
1800 the same change event, but used a different element side
1801 (reported by Simon Forsberg)
1803 * fixed bug which caused elements that can move and fall and that are
1804 transported by a conveyor belt to continue moving into that direction
1805 after leaving the conveyor belt, regardless of their own movement
1806 type; only elements which can not move are transported now
1807 (reported by Simon Forsberg)
1809 * fixed bug which could cause an array overflow in RelocatePlayer()
1810 (reported by Niko Böhm)
1812 * changed Emerald Mine style "passable / over" elements to "protected"
1813 (fixing unsolvable level 10 of "Bondmine 9" with bug beside gate)
1815 * added new option to select from which side a "walkable/passable"
1816 element can be entered
1819 * added explosion and ignition delay for elements that can explode
1822 * fixed bug which caused player not being protected against enemies
1823 when a CE was "walkable / inside" and was not "indestructible"
1824 * added "walkable/passable" fields to be "protected/unprotected"
1825 against enemies, even if not accessible "inside" but "over/under"
1828 * corrected move pattern to 32 bit and initial move direction to 8 bit
1831 * added second custom element base configuration page
1834 * added some special EMC mappings to Emerald Mine level loader
1835 (also covering previously unknown element in level 0 of "Bondmine 8")
1838 * added option to block last field when player is moving (for Supaplex)
1839 * adjusted push delay of Supaplex elements
1840 * removed delays for envelopes etc. when replaying with maximum speed
1841 * fixed bug when dropping element on a field that just changed to empty
1844 * fixed bug: infotrons can now smash yellow disks
1845 * fixed bug: when gravity active, port above player can now be entered
1846 * removed "one white dot" mouse pointer which irritated some people
1849 * added "choice type" for group element selection
1852 * fixed bug with initial invulnerability of non-yellow player
1855 * added level loader for loading native Supaplex packed levels
1856 (including multi-part levels like the "splvls99" levels)
1859 * fixed bug which allowed creating emeralds by escaping explosions
1862 * custom elements can change (limited) or leave (unlimited) elements
1863 * finally added multiple matches using group elements
1864 * added shortcut to dump brush (type ":DB" in editor) for use in forum
1867 * added new start movement type "previous" for continued CE movement
1868 * added new start movement type "random" for random CE movement start
1871 * added new element "sokoban_field_player" needed for Sokoban levels
1872 (thanks to Ed Booker for pointing this out!)
1875 * added elements that can be digged or left behind by custom elements
1878 * added group elements for multiple matches and random element creation
1881 * fixed some graphical errors displayed in old levels
1884 * fixed wrong double speed movement after passing closing gates
1887 * added level loader for loading native Emerald Mine levels
1890 * changes for "shooting" style CE movement
1893 * Happy New Year! ;-)
1896 * changed default snap/drop keys from left/right Shift to Control keys
1899 * fixed bug with dead player getting reanimated from custom element
1902 * fixed bug with wrong penguin graphics (when entering exit)
1905 * fixed bug with wrong "Murphy" graphics (when digging etc.)
