2 * improved menu fading, adding separate fading definitions for fading
3 between menu screens and fading between menu and "destination" screens
6 * titlemessage_initial_x and titlemessage_x set to "[DEFAULT]" in static
7 configuration (set from "[titlemessage_initial]" and "[titlemessage]")
8 * fading settings of "[titlemessage_initial]" and "[titlemessage]" set
9 to "[DEFAULT]" in static configuration (set from "[title_initial]" and
11 * improved title fading, allowing fading animation types "none", "fade"
12 and "crossfade" (including cross-fading of last title to main menu)
15 * added configurability of graphics, sounds and music for title screens,
16 which are separated into initial title screens (only shown once at
17 program startup) and title screens shown for a given level set; these
18 title screens can be composed of up to five title images and up to
19 five title text messages (each drawn using an optional background
20 image), also using background music and/or sounds; aspects like
21 background images, sounds and music of title screens can either be
22 defined generally (valid for all title screens) or specifically (and
23 therefore differently for each title screen) using these directives:
25 to define a background image, sound or music file for all screens:
26 - background.TITLE_INITIAL (for all title screens for game startup)
27 - background.TITLE (for all title screens for level sets)
29 to define a background image, sound or music file for a single screen:
30 - background.titlescreen_initial_x (with x in 1,2,3,4,5)
31 - background.titlescreen_x (with x in 1,2,3,4,5)
32 - background.titlemessage_initial_x (with x in 1,2,3,4,5)
33 - background.titlemessage_x (with x in 1,2,3,4,5)
35 to define the title screen images:
36 - titlescreen_initial_x (with x in 1,2,3,4,5)
37 - titlescreen_x (with x in 1,2,3,4,5)
39 to define the title text messages, place text files into the level set
40 directory that have the following file names:
41 - titlemessage_initial_x.txt (with x in 1,2,3,4,5)
42 - titlemessage_x.txt (with x in 1,2,3,4,5)
44 to define the properties of the text messages, either use directives
45 that affect all text messages:
46 - [titlemessage_initial].<suffix>
47 - [titlemessage].<suffix>
48 or use directives that affect single text messages:
49 - titlemessage_initial_x.<suffix> (with x in 1,2,3,4,5)
50 - titlemessage_x.<suffix> (with x in 1,2,3,4,5)
52 valid values for <suffix> are the same as for readme.<suffix> below;
53 use ".sort_priority" (default: 0) to define an arbitrary order for
54 title images and title messages (which can therefore be mixed)
57 * added full configurability of "readme.txt" screen appearance:
58 - readme.x: <left position used with alignment>
59 - readme.y: <top position>
60 - readme.width: <maximim text width in pixels>
61 - readme.height: <maximum text height in pixels>
62 - readme.chars: <maximum number of chars per line>
63 - readme.lines: <maximum number of lines displayed>
64 - readme.align: left,center,right (default: center)
65 - readme.top: top,middle,bottom (default: top)
66 - readme.font: font name
67 - readme.autowrap: true,false (default: true)
68 - readme.centered: true,false (default: false)
69 - readme.parse_comments: true,false (default: true)
70 - readme.sort_priority: (not used here, but only for title screens)
71 when "readme.chars" and/or "readme.lines" is set to "-1" (this is the
72 default), they are automatically determined from "readme.width" and
73 "readme.height" accordingly; when they are not "-1", they have
74 precedence over "readme.width" and "readme.height"
75 * added internal ad-hoc config settings for displaying text files like
76 title messages or "readme.txt" style level set info files:
77 - .font: font name (default: readme.font)
78 - .autowrap: true,false (default: readme.autowrap)
79 - .centered: true,false (default: readme.centered)
80 - .parse_comments: true,false (default: readme.parse_comments)
81 (the leading '.' and the separating ':' are mandatory here); to use
82 these ad-hoc settings, they have to be written inside a comment, like
83 "# .autowrap: false" or "# .centered: true"; these settings then
84 override the above global settings (they can even be used more than
85 once, like "# .centered: true", then some text that should be drawn
86 centered, then "# .centered: false" to go back to non-centered text;
87 important note: after using "# .parse_comments: false", or when using
88 "readme.parse_comments: false", detecting and parsing comments inside
89 the file is disabled and comments are just printed like normal text;
90 also be aware that all automatic text size calculations are done with
91 the font defined in "readme.font", while using different fonts using
92 "# .font: <font>" inside the text file may cause unexpected results
95 * changed some numerical limits in the level editor from 255 to 999
98 * added option "system.sdl_videodriver" to select SDL video driver
99 * added output of SDL video and audio driver to "version info" page
102 * added group element drawing to IntelliDraw drawing functions
103 * fixed animation resetting problem again (last try broke Snake Bite)
104 * fixed diagonal scrolling in screen scrolling (last try broke Pac Man)
107 * added new (special) "include: <filename>" directive that works in all
108 configuration files (like "graphicsinfo.conf") and that has the same
109 effect as if that directive would be replaced with the content of the
110 specified file (this can be useful to split large configuration files
111 into several smaller ones and include them from one main file, or to
112 store configuration settings that always stay the same into a separate
113 file, while including it and only add those parts that really change)
116 * fixed minor bug (screen redraw of player tiles) in EMC graphics engine
119 * fixed bug in "InitMovingField()" where treating an integer array as
120 boolean caused wrong resetting of animations while elements are moving
121 * fixed problem with resetting animations when starting element change
124 * added sort priority for order of title screens and title messages
127 * changed end of game again: do not wait for the user to press a key
128 anymore, but directly ask/confirm tape saving and go to hall of fame
129 * re-enabled quitting of lost game by pressing space or return again
130 * added blanking of mouse pointer when displaying title screens
131 * added remaining menu draw offset definitions for info sub-screens
134 * added setup option to select game speed (from very slow to very fast)
135 * improved handling of title text messages (initial and for level set)
138 * added new options "auto-wrap" and "centered" for DC2 style envelopes
141 * fixed displaying and typing of player name when it is centered
142 * added special characters to be allowed for player name (not only A-Z)
145 * fixed blit in ScrollLevel() to same bitmap to not overlap anymore
146 (newer versions of the SDL library seem to not like this anymore)
149 * added code for configuration directives for control of game panel
152 * fixed small cosmetical bug with underlining property tabs in editor
155 * fixed small drawing bug in X11FadeRectangle
156 * added new elements for newly supported Diamond Caves II levels:
157 - EM/DC style exits that disappear after passing
158 - white key and gate (one white key needed for each white gate)
159 - fake gate (there is no key to open/pass this kind of gate!)
160 - extended magic wall which also handles pearls and crystals
164 * changed maximum value for endless loop detection to a higher value
165 (some levels really used very deep recursion without being endless)
168 * added new elements for newly supported Diamond Caves II levels:
169 - growing steel walls
170 - snappable land mine
173 * added new elements for newly supported Diamond Caves II levels:
174 - steel text elements
177 * added level file loader for native Diamond Caves II levels
180 * version number set to 3.2.4
183 * version 3.2.3 released
186 * fixed malloc/free bug when updating EMC artwork entries in level list
187 * added workaround (warning and request to quit the current game) when
188 changing elements cause endless recursion loop (which would otherwise
189 freeze the game, causing a crash-like program exit on some systems)
192 * fixed nasty string overflow bug when entering too long envelope text
195 * added feedback sounds for menu navigation "menu.item.activating" and
196 "menu.item.selecting" (for highlighting and executing menu entries)
199 * improved "no scrolling when relocating" to also consider scroll delay
200 (meaning that the player is not automatically centered in this case;
201 this makes it possible to "invisibly" relocate the player to a region
202 of the level playfield which looks the same as the old level region)
203 * fixed bug with not recognizing "main.input.name.align" when active
206 * fixed bug with displaying masked borders over title screens when
207 screen fading is disabled
210 * fixed infinite loop / crash bug when killing the player while having
211 a CE with the setting "kill player X when explosion of <player X>"
212 * added special editor graphic for "char_space" to distinguish it from
213 "empty_space" when editing a level (in-game graphics still the same)
216 * fixed nasty bug with initialization only done for the first player
219 * small change to handle loading empty element/content list micro chunks
222 * uploaded pre-release (test) version 3.2.3-0 binary and source code
225 * some optimizations on startup speed by reducing initial text output
228 * added caching of custom artwork information for faster startup times
231 * fixed graphical bug when using fewer menu entries on level selection
232 screen than usual (with "menu.list_size.LEVELS" directive)
233 * fixed crash bug (Windows/SDL only) caused by BlitBitmap blitting from
234 the backbuffer to the backbuffer by error (with identical rectangle)
237 * fixed bug when displaying titlescreen with size less than element tile
238 * fixed bug that caused elements with "change when digging <e>" event
239 to change for _every_ digged element, not only those specified in <e>
240 * fixed bug that caused impact style collision when dropping element one
241 tile over the player that can both fall down and smash players
242 * fixed bug that caused impact style collision when element changed to
243 falling/smashing element over the player immediately after movement
246 * fixed bug that allowed making engine snapshots from the level editor
249 * fixed bugs with player name and current level positions on main screen
252 * added configuration directives for control of title screens:
253 - "title.fade_delay" for fading time
254 - "title.post_delay" for pause between screens (when not crossfading)
255 - "title.auto_delay" to automatically continue after some time
256 these settings can each be overridden by specifying them with titles:
257 - "titlescreen_initial_{1-5}.{fade_delay,post_delay,auto_delay}"
258 - "titlescreen_{1-5}.{fade_delay,post_delay,auto_delay}"
259 fading mode can also be specified:
260 - "titlescreen_initial_{1-5}.anim_mode: {fade,crossfade}
261 - "titlescreen_{1-5}.anim_mode: {fade,crossfade}
262 default is using normal fading for menues and initial title screens,
263 while using cross-fading for level set title screens
264 * fixed bug with background not drawn in Hall of Fame after game was won
267 * added configuration directives for the remaining main menu items
270 * added additional configuration directives for info screen draw offset:
271 menu.draw_{x,y}offset.INFO[{ELEMENTS,MUSIC,CREDITS,PROGRAM,LEVELSET}]
272 * added additional configuration directives for preview info text
273 * limited mouse wheel sensitive screen area to scrollable screen area
276 * added highlighted menu text entries to menu navigation when selected
279 * fixed bug that prevented player from correctly being created in the
280 top left corner by a custom element change in a level without player
281 * fixed bug that prevented player from being killed when indestructible,
282 non-walkable element is placed on player position by extended change
283 * added configurable menu button, text and input positions to main menu
286 * added page fading effects for remaining info sub-screens
287 * fixed small bug that caused some delays when answering door request
290 * added directives "border.draw_masked.*" for menu/playfield area and
291 door areas to display overlapping/masked borders from "global.border"
294 * fixed bug with CE with move speed "not moving" not being animated
295 * when changing player artwork by CE action, reset animation frame
298 * fixed bug with not unmapping main menu screen gadgets on other screens
299 * fixed bug with un-pausing a paused game by releasing still pressed key
300 * fixed bug with not redrawing screen when toggling to/from fullscreen
301 mode while fast reloading tape (without redrawing playfield contents)
302 * fixed bug with quick-saving tape snapshot despite answering with "no"
305 * version number set to 3.2.3
308 * version 3.2.2 released
311 * fixed bug with redrawing screen in fullscreen mode after quick tape
312 reloading when using the EMC game engine
313 * changed token names from "last_ce_[1-8]" to "prev_ce_[1-8]"
316 * fixed bug in GameWon() when level contains no exit (like in Sokoban)
319 * added engine snapshot functionality for instant tape reloading (this
320 only works for the last tape saved using "quick save", and does not
321 work across program restarts, because it completely works in memory)
324 * version number set to 3.2.2
327 * version 3.2.1 released
330 * fixed nasty bugs with handling error message file on Mac OS X systems
333 * general code cleanup (removing many annoying "#if 0" blocks etc.)
336 * fixed bug that caused broken tapes when manually appending to tapes
337 using the "pause before death" functionality, followed by recording
338 * added setup option to disable fading of screens for faster testing
341 * code cleanup of new fading functions
344 * changed behaviour after solved game -- do not immediately stop engine
345 * added some more smooth screen fadings (game start, hall of fame etc.)
348 * fixed bug with displaying pushed CE with value/score/delay anim_mode
351 * added configurable level preview position, tile size and dimensions
352 * added configurable game panel value positions (gems, time, score etc.)
355 * fixed small bug with time displayed incorrectly when collecting CEs
358 * fixed bug with bumpy scrolling with EM engine in double player mode
361 * added compatibility code to fix "Snake Bite" style levels that were
362 broken due to a bugfix regarding EL_SOKOBAN_FIELD_PLAYER in 3.2.0
365 * fixed bug with scrollbars inside editor when using the Windows mouse
366 enhancement tool "True X-Mouse" (which injects key events to the event
367 queue to insert selected stuff into the Windows clipboard, which gets
368 confused with the "Insert" key for jumping to the last editor cascade
369 block in the element list)
370 * added Rocks'n'Diamonds icon for use as window icon to SDL version
371 * added key shortcut "Alt + Enter" to toggle fullscreen mode at any time
374 * added selection of preferred fullscreen mode to setup / graphics menu
375 (useful if default mode 800 x 600 does not match screen aspect ratio)
378 * improved down-scaling of images for better editor and preview graphics
379 * changed user data directory for Mac OS X from Unix style to new place
382 * improved level number selection in main menu and player selection in
383 setup menu (input devices section) by using standard button gadgets
384 * added support for mouse scroll wheel (caused buggy behaviour before)
385 * added support for scrolling horizontal scrollbars with mouse wheel by
386 holding "Shift" key pressed while scrolling the wheel
387 * added support for single step mouse wheel scrolling by holding "Alt"
388 key pressed while scrolling the wheel (can be combined with "Shift")
389 * changed output file "stderr.txt" on Windows platform now always to be
390 created in the R'n'D sub-directory of the personal documents directory
391 * added Windows message box to direct to "stderr.txt" after error aborts
394 * improved general scrollbar handling (when jump-scrolling scrollbars)
397 * changed scrollbars to always show last line as first after scrolling
398 (that means jumping n - 1 screen lines instead of n screen lines)
401 * fixed level versions of EMC level loader (from V4 to V1, V2 and V3)
402 * fixed level time for EMC levels for V2 engine (V2 and V5 levels)
403 * fixed special handling of vertically stacked acid becoming fake acid
406 * fixed bug (very special case) with CE_SCORE_GETS_ZERO, which can
407 affect multiple instances of the same CE, although this kind of
408 change condition usually only affects one single custom element
411 * version number set to 3.2.1
414 * version 3.2.0 released
417 * reorganized level editor element list a bit to match engines better