1908 * version number set to 3.0.9
1911 * version 3.0.8 released
1914 * added function checked_free()
1917 * fixed bug with double nut cracking sound
1918 (by eliminating "default element action sound" assignment in init.c)
1921 * fixed crash when no music info files are available
1924 * fixed boring and sleeping sounds
1927 * added "maze runner" and "maze hunter" movement types
1928 * added extended collision conditions for custom elements
1931 * added warnings for undefined token values in artwork config files
1934 * added menu entry for level set information to the info screen
1937 * fixed bug with wrong default impact sound for colored emeralds
1940 * added several sub-screens for the info screen
1941 * menu text now also clickable (not only blue/red sphere left of it)
1944 * added configurable "bored" and "sleeping" animations for the player
1945 * added "awakening" sound for player when waking up after sleeping
1948 * added "copy" and "exchange" functions for custom elements to editor
1951 * added configurable element animations for info screen
1954 * added configurable music credits for info screen
1957 * finally fixed tape recording when player is created from CE change
1960 * added "editorsetup.conf" for editor element list configuration
1963 * added "musicinfo.conf" for menu and level music configuration
1966 * fixed a very nasty bug in dragon turning code in TurnRoundExt()
1967 (that only showed up on Linux, but not on Windows systems)
1970 * fixed turning movement of butterflies and fireflies (no frame reset)
1971 * enhanced sniksnak turning movement (two steps instead of only one)
1974 * version number set to 3.0.8
1977 * version 3.0.7 released
1980 * fixed reset of player animation frame when, for example,
1981 walking, digging or collecting share the same animation
1982 * fixed CE with "deadly when touching" exploding when touching amoeba
1985 * fixed tape recording when player is created from CE element change
1988 * introduced "turning..." action graphic for elements with move delay
1989 (non-CE: bug, spaceship, sniksnak, mole, pacman, yamyam)
1990 * added turning animations for bug, spaceship and sniksnak
1993 * prevent "extended" changed elements from delay change in same frame
1996 * fixed bug when pushing element that can move away to the side
1997 (like pushing falling elements, but now with moving elements)
2000 * finally fixed serious bug in code for delayed element pushing (again)
2003 * unavailable setup options now marked as "n/a" instead of "off"
2004 * new boolean directive "latest_engine" for "levelinfo.conf": when set
2005 to "true", levels are always played with the latest game engine,
2006 which is desired for levels that are imported from other games; all
2007 other levels are played with the engine version stored in level file
2008 (which is normally the engine version the level was created with)
2011 * fixed serious bug in code for delayed element pushing
2012 * fixed little bug in animation frame selection for pushed elements
2013 * speed-up of reading config file for verbose output
2016 * added configuration option for opening and closing Supaplex exit
2017 * added configuration option for moving up/down animation for Murphy
2018 * fixed incorrectly displayed animation for attacking dragon
2019 * fixed bug with not setting initial gravity for each new game
2020 * fixed bug with teleportation of player by custom element change
2021 * fixed bug with player not getting smashed by rock sometimes
2024 * version number set to 3.0.7
2027 * version 3.0.6 released
2030 * added support for MP3 music for SDL version through SMPEG library
2033 * fixed bug when initializing font graphic structure
2034 * fixed bug with animation mode "pingpong" when using only 1 frame
2035 * fixed bug with extended change target introduced in 3.0.5
2036 * fixed bug where passing over moving element doubles player speed
2037 * fixed bug with elements continuing to move into push direction
2038 * fixed bug with duplicated player when dropping bomb with shield on
2039 * added "switching" event for custom elements ("pressing" only once)
2040 * fixed switching bug (resetting flag when not switching but not idle)
2043 * fixed element tokens for certain file elements with ".active" etc.
2046 * version number set to 3.0.6
2049 * version 3.0.5 released
2052 * now four envelope elements available
2053 * font, background, animation and sound for envelope now configurable
2054 * main menu doors opening/closing animation type now configurable
2057 * active/inactive sides configurable for custom element changes
2058 * new movement type "move when pushed" available for custom elements
2061 * fixed bug in multiple config pages loader code that caused crashes
2064 * enhanced (remaining low-resolution) Supaplex graphics
2067 * version number set to 3.0.5
2070 * version 3.0.4 released
2072 2003-09-12 src/tools.c
2073 * fixed bug in custom definition of crumbled element graphics
2075 2003-09-11 src/files.c
2076 * fixed bug in multiple config pages code that caused crashes
2079 * version number set to 3.0.4
2082 * version 3.0.3 released
2085 * added music to Supaplex classic level set
2087 2003-09-07 src/libgame/misc.c
2088 * added support for loading various music formats through SDL_mixer
2090 2003-09-06 (various source files)
2091 * fixed several nasty bugs that may have caused crashes on some systems
2092 * added envelope content which gets displayed when collecting envelope
2093 * added multiple change event pages for custom elements
2095 2003-08-24 src/game.c
2096 * fixed problem with player animation when snapping and moving
2098 2003-08-23 src/screens.c, src/cartoons.c, src/libgame/toons.c
2099 * fixed problem with flickering when drawing toon animations
2101 2003-08-23 src/libgame/sdl.c
2102 * fixed problem with setting mouse cursor in SDL version in fullscreen
2104 2003-08-23 src/game.c
2105 * fixed bug (missing array boundary check) which could crash the game
2108 * version number set to 3.0.3
2111 * version 3.0.2 released
2113 2003-08-21 src/game.c
2114 * fixed bug with creating inaccessible elements at player position
2116 2003-08-20 src/init.c
2117 * fixed bug with not finding current level artwork directory
2119 2003-08-20 src/files.c
2120 * fixed bug with choosing wrong engine version when playing tapes
2121 * fixed bug with messing up custom element properties in 3.0.0 levels
2124 * version number set to 3.0.2
2127 * version 3.0.1 released
2129 2003-08-17 (no source files affected)
2130 * changed all "classic" PCX image files with 16 colors or less to
2131 256 color (8 bit) storage format, because the Allegro game library
2132 cannot handle PCX files with less than 256 colors (contributed
2133 graphics are not affected and might look wrong in the DOS version)
2135 2003-08-16 src/init.c
2136 * fixed bug which (for example) crashed the level editor when defining
2137 "dynamite.EDITOR: [NONE]", because graphics may not be undefined
2138 (only set to default) -- invalid graphics now set to default graphic
2140 2003-08-16 src/init.c
2141 * fixed graphical bug of player digging/collecting/snapping element
2142 when no corresponding graphic/animation is defined for this action,
2143 resulting in player being drawn as EL_EMPTY (which should only be
2144 done to elements being collected, but not to the player)
2146 2003-08-16 src/game.c
2147 * fixed small graphical bug of player not totally moving into exit
2149 2003-08-16 src/libgame/setup.c
2150 * fixed bug with wrong MS-DOS 8.3 filename conversion
2152 2003-08-16 src/tools.c
2153 * fixed bug with invisible mouse cursor when pressing ESC while playing
2155 2003-08-16 (various source files)
2156 * added another 128 custom elements (disabled in editor by default)
2158 2003-08-16 src/editor.c
2159 * fixed NULL string bug causing Solaris to crash in sprintf()
2161 2003-08-16 src/screen.c
2162 * fixed drawing over scrollbar on level selection with custom fonts
2164 2003-08-15 src/game.c
2165 * cleanup of simple sounds / loop sounds / music settings
2167 2003-08-08 (various source files)
2168 * added custom element property for dropping collected elements
2170 2003-08-08 src/conf_gfx.c
2171 * fixed bug with missing graphic for active red disk bomb
2173 2003-08-07 src/files.c, src/editor.c src/game.c, src/main.h
2174 * extended variable "level.gravity" to "level.initial_gravity" and
2175 "game.current_gravity" to prevent level setting from being changed
2176 by playing the level (keeping the runtime value after playing)
2178 * fixed graphics bug when digging element that has 'crumbled' graphic
2179 definition, but not 'diggable' graphic definition
2182 * version number set to 3.0.1
2185 * version 3.0.0 released
2188 * various bug fixes; among others:
2189 - fixed bug with pushing spring over empty space
2190 - fixed bug with leaving tube while placing dynamite
2191 - fixed bug with explosion of smashed penguins
2192 - allow Murphy player graphic in levels with non-Supaplex elements
2196 * I have forgotten to document changes for some time
2199 * pre-release version 2.2.0rc1 released
2202 * version number set to 2.1.2
2205 * version 2.1.1 released
2208 * version number set to 2.1.1
2211 * version 2.1.0 released
2214 * version number set to 2.1.0
2216 2002-04-03 to 2002-05-19 (various source files)
2217 * graphics, sounds and music now fully configurable
2218 * bug fixed that prevented walking through tubes when gravity on
2220 2002-04-02 src/events.c, src/editor.c
2221 * Make Escape key less aggressive when playing or when editing level.
2222 This can be configured as an option in the setup menu. (Default is
2223 "less aggressive" which means "ask user if something can be lost"
2224 when pressing the Escape key.)
2226 2002-04-02 src/screen.c
2227 * Added "graphics setup" screen.
2229 2002-04-01 src/screen.c
2230 * Changed "choose level" setup screen stuff to be more generic (to
2231 make it easier to add more "choose from generic tree" setup screens).