420 * fixed newly introduced bug with wrongly initializing clipboard element
423 * fixed bug with displaying visible/invisible level border in editor
426 * reorganized some elements in the level editor element list
429 * fixed bug with displaying any player as "yellow" when moving into acid
430 * fixed bug with displaying running player when player stopped at border
433 * fixed bug with player exploding when moving into acid
434 * fixed bug with level settings being reset in editor and when playing
435 (some compatibility settings being set not only after level loading)
436 * fixed crash bug when number of custom graphic frames was set to zero
437 * fixed bug with teleporting player on walkable tile not working anymore
438 * added partial compatibility support for pre-release-only "CONF" chunk
439 (to make Alan Bond's "color cycle" demo work again :-) )
442 * fixed some bugs when displaying title screens from info screen menu
443 * fixed bug which caused EMC doors #5 to #8 to be passable without keys
446 * changed file major version to 3 to reflect level file format changes
447 * uploaded pre-release (test) version 3.2.0-8 binary and source code
450 * added new chunk "NAME" to level file format for level name settings
451 * added new chunk "NOTE" to level file format for envelope settings
452 * changed name of chunk "CONF" to "ELEM" (for normal element settings)
453 * updated magic(5) file to recognize changed and new level file chunks
454 * removed change events "change when CE value/score changes" as unneeded
457 * changed gravity (which only affects the player) from level property
458 to player property (only makes a difference in multi-player levels)
459 * added change events "change when CE value/score changes"
460 * added change events "change when CE value/score changes of <element>"
463 * added new chunk "INFO" to level file format for global level settings
464 * added all element settings from "HEAD" chunk to "CONF" chunk
465 * added all global level settings from "HEAD" chunk to "INFO" chunk
468 * changed level file format by adding two new chunks "CUSX" (for custom
469 elements, replacing the previous "CUS4" chunk) and "GRPX" (for group
470 elements, replacing the previous "GRP1" chunk); these new IFF style
471 chunks use the new and flexible "micro chunks inside chunks" technique
472 already used with the new "CONF" chunk (for normal element properties)
473 which makes it possible to easily extend the existing level format
474 (instead of using fixed-length chunks like before, which are either
475 too big due to reserved bytes for future use, or too small when those
476 reserved bytes have all been used and even more data should be stored,
477 requiring the replacement by new and larger chunks just like it went
478 with "CUS1" to "CUS4"); this whole problem now does not exist anymore
481 * added credits pages to the "credits" section that were really missing
482 * added some missing element descriptions to the level editor
483 * added down position of switchgate switch to the level editor
484 and allowed the use of both switch positions at the same time
485 * changed use of "Insert" and "Delete" keys to navigate element list in
486 level editor to start of previous or next cascading block of elements
489 * added the possibility to view the title screen to the info screen menu
490 * fixed some minor bugs with viewing title screens
493 * fixed bug with title (cross)fading in/out when using fullscreen mode
496 * fixed bug that forced re-defining of menu settings in local graphics
497 config file which are already defined in existing base config file
498 * fixed small bug that caused door sounds playing when music is enabled
501 * added the possibility to define up to five title screens for each
502 level set that are displayed after loading using (cross)fading in/out
503 (this was added to display the various start images of the EMC sets)
506 * added "CE score gets zero [of]" to custom element trigger conditions
507 * added setup option to display element token name in level editor
510 * added compatibility code for Juergen Bonhagen's menu artwork settings
513 * fixed bug with displaying wrong animation frame 0 after CE changes
514 * fixed bug with creating invisible elements when light switch is on
517 * added selection between ECS and AGA graphics for EMC levels to setup
520 * adjusted font handling for various narrow EMC style fonts
523 * changed EM engine behaviour back to re-allow initial rolling springs
526 * fixed handling of over-large selectboxes (less error-prone now)
527 * fixed bug when creating GE with walkable element under the player
530 * added use of "Insert" and "Delete" keys to navigate element list in
531 level editor to start of custom elements or start of group elements
532 * added virtual elements to access CE value and CE score of elements:
533 - "CE value of triggering element"
534 - "CE score of triggering element"
535 - "CE value of current element"
536 - "CE score of current element"
539 * fixed "grass" to "sand" in older EM levels (up to file version V4)
542 * changed behaviour of network games with internal errors (because of
543 different client frame counters) from immediately terminating R'n'D
544 to displaying an error message requester and stopping only the game
545 (also to prevent impression of crashes under non command-line runs)
546 * fixed playing network games with the EMC engine (did not work before)
547 * fixed bug with not scrolling the screen in multi-player mode with the
548 focus on player 1 when all players are moving in different directions
549 * fixed bug with keeping pointer to gadget even after its deallocation
550 * fixed bug with allowing "focus on all players" in network games
551 * fixed bug with player focus when playing tapes from network games
554 * uploaded pre-release (test) version 3.2.0-7 binary and source code
557 * code cleanup for game action control for R'n'D and EMC game engine
560 * fixed bug in multi-player movement with focus on both players
561 * added option to control only the focussed player with all input
564 * added player focus switching to level tape recording and re-playing
567 * fixed some bugs in player focus switching in EMC and RND game engine
570 * added special Supaplex animations for Murphy digging and snapping
571 * added special Supaplex animations for Murphy being bored and sleeping
574 * added four new yam yams with explicit start direction for EMC engine
575 * fixed bug in src/libgame/text.c with printing text outside the window
578 * fixed small bug in EMC level loader (copyright sign in EM II levels)
581 * added delayed ignition of EM style dynamite when used in R'n'D engine
582 * added limited movement range to EMC engine when focus on all players
585 * fixed bug with missing (zero) score values for native Supaplex levels
588 * added "continuous snapping" (snapping many elements while holding the
589 snap key pressed, without releasing the snap key after each element)
590 as a new player setting for more compatibility with the classic games
593 * finished scrolling for "focus on all players" in EMC graphics engine
596 * level sets with "levels: 0" are ignored for levels, but not artwork
597 * fixed bug when scanning empty level group directories (endless loop)
600 * fixed bug with explosion graphic for player using "Murphy" graphic
601 * fixed bug with explosion graphic if player leaves explosion in time
602 * changed some descriptive text in setup menu to use medium-width font
603 * added key shortcut settings for switching player focus to setup menu
606 * fixed bug with random value initialization when recording tapes
607 * fixed bug with playing single player tapes when team mode activated
610 * fixed little bug when trying to switch to player that does not exist
613 * added player switching (visual and quick) to R'n'D and EM game engine
614 * added setup option to select visual or quick in-game player switching
617 * added use of "Home" and "End" keys to handle element list in editor
620 * fixed bug with adding score when playing tape with EMC game engine
621 * added steel wall border for levels using EMC engine without border
622 * finally fixed delayed scrolling in EMC engine also for small levels
625 * fixed potential crash bug in WarnBuggyBase() (missing boundary check)
628 * fixed bug with CE change order in TestIfElementTouchesCustomElement()
629 * fixed bug when displaying info element without action, but direction
632 * fixed minor graphical problems with springs smashing and slurping
633 (when using R'n'D style graphics instead of EMC style graphics)
636 * added scroll delay (as configured in setup) to EMC graphics engine
639 * improved screen redraw for EMC graphics engine (faster and smoother)
640 * when not scrolling, do not redraw the whole playfield if not needed
643 * added multi-player mode for EMC game engine (with up to four players)
646 * added android (can clone elements) from EMC engine to R'n'D engine
649 * added spring bumper (reflects spring) from EMC engine to R'n'D engine
652 * added selectbox for initial player speed to player settings in editor
655 * version 3.1.2 created that is basically version 3.1.1, but with a
656 major bug fixed that prevented editing your own private levels
657 * version 3.1.2 released
660 * added magic ball (creates elements) from EMC engine to R'n'D engine
663 * uploaded fixed pre-release version 3.2.0-6 binary and source code
666 * fixed bug when using "CE can leave behind <trigger element>"
667 * added new change condition "(after/when) creation of <element>"
668 * added new change condition "(after/when) digging <element>"
669 * fixed bug accessing invalid gadget that caused crashes under Windows
670 * deactivated new possibility for multiple CE changes per frame
673 * uploaded pre-release (test) version 3.2.0-6 binary and source code
676 * added animation types "ce_value" and "ce_score" to graphicsinfo.conf
677 * fixed bug with not keeping CE value for moving CEs with only action
678 * changed CE action selectboxes in editor to be only reset when needed
681 * added option "use artwork from element" for custom player artwork
682 * added option "use explosion from element" for player explosions
685 * added cascaded element lists in the level editor
686 * added persistence for cascaded element lists by "editorcascade.conf"
687 * added dynamic element list with all elements used in current level
688 * added possibility for multiple CE changes per frame (experimental)
691 * uploaded pre-release (test) version 3.2.0-5 binary and source code
694 * changed "score for each 10 seconds/steps left" to "1 second/step"
695 * added own score for collecting "extra time" instead of sharing it
696 * added change events "switched by player" and "player switches <e>"
697 * added change events "snapped by player" and "player snaps <e>"
698 * added "set player artwork: <element choice>" to CE action options
699 * added change event "move of <element>"
702 * added "set player shield: off / normal / deadly" to CE action options
703 * added new player option "use level start element" in level editor
704 to set the correct focus at level start to elements from which the
705 player is created later (this did not work before for cascaded CE
706 changes resulting in creation of the player; it is now also possible
707 to create the player from a yam yam which is smashed at level start)
710 * added "set player speed: frozen (not moving)" to CE action options
711 * added "move player: l/r/u/d/trigger/-trigger" to CE action options
714 * added new player option "block snap field" (enabled by default) to
715 make it possible to show a snapping animation like in Emerald Mine
718 * added dynamic selectboxes to custom element action settings in editor
719 * added "CE value" counter for custom elements (instead of "CE count")
720 * added option to use the last "CE value" after custom element change
721 * added option to use the "CE value" of other elements in CE actions
722 * fixed odd behaviour when pressing time orb in levels w/o time limit
723 * added checkbox "use time orb bug" for older levels that use this bug
726 * added missing configuration settings for the following elements:
727 - EL_TIMEGATE_SWITCH (time of open time gate)
728 - EL_LIGHT_SWITCH_ACTIVE (time of light switched on)
729 - EL_SHIELD_NORMAL (time of shield duration)
730 - EL_SHIELD_DEADLY (time of shield duration)
731 - EL_EXTRA_TIME (time added to level time)
732 - EL_TIME_ORB_FULL (time added to level time)
735 * added "wind direction" as a movement pattern for custom elements
736 * added initial wind direction for balloon / custom elements to editor
737 * added functionality for EL_BALLOON_SWITCH_NONE to R'n'D game engine
740 * added parameters for "game of life" and "biomaze" elements to editor
743 * added level file chunk "CONF" for generic level and element settings
746 * uploaded pre-release (test) version 3.2.0-4 binary and source code
749 * skip empty level sets (with "levels: 0"; may be artwork base sets)
750 * added sound action ".page[1]" to ".page[32]" for each CE change page
753 * added image config suffix ".clone_from" to copy whole image settings
754 * fixed bug with invalid ("undefined") CE settings in old level files
757 * fixed graphical bug with smashing elements falling faster than player
760 * fixed major bug which prevented private levels from being edited
761 * fixed bug with precedence of general and special font definitions
764 * fixed graphical bug with player animation when player moves slowly
767 * uploaded pre-release (test) version 3.2.0-3 binary and source code
770 * fixed bug which prevented "global.num_toons: 0" from working
773 * major code cleanup (removed all these annoying "#if 0" blocks)
776 * added custom element actions for CE change page in level editor
779 * fixed music initialization bug in init.c (thanks to David Binderman)
780 * fixed mouse wheel "button" bug in editor (thanks to Tomi Belan)
781 (this bug must probably be fixed at other places, too)
784 * fixed buggy '#include "SDL.h"' statements in src/libgame/sdl.h
785 (should be '#include <SDL.h>' instead)
788 * fixed bug which prevented "walkable from no direction" from working
789 (due to compatibility code overwriting this setting after loading)
792 * fixed bug on Mac OS X (use of reserved name "Random") in EM engine
795 * version number temporarily set to 3.1.1 (intermediate bugfix release)
796 * version 3.1.1 released
799 * changed some va_arg() arguments from 'long' to 'int', fixing problems
800 on 64-bit architecture systems with LP64 data model
803 * fixed bug with bombs not exploding when hitting the last level line
804 (introduced after the release of 3.1.0)
807 * added support for dumping small-sized level sketches from editor
810 * added recognition of "trigger element" for "change digged element to"
811 (this is not really what the "trigger element" was made for, but its
812 use may seem obvious for leaving back digged elements unchanged)
815 * fixed multiple warnings about failed joystick device initialization
818 * fixed bug with dynamite dropped on top of just dropped custom element
819 (collect dynamite, collect CE, drop CE => dynamite was also dropped);
820 dynamite can still be dropped, but drop key must be released before
823 * fixed bug with wrong start directory when started from file browser
824 (due to this bug, R'n'D could not be started from KDE's Konqueror)
827 * fixed bug causing "change when impact" on player not working
828 * fixed wrong priority of "hitting something" over "hitting <element>"
829 * fixed wrong priority of "hit by something" over "hit by <element>"
832 * fixed graphical bug which caused the player (being Murphy) to show
833 collecting animations although the element was collected by penguin
836 * fixed two bugs causing wrong door background graphics in system.c
837 (in functions "SetBackgroundBitmap()" and "DrawingOnBackground()")
840 * fixed graphic bug with exploding bomb and R'n'D graphics in EM engine
841 * added "no direction" to "walkable/passable from" selectbox options
844 * enhanced tape autoplay to accept "autoplay <set> [<nr> ...]" format
845 * in tape autoplay, not only report broken, but also missing tapes
848 * uploaded pre-release (test) version 3.2.0-2 binary and source code
851 * fixed small bug with "linear" animation not working for active lamp
854 * fixed bug with moving up despite gravity due to "block last field"
855 * fixed small bug with wrong draw offset when typing name in main menu
856 * when reading user names from "passwd", ignore data after first comma
857 * when creating new "levelinfo.conf", only write some selected entries
860 * fixed displaying "imported from/by" on preview with empty string
861 * fixed ignoring draw offset for fonts used for level preview texts
864 * fixed a delay problem with SDL and too many mouse motion events
865 * added setup option "skip levels" and level skipping functionality
868 * added move speed "not moving" for non-moving CEs, but with direction
871 * fixed mapping of obsolete element token names in "editorsetup.conf"
872 * fixed bug with sound "acid.splashing" treated as a loop sound
873 * fixed some little sound bugs in native EM engine
876 * fixed small bug when dragging scrollbars to end positions
879 * added editor element descriptions written by Aaron Davidson
882 * improved fallback handling when configured artwork is not available
883 (now using default artwork instead of exiting when files not found)
886 * fixed bug on level selection screen when dragging scrollbar
889 * fixed bug which caused broken tapes when appending to EM engine tapes
892 * uploaded pre-release (test) version 3.2.0-1 binary and source code
895 * added code to replace changed artwork config tokens with other tokens
896 (needed for backwards compatibility, so that older tokens still work)
899 * added native R'n'D graphics for some new EMC elements in EM engine
902 * fixed some bugs in the EM engine integration code
903 * changed EM engine code to allow diagonal movement
904 * changed EM engine code to allow use of separate snap and drop keys
907 * fixed some redraw bugs when using EM engine
910 * fixed bug with not converting RND levels which are set to use native
911 engine to native level structure when loading
914 * uploaded pre-release (test) version 3.2.0-0 binary and source code
917 * version number set to 3.2.0
920 * level data now reset to defaults after attempt to load invalid file
923 * added use of "editorsetup.conf" for different level sets
926 * added auto-detection for various types of Emerald Mine level files
929 * fixed bug with scrollbars getting too small when list is very large
932 * fixed bug with 3+3 (cross) sized explosion not making explosion sound
935 * added most level editor configuration gadgets for new EMC elements
938 * added more element and graphic definitions for new EMC elements
941 * modified native EM engine to use integrated R'n'D sound system
944 * added SDL support to graphics functions in native EM engine
945 (by always using generic libgame interface functions)
948 * fixed bug in frame synchronization in native EM engine