2233 2002-04-01 src/config.c, src/timestamp.h
2234 * Added source files "src/config.[ch]" and "src/timestamp.h" (which
2235 automatically gets created by "src/Makefile" and contains an actual
2236 compile-time timestamp to identify development versions of the game).
2238 2002-03-31 src/tape.c, src/events.c
2239 * Added quick game/tape save/load functions to tape stuff which can be
2240 invoked by a keyboard shortcut. Default: "F1" saves game/tape, "F2"
2241 loads previously recorded tape and directly goes into recording mode
2242 from the end of the tape (therefore appending to the tape).
2244 2002-03-31 src/tape.c
2245 * Added "index mark" function to tape recorder. When playing or
2246 recording, "eject" button changes to "index" button. Setting index
2247 mark is not yet implemented, but pressing index button when playing
2248 allows very quick advancing to end of tape (when normal playing),
2249 very fast forward mode (when playing with normal fast forward) or
2250 very fast reaching of "pause before end of tape" (when playing with
2251 "pause before end" playing mode).
2253 2002-03-30 src/cartoons.c
2254 * Moved some stuff from cartoons.c to the new "src/libgame/toons.c".
2256 2002-03-29 src/screen.c
2257 * Changed setup screen stuff to be more generic (to make it easier
2258 to add more setup screens).
2260 2002-03-23 src/main.c, src/main.h
2261 * Various changes due to the introduction of the new libgame files
2262 "setup.c" and "joystick.c".
2264 2002-03-23 src/files.c
2265 * Generic parts of "src/files.c" (mainly setup and level directory
2266 stuff) moved to new libgame file "src/libgame/setup.c".
2268 2002-03-23 src/joystick.c
2269 * File "src/joystick.c" moved to libgame source tree, with
2270 correspondig changes.
2272 2002-03-22 src/screens.c
2273 * "HandleChooseLevel()": Another bug in level series navigation fixed.
2274 (Wrong level series information displayed when entering main group.)
2276 2002-03-22 src/editor.c
2277 * Slight change to support new gadget event "GD_EVENT_INFO_LEAVING".
2279 2002-03-22 src/editor.c
2280 * Changed behaviour of "Escape" key in level editor to be more
2281 intuitive: When in "Element Properties" or "Level Info" mode,
2282 return to "Drawing Mode" instead of leaving the level editor.
2284 2002-03-21 src/game.c, src/editor.c, src/files.c
2285 * 2.0.1 introduced the corrected "Emerald Mine" style behaviour of
2286 gems (emeralds, diamonds, ...) slipping down from normal wall,
2287 steel wall and growing wall (as in E.M.C. style levels). Although
2288 the behaviour of contributed and private levels wasn't changed (due
2289 to the use of "level.game_version"; see previous entry), editing
2290 those levels will (of course) change the behaviour accordingly.
2292 This change seems a bit too hard after thinking about it, because
2293 the EM style behaviour is not the "expected" behaviour (gems would
2294 normally only slip down from "rounded" walls). Therefore this was
2295 now changed to an element property for gem style elements, with the
2296 default setting "off" (which means: no special EM style behaviour).
2297 To fix older converted levels, this flag is set to "on" for pre-2.0
2298 levels that are neither contributed nor private levels.
2300 2002-03-20 src/files.h
2301 * Corrected settings for "level.game_version" depending of level type.
2302 (Contributed and private levels always get played with game engine
2303 version they were created with, while converted levels always get
2304 played with the most recent version of the game engine, to let new
2305 corrections of the emulation behaviour take effect.)
2307 2002-03-20 src/main.h
2308 * Added "#include <time.h>". This seems to be needed by "tape.c" for
2309 compiling the SDL version on some systems.
2310 Thanks to the several people who pointed this out.
2313 * Version number set to 2.0.2.
2316 * Version 2.0.1 released.
2318 2002-03-18 src/screens.c
2319 * "HandleChooseLevel()": Small bug in level series navigation fixed.
2321 2002-03-18 src/files.c [src/libgame/misc.c]
2322 * Moved some common functions from src/files.c to src/libgame/misc.c.
2324 2002-03-18 src/files.c [src/libgame/misc.c]
2325 * Changed permissions for new directories and saved files (especially
2326 score files) according to suggestions of Debian users and mantainers.