951 * added code to convert levels between R'n'D and native EM engine
954 * new Emerald Mine engine can now play levels selected in main menu
957 * fixed big memory leak in function "CreateBitmapWithSmallBitmaps()"
958 (which creates scaled down graphics for level editor and preview);
959 there's still a memory leak somewhere in the artwork handling code
960 * added "scale image up" functionality to X11 version of zoom function
963 * first attempts to integrate new, native Emerald Mine Club engine
966 * fixed bug in gadget code which caused reset of CEs in level editor
967 (example: pressing 'b' [grab brush] on CE config page erased values)
968 (solution: check if gadgets in ClickOnGadget() are really mapped)
969 * improved level change detection in editor (settings now also checked)
970 * fixed bug with "can move into acid" and "don't collide with" state
973 * fixed maze runner style CEs to use the configured move delay value
976 * added Aaron Davidson's tutorial level set to the "Tutorials" section
979 * fixed engine change that broke 3.0.8 levels like "Walpurgis Gardens"
980 * fixed the above fix because it broke level set "machine" (*sigh*)
981 * fixed random element placement in level editor to work as expected
982 * fixed undefined graphic of runtime element "EL_AMOEBA_TO_DIAMOND"
985 * re-recorded tape for BD2K3, level 010 (broken due to bugfix)
988 * fixed bug (missing array boundary check) which caused broken tapes
989 * fixed bug (when loading level template) which caused broken levels
990 * fixed bug with new block last field code when using non-yellow player
993 * fixed bug when pressing "stop, pause, stop, play" on tape recorder
994 * internal change of how the player blocks the last field when moving
995 * fixed blocking delay of last field for EM and SP style block delay
996 * fixed bug where the player had to wait for the usual move delay after
997 unsuccessfully trying to move, when he directly could move after that
998 * the last two changes should make original Supaplex level 93 solvable
999 * improved use of random number generator to make it less predictable
1000 * fixed behaviour of slippery SP elements to let slip left, then right
1003 * fixed bug with wrong door state after trying to quickload empty tape
1004 * fixed waste of static memory usage of the binary, making it smaller
1005 * fixed very little graphical bug in Supaplex explosion
1008 * version number set to 3.1.1
1011 * version 3.1.0 released
1014 * fixed bug with crash when writing user levelinfo.conf the first time
1017 * added option "convert LEVELDIR [NR]" to command line batch commands
1018 * re-converted Supaplex levels to apply latest engine fixes
1019 * changed "use graphic/sound of element" to "use graphic of element"
1020 due to compatibility problems with some levels ("bug machine" etc.)
1023 * fixed bug with CE change replacing player with same or other player
1026 * fixed bug with opaque font in envelope with background graphic when
1027 background graphic is not transparent itself
1030 * added "gravity on" and "gravity off" ports for Supaplex compatibility
1031 * corrected original Supaplex level loading code to use these new ports
1032 * also corrected Supaplex loader to auto-count infotrons if set to zero
1035 * fixed bug with missing initialization of "modified" flag for GEs
1038 * fixed bug that caused endless recursion loop when relocating player
1039 * fixed tape recorder bug in "step mode" when using "pause before end"
1040 * fixed tape recorder bug when changing from "warp forward" mode
1043 * fixed bug with "when touching" for pushed elements at last position
1046 * fixed bug that caused two activated toolbox buttons in level editor
1047 * fixed bug with exploding dynabomb under player due to other explosion
1050 * fixed bug with creating walkable custom element under player (again)
1051 * fixed bug with not copying explosion type when copying CEs in editor
1052 * fixed graphical bug when drawing player in setup menu (input devices)
1053 * fixed graphical bug when the player is pushing an accessible element
1054 * fixed bug with classic switchable elements triggering CE changes
1055 * fixed bug with entering/leaving walkable element in RelocatePlayer()
1056 * fixed crash bug when CE leaves behind the trigger player element
1059 * fixed bug with broken tubes after placing/exploding dynamite in them
1060 * fixed bug with exploding dynamite under player due to other explosion
1061 * fixed bug with not resetting push delay under certain circumstances
1064 * added option "handicap" for "levelinfo.conf" (thanks to Niko Böhm)
1065 * added network multiplayer code for Windows (thanks to Niko Böhm)
1068 * added option "reachable despite gravity" for gravity movement
1069 * changed gravity movement of most classic walkable and passable
1070 elements back to "not reachable" (for compatibility reasons)
1073 * fixed (removed) "indestructible" / "can explode" dependency in editor
1074 * fixed (removed) "accessible inside" / "protected" dependency
1075 * fixed (removed) "step mode" / "shield time" dependency
1078 * fixed dynabombs exploding now into anything diggable
1079 * fixed Supaplex style gravity movement into buggy base now impossible
1080 * added pressing key "space" as valid action to select menu options
1083 * added "replace when walkable" to relocate player to walkable element
1084 * added "enter"/"leave" event for elements affected by relocation
1085 * fixed "direct"/"indirect" change order also for "when change" event
1086 * fixed graphical bug when pushing things from elements walkable inside
1089 * fixed graphic bug when player is snapping while moving in old levels
1090 * fixed bug when a moving custom element leaves a player element behind
1091 * fixed bug with mole not disappearing when moving into acid pool
1092 * fixed bug with incomplete path setting when using "--basepath" option
1093 * moving CE can now leave walkable elements behind under the player
1094 * when relocating, player can be set on walkable element now
1095 * fixed another gravity movement bug
1098 * uploaded pre-release (test) version 3.1.0-2 binary and source code
1101 * added "collectible" and "removable" to extended replacement types
1102 (where "removable" replaces "diggable" and "collectible" elements)
1103 * added "collectible & throwable" (to throw element to the next field)
1104 * fixed bug with CEs digging elements that are just about to explode
1105 * changed mouse cursor now always being visible when game is paused
1108 * added possibility to push/press accessible elements from a side that
1110 * fixed bug with not setting actual date when appending to tape
1113 * fixed bug with incorrectly initialized custom element editor graphics
1116 * corrected set "Contributions_1995-2000/rnd_kjell_kristiansson":
1117 - number of levels corrected from 18 to 17 in "levelinfo.conf"
1120 * fixed bug with destroyed robot wheel still attracting robots forever
1121 * fixed bug with time gate switch deactivating after robot wheel time
1122 (while the time gate itself is not affected by this misbehaviour)
1123 * changed behaviour of BD style amoeba to always get blocked by player
1124 (before it was different when there were non-BD elements in level)
1125 * fixed bug with player destroying indestructable elements with shield
1128 * added option to make growing elements grow into anything diggable
1129 (for the various amoeba types, biomaze and "game of life")
1132 * fixed bug with movable elements not moving after left behind by CEs
1133 * changed gravity movement to anything diggable, not only sand/base
1134 * optionally allowing passing to walkable element, not only empty space
1135 * added option "can pass to walkable element" for players
1136 * finally fixed gravity movement (hopefully)
1139 * fixed bug with movable elements not moving anymore after falling down
1142 * fixed another bug with custom elements digging and leaving elements
1143 * fixed bug with "along left/right side" and automatic start direction
1144 * trigger elements now also displayed when "more custom" deactivated
1145 * fixed bug with clipboard element initialized when loading new level
1146 * added option "drop delay" to set delay before dropping next element
1149 * uploaded pre-release (test) version 3.1.0-1 binary and source code
1152 * added copy and paste functions for custom change pages
1153 * enhanced graphical display and functionality of tape recorder
1154 * fixed bug with custom elements digging and leaving elements
1157 * added move speed faster than "very fast" for custom elements
1158 * fixed bug with 3+3 style explosions and missing border content
1159 * fixed little bug when copying custom elements in the editor
1160 * enhanced custom element changes by more side trigger actions
1163 * added option "no scrolling when relocating" for instant teleporting
1164 * uploaded pre-release (test) version 3.1.0-0 binary and source code
1167 * added trigger element and trigger player to use as target elements
1168 * added copy and paste functions for custom and group elements
1171 * fixed graphical bug when displaying explosion animations
1172 * fixed bug when appending to tapes, resulting in broken tapes
1173 * re-recorded a few tapes broken by fixing gravity checking bug
1176 * "can move into acid" property now for all elements independently
1177 * "can fall into acid" property for player stored in same bitfield now
1178 * added option for deadliness of Supaplex 'sniksnak' and 'electron'
1179 * version number set to 3.1.0 (finally!)
1182 * changed tape recording to only record input, not programmed actions
1185 * fixed totally broken (every 8th frame skipped) step-by-step recording
1186 * fixed bug with requester not displayed when quick-loading interrupted
1187 * added option "can fall into acid (with gravity)" for players
1188 * fixed bug with player not falling when snapping down with gravity
1191 * fixed bug which messed up key config when using keypad number keys
1194 * fixed bug which allowed moving upwards even when gravity was active
1195 * fixed bug with missing error handling when dumping levels or tapes
1198 * added different colored editor graphics for Supaplex gravity tubes
1201 * fixed bug that allowed solvable tapes for unsolvable levels
1204 * use unlimited number of droppable elements when "count" set to zero
1205 * added option to use step limit instead of time limit for level
1208 * added player and change page as trigger for custom element change
1211 * fixed bug with exploding amoeba (explosion 3x3 instead of 1x1)
1214 * fixed bug with dark yamyam changing to acid when moving over acid
1215 * fixed handling of levels with more than 999 seconds level time
1216 (example: level 76 of "Denmine")
1219 * "spring push bug" reintroduced as configurable element property
1220 * fixed bug with missing properties for "mole"
1221 * fixed bug that showed up when fixing the above "mole" properties bug
1222 * added option "can move into acid" for all movable elements
1223 * fixed graphical bug for elements moving into acid
1224 * changed event handling to handle all pending events before going on
1227 * fixed bug which caused all CE change pages to be ignored which had
1228 the same change event, but used a different element side
1229 (reported by Simon Forsberg)
1231 * fixed bug which caused elements that can move and fall and that are
1232 transported by a conveyor belt to continue moving into that direction
1233 after leaving the conveyor belt, regardless of their own movement
1234 type; only elements which can not move are transported now
1235 (reported by Simon Forsberg)
1237 * fixed bug which could cause an array overflow in RelocatePlayer()
1238 (reported by Niko Böhm)
1240 * changed Emerald Mine style "passable / over" elements to "protected"
1241 (fixing unsolvable level 10 of "Bondmine 9" with bug beside gate)
1243 * added new option to select from which side a "walkable/passable"
1244 element can be entered
1247 * added explosion and ignition delay for elements that can explode
1250 * fixed bug which caused player not being protected against enemies
1251 when a CE was "walkable / inside" and was not "indestructible"
1252 * added "walkable/passable" fields to be "protected/unprotected"
1253 against enemies, even if not accessible "inside" but "over/under"
1256 * corrected move pattern to 32 bit and initial move direction to 8 bit
1259 * added second custom element base configuration page
1262 * added some special EMC mappings to Emerald Mine level loader
1263 (also covering previously unknown element in level 0 of "Bondmine 8")
1266 * added option to block last field when player is moving (for Supaplex)
1267 * adjusted push delay of Supaplex elements
1268 * removed delays for envelopes etc. when replaying with maximum speed
1269 * fixed bug when dropping element on a field that just changed to empty
1272 * fixed bug: infotrons can now smash yellow disks
1273 * fixed bug: when gravity active, port above player can now be entered
1274 * removed "one white dot" mouse pointer which irritated some people
1277 * added "choice type" for group element selection
1280 * fixed bug with initial invulnerability of non-yellow player
1283 * added level loader for loading native Supaplex packed levels
1284 (including multi-part levels like the "splvls99" levels)
1287 * fixed bug which allowed creating emeralds by escaping explosions
1290 * custom elements can change (limited) or leave (unlimited) elements
1291 * finally added multiple matches using group elements
1292 * added shortcut to dump brush (type ":DB" in editor) for use in forum
1295 * added new start movement type "previous" for continued CE movement
1296 * added new start movement type "random" for random CE movement start
1299 * added new element "sokoban_field_player" needed for Sokoban levels
1300 (thanks to Ed Booker for pointing this out!)
1303 * added elements that can be digged or left behind by custom elements
1306 * added group elements for multiple matches and random element creation
1309 * fixed some graphical errors displayed in old levels
1312 * fixed wrong double speed movement after passing closing gates
1315 * added level loader for loading native Emerald Mine levels
1318 * changes for "shooting" style CE movement
1321 * Happy New Year! ;-)
1324 * changed default snap/drop keys from left/right Shift to Control keys
1327 * fixed bug with dead player getting reanimated from custom element
1330 * fixed bug with wrong penguin graphics (when entering exit)
1333 * fixed bug with wrong "Murphy" graphics (when digging etc.)