2327 Thanks to Drew Parsons <dparsons@emerall.com> for the patch.
2329 2002-03-17 src/files.c
2330 * Changed "{Load|Save}{Level|Tape}()" to IFF style file format:
2331 Replaced "cookie" header string ("ROCKSNDIAMONDS_...\n") with
2332 real IFF style header "RND1....XXXX" (where "XXXX" is "CAVE"
2333 for levels and "TAPE" for tapes). Old "cookie" style format is
2334 still supported for reading. New level and tape files are written
2337 * New IFF chunk "VERS" contains version numbers for file and game
2338 (where "game version" is the version of the program that wrote the
2339 file, and "file version" is a version number to distinguish files
2340 with different format, for example after adding new features).
2342 2002-03-15 src/screen.c
2343 * "DrawHallOfFame()": "FadeSounds()" when entering the hall of fame.
2344 (Before, you heard a mixture of the in-game music and the
2345 hall-of-fame music.)
2347 2002-03-14 src/events.c
2348 * Function "DumpTape()" (files.c) now available by pressing 't' from
2349 main menu (when in DEBUG mode).
2351 2002-03-14 src/game.c
2352 * "GameWon()": When game was won playing a tape, now there is no delay
2353 raising the score and no corresponding sound is played.
2355 2002-03-14 src/files.c
2356 * Changed "LoadTape()" for real chunk support and also adjusted
2357 "SaveTape()" accordingly.
2359 2002-03-14 src/game.c, src/tape.c, src/files.c
2360 * Important changes to tape format: The old tape format stored all
2361 actions with a real effect with a corresponding delay between the
2362 stored actions. This had some major disadvantages (for example,
2363 push delays had to be ignored, pressing a button for some seconds
2364 mutated to several single button presses because of the non-action
2365 delays between two action frames etc.). The new tape format just
2366 stupidly records all device actions and replays them later. I really
2367 don't know why I haven't solved it that way before?! Old-style tapes
2368 (with tape file version less than 2.0) get converted to the new
2369 format on-the-fly when loading and can therefore still be played;
2370 only some minor parts of the old-style tape handling code was needed.
2371 (A perfect conversion is not possible, because there is information
2372 missing about the device actions between two action frames.)
2374 2002-03-14 src/files.c
2375 * New function "DumpTape()" to dump the contents of the current tape
2376 in a human readable format.
2378 2002-03-14 src/game.c
2379 * Small tape bug fixed: When automatically advancing to next level
2380 after a game was won, the tape from the previous level still was
2381 loaded as a tape for the new level.
2383 2002-03-14 src/tape.c
2384 * Small graphical bug fixed: When pressing ""Record" or "Play" on
2385 tape, cartoons did not get completely removed because
2386 StopAnimation() was not called.
2388 2002-03-13 src/files.c
2389 * Changed "LoadLevel()" and "SaveLevel()" to add new chunk "CNT2".
2390 Fixed bug of "CONT" and "BODY" (chunk size was set to 8-bit element
2391 size even when using 16-bit elements). Added new chunk "CNT2" for
2392 16-bit amoeba content (previously written in 8-bit field in "HEAD"
2393 chunk even when content was 16-bit element). "CNT2" should now be
2394 able to store content for arbitrary elements (up to eight blocks of
2395 3 x 3 element arrays). All "CNT2" elements will always be stored as
2396 16-bit elements. "CONT" (with 8/16-bit elements) now obsolete.
2398 2002-03-13 src/files.c
2399 * Changed "LoadLevel()" for real chunk support.
2401 2002-03-12 src/game.c
2402 * Fixed problem (introduced after 2.0.0 release) with penguins
2403 not getting killed by enemies
2405 2002-02-24 src/game.c, src/main.h
2406 * Added "player->is_moving"; now "player->last_move_dir" does
2407 not contain any information if the player is just moving at
2409 Before, "player->last_move_dir" was misused for this purpose
2410 for the robot stuff (robots don't kill players when they are
2411 moving). But setting "player->last_move_dir" to MV_NO_MOVING
2412 broke tapes when walking through pipes!
2413 ("IS_MOVING()" uses "MovPos[][]", but this fails when it is 0
2414 in a continuous movement. This fact is ignored for friends and