1336 * version number set to 3.0.9
1339 * version 3.0.8 released
1342 * added function checked_free()
1345 * fixed bug with double nut cracking sound
1346 (by eliminating "default element action sound" assignment in init.c)
1349 * fixed crash when no music info files are available
1352 * fixed boring and sleeping sounds
1355 * added "maze runner" and "maze hunter" movement types
1356 * added extended collision conditions for custom elements
1359 * added warnings for undefined token values in artwork config files
1362 * added menu entry for level set information to the info screen
1365 * fixed bug with wrong default impact sound for colored emeralds
1368 * added several sub-screens for the info screen
1369 * menu text now also clickable (not only blue/red sphere left of it)
1372 * added configurable "bored" and "sleeping" animations for the player
1373 * added "awakening" sound for player when waking up after sleeping
1376 * added "copy" and "exchange" functions for custom elements to editor
1379 * added configurable element animations for info screen
1382 * added configurable music credits for info screen
1385 * finally fixed tape recording when player is created from CE change
1388 * added "editorsetup.conf" for editor element list configuration
1391 * added "musicinfo.conf" for menu and level music configuration
1394 * fixed a very nasty bug in dragon turning code in TurnRoundExt()
1395 (that only showed up on Linux, but not on Windows systems)
1398 * fixed turning movement of butterflies and fireflies (no frame reset)
1399 * enhanced sniksnak turning movement (two steps instead of only one)
1402 * version number set to 3.0.8
1405 * version 3.0.7 released
1408 * fixed reset of player animation frame when, for example,
1409 walking, digging or collecting share the same animation
1410 * fixed CE with "deadly when touching" exploding when touching amoeba
1413 * fixed tape recording when player is created from CE element change
1416 * introduced "turning..." action graphic for elements with move delay
1417 (non-CE: bug, spaceship, sniksnak, mole, pacman, yamyam)
1418 * added turning animations for bug, spaceship and sniksnak
1421 * prevent "extended" changed elements from delay change in same frame
1424 * fixed bug when pushing element that can move away to the side
1425 (like pushing falling elements, but now with moving elements)
1428 * finally fixed serious bug in code for delayed element pushing (again)
1431 * unavailable setup options now marked as "n/a" instead of "off"
1432 * new boolean directive "latest_engine" for "levelinfo.conf": when set
1433 to "true", levels are always played with the latest game engine,
1434 which is desired for levels that are imported from other games; all
1435 other levels are played with the engine version stored in level file
1436 (which is normally the engine version the level was created with)
1439 * fixed serious bug in code for delayed element pushing
1440 * fixed little bug in animation frame selection for pushed elements
1441 * speed-up of reading config file for verbose output
1444 * added configuration option for opening and closing Supaplex exit
1445 * added configuration option for moving up/down animation for Murphy
1446 * fixed incorrectly displayed animation for attacking dragon
1447 * fixed bug with not setting initial gravity for each new game
1448 * fixed bug with teleportation of player by custom element change
1449 * fixed bug with player not getting smashed by rock sometimes
1452 * version number set to 3.0.7
1455 * version 3.0.6 released
1458 * added support for MP3 music for SDL version through SMPEG library
1461 * fixed bug when initializing font graphic structure
1462 * fixed bug with animation mode "pingpong" when using only 1 frame
1463 * fixed bug with extended change target introduced in 3.0.5
1464 * fixed bug where passing over moving element doubles player speed
1465 * fixed bug with elements continuing to move into push direction
1466 * fixed bug with duplicated player when dropping bomb with shield on
1467 * added "switching" event for custom elements ("pressing" only once)
1468 * fixed switching bug (resetting flag when not switching but not idle)
1471 * fixed element tokens for certain file elements with ".active" etc.
1474 * version number set to 3.0.6
1477 * version 3.0.5 released
1480 * now four envelope elements available
1481 * font, background, animation and sound for envelope now configurable
1482 * main menu doors opening/closing animation type now configurable
1485 * active/inactive sides configurable for custom element changes
1486 * new movement type "move when pushed" available for custom elements
1489 * fixed bug in multiple config pages loader code that caused crashes
1492 * enhanced (remaining low-resolution) Supaplex graphics
1495 * version number set to 3.0.5
1498 * version 3.0.4 released
1500 2003-09-12 src/tools.c
1501 * fixed bug in custom definition of crumbled element graphics
1503 2003-09-11 src/files.c
1504 * fixed bug in multiple config pages code that caused crashes
1507 * version number set to 3.0.4
1510 * version 3.0.3 released
1513 * added music to Supaplex classic level set
1515 2003-09-07 src/libgame/misc.c
1516 * added support for loading various music formats through SDL_mixer
1518 2003-09-06 (various source files)
1519 * fixed several nasty bugs that may have caused crashes on some systems
1520 * added envelope content which gets displayed when collecting envelope
1521 * added multiple change event pages for custom elements
1523 2003-08-24 src/game.c
1524 * fixed problem with player animation when snapping and moving
1526 2003-08-23 src/screens.c, src/cartoons.c, src/libgame/toons.c
1527 * fixed problem with flickering when drawing toon animations
1529 2003-08-23 src/libgame/sdl.c
1530 * fixed problem with setting mouse cursor in SDL version in fullscreen
1532 2003-08-23 src/game.c
1533 * fixed bug (missing array boundary check) which could crash the game
1536 * version number set to 3.0.3
1539 * version 3.0.2 released
1541 2003-08-21 src/game.c
1542 * fixed bug with creating inaccessible elements at player position
1544 2003-08-20 src/init.c
1545 * fixed bug with not finding current level artwork directory
1547 2003-08-20 src/files.c
1548 * fixed bug with choosing wrong engine version when playing tapes
1549 * fixed bug with messing up custom element properties in 3.0.0 levels
1552 * version number set to 3.0.2
1555 * version 3.0.1 released
1557 2003-08-17 (no source files affected)
1558 * changed all "classic" PCX image files with 16 colors or less to
1559 256 color (8 bit) storage format, because the Allegro game library
1560 cannot handle PCX files with less than 256 colors (contributed
1561 graphics are not affected and might look wrong in the DOS version)
1563 2003-08-16 src/init.c
1564 * fixed bug which (for example) crashed the level editor when defining
1565 "dynamite.EDITOR: [NONE]", because graphics may not be undefined
1566 (only set to default) -- invalid graphics now set to default graphic
1568 2003-08-16 src/init.c
1569 * fixed graphical bug of player digging/collecting/snapping element
1570 when no corresponding graphic/animation is defined for this action,
1571 resulting in player being drawn as EL_EMPTY (which should only be
1572 done to elements being collected, but not to the player)
1574 2003-08-16 src/game.c
1575 * fixed small graphical bug of player not totally moving into exit
1577 2003-08-16 src/libgame/setup.c
1578 * fixed bug with wrong MS-DOS 8.3 filename conversion
1580 2003-08-16 src/tools.c
1581 * fixed bug with invisible mouse cursor when pressing ESC while playing
1583 2003-08-16 (various source files)
1584 * added another 128 custom elements (disabled in editor by default)
1586 2003-08-16 src/editor.c
1587 * fixed NULL string bug causing Solaris to crash in sprintf()
1589 2003-08-16 src/screen.c
1590 * fixed drawing over scrollbar on level selection with custom fonts
1592 2003-08-15 src/game.c
1593 * cleanup of simple sounds / loop sounds / music settings
1595 2003-08-08 (various source files)
1596 * added custom element property for dropping collected elements
1598 2003-08-08 src/conf_gfx.c
1599 * fixed bug with missing graphic for active red disk bomb
1601 2003-08-07 src/files.c, src/editor.c src/game.c, src/main.h
1602 * extended variable "level.gravity" to "level.initial_gravity" and
1603 "game.current_gravity" to prevent level setting from being changed
1604 by playing the level (keeping the runtime value after playing)
1606 * fixed graphics bug when digging element that has 'crumbled' graphic
1607 definition, but not 'diggable' graphic definition
1610 * version number set to 3.0.1
1613 * version 3.0.0 released
1616 * various bug fixes; among others:
1617 - fixed bug with pushing spring over empty space
1618 - fixed bug with leaving tube while placing dynamite
1619 - fixed bug with explosion of smashed penguins
1620 - allow Murphy player graphic in levels with non-Supaplex elements
1624 * I have forgotten to document changes for some time
1627 * pre-release version 2.2.0rc1 released
1630 * version number set to 2.1.2
1633 * version 2.1.1 released
1636 * version number set to 2.1.1
1639 * version 2.1.0 released
1642 * version number set to 2.1.0
1644 2002-04-03 to 2002-05-19 (various source files)
1645 * graphics, sounds and music now fully configurable
1646 * bug fixed that prevented walking through tubes when gravity on
1648 2002-04-02 src/events.c, src/editor.c
1649 * Make Escape key less aggressive when playing or when editing level.
1650 This can be configured as an option in the setup menu. (Default is
1651 "less aggressive" which means "ask user if something can be lost"
1652 when pressing the Escape key.)
1654 2002-04-02 src/screen.c
1655 * Added "graphics setup" screen.
1657 2002-04-01 src/screen.c
1658 * Changed "choose level" setup screen stuff to be more generic (to
1659 make it easier to add more "choose from generic tree" setup screens).
1661 2002-04-01 src/config.c, src/timestamp.h
1662 * Added source files "src/config.[ch]" and "src/timestamp.h" (which
1663 automatically gets created by "src/Makefile" and contains an actual
1664 compile-time timestamp to identify development versions of the game).
1666 2002-03-31 src/tape.c, src/events.c
1667 * Added quick game/tape save/load functions to tape stuff which can be
1668 invoked by a keyboard shortcut. Default: "F1" saves game/tape, "F2"
1669 loads previously recorded tape and directly goes into recording mode
1670 from the end of the tape (therefore appending to the tape).
1672 2002-03-31 src/tape.c
1673 * Added "index mark" function to tape recorder. When playing or
1674 recording, "eject" button changes to "index" button. Setting index
1675 mark is not yet implemented, but pressing index button when playing
1676 allows very quick advancing to end of tape (when normal playing),
1677 very fast forward mode (when playing with normal fast forward) or
1678 very fast reaching of "pause before end of tape" (when playing with
1679 "pause before end" playing mode).
1681 2002-03-30 src/cartoons.c
1682 * Moved some stuff from cartoons.c to the new "src/libgame/toons.c".
1684 2002-03-29 src/screen.c
1685 * Changed setup screen stuff to be more generic (to make it easier
1686 to add more setup screens).
1688 2002-03-23 src/main.c, src/main.h
1689 * Various changes due to the introduction of the new libgame files
1690 "setup.c" and "joystick.c".
1692 2002-03-23 src/files.c
1693 * Generic parts of "src/files.c" (mainly setup and level directory
1694 stuff) moved to new libgame file "src/libgame/setup.c".
1696 2002-03-23 src/joystick.c
1697 * File "src/joystick.c" moved to libgame source tree, with
1698 correspondig changes.
1700 2002-03-22 src/screens.c
1701 * "HandleChooseLevel()": Another bug in level series navigation fixed.
1702 (Wrong level series information displayed when entering main group.)
1704 2002-03-22 src/editor.c
1705 * Slight change to support new gadget event "GD_EVENT_INFO_LEAVING".
1707 2002-03-22 src/editor.c
1708 * Changed behaviour of "Escape" key in level editor to be more
1709 intuitive: When in "Element Properties" or "Level Info" mode,
1710 return to "Drawing Mode" instead of leaving the level editor.
1712 2002-03-21 src/game.c, src/editor.c, src/files.c
1713 * 2.0.1 introduced the corrected "Emerald Mine" style behaviour of
1714 gems (emeralds, diamonds, ...) slipping down from normal wall,
1715 steel wall and growing wall (as in E.M.C. style levels). Although
1716 the behaviour of contributed and private levels wasn't changed (due
1717 to the use of "level.game_version"; see previous entry), editing
1718 those levels will (of course) change the behaviour accordingly.
1720 This change seems a bit too hard after thinking about it, because
1721 the EM style behaviour is not the "expected" behaviour (gems would
1722 normally only slip down from "rounded" walls). Therefore this was
1723 now changed to an element property for gem style elements, with the
1724 default setting "off" (which means: no special EM style behaviour).
1725 To fix older converted levels, this flag is set to "on" for pre-2.0
1726 levels that are neither contributed nor private levels.
1728 2002-03-20 src/files.h
1729 * Corrected settings for "level.game_version" depending of level type.
1730 (Contributed and private levels always get played with game engine
1731 version they were created with, while converted levels always get
1732 played with the most recent version of the game engine, to let new
1733 corrections of the emulation behaviour take effect.)
1735 2002-03-20 src/main.h
1736 * Added "#include <time.h>". This seems to be needed by "tape.c" for
1737 compiling the SDL version on some systems.
1738 Thanks to the several people who pointed this out.
1741 * Version number set to 2.0.2.
1744 * Version 2.0.1 released.
1746 2002-03-18 src/screens.c
1747 * "HandleChooseLevel()": Small bug in level series navigation fixed.
1749 2002-03-18 src/files.c [src/libgame/misc.c]
1750 * Moved some common functions from src/files.c to src/libgame/misc.c.
1752 2002-03-18 src/files.c [src/libgame/misc.c]
1753 * Changed permissions for new directories and saved files (especially
1754 score files) according to suggestions of Debian users and mantainers.
1755 Thanks to Drew Parsons <dparsons@emerall.com> for the patch.
1757 2002-03-17 src/files.c
1758 * Changed "{Load|Save}{Level|Tape}()" to IFF style file format:
1759 Replaced "cookie" header string ("ROCKSNDIAMONDS_...\n") with
1760 real IFF style header "RND1....XXXX" (where "XXXX" is "CAVE"
1761 for levels and "TAPE" for tapes). Old "cookie" style format is
1762 still supported for reading. New level and tape files are written
1765 * New IFF chunk "VERS" contains version numbers for file and game
1766 (where "game version" is the version of the program that wrote the
1767 file, and "file version" is a version number to distinguish files
1768 with different format, for example after adding new features).
1770 2002-03-15 src/screen.c
1771 * "DrawHallOfFame()": "FadeSounds()" when entering the hall of fame.
1772 (Before, you heard a mixture of the in-game music and the
1773 hall-of-fame music.)
1775 2002-03-14 src/events.c
1776 * Function "DumpTape()" (files.c) now available by pressing 't' from
1777 main menu (when in DEBUG mode).
1779 2002-03-14 src/game.c
1780 * "GameWon()": When game was won playing a tape, now there is no delay
1781 raising the score and no corresponding sound is played.
1783 2002-03-14 src/files.c
1784 * Changed "LoadTape()" for real chunk support and also adjusted
1785 "SaveTape()" accordingly.
1787 2002-03-14 src/game.c, src/tape.c, src/files.c
1788 * Important changes to tape format: The old tape format stored all
1789 actions with a real effect with a corresponding delay between the
1790 stored actions. This had some major disadvantages (for example,
1791 push delays had to be ignored, pressing a button for some seconds
1792 mutated to several single button presses because of the non-action
1793 delays between two action frames etc.). The new tape format just
1794 stupidly records all device actions and replays them later. I really
1795 don't know why I haven't solved it that way before?! Old-style tapes
1796 (with tape file version less than 2.0) get converted to the new
1797 format on-the-fly when loading and can therefore still be played;
1798 only some minor parts of the old-style tape handling code was needed.
1799 (A perfect conversion is not possible, because there is information
1800 missing about the device actions between two action frames.)
1802 2002-03-14 src/files.c
1803 * New function "DumpTape()" to dump the contents of the current tape
1804 in a human readable format.
1806 2002-03-14 src/game.c
1807 * Small tape bug fixed: When automatically advancing to next level
1808 after a game was won, the tape from the previous level still was
1809 loaded as a tape for the new level.
1811 2002-03-14 src/tape.c
1812 * Small graphical bug fixed: When pressing ""Record" or "Play" on
1813 tape, cartoons did not get completely removed because
1814 StopAnimation() was not called.
1816 2002-03-13 src/files.c
1817 * Changed "LoadLevel()" and "SaveLevel()" to add new chunk "CNT2".
1818 Fixed bug of "CONT" and "BODY" (chunk size was set to 8-bit element
1819 size even when using 16-bit elements). Added new chunk "CNT2" for
1820 16-bit amoeba content (previously written in 8-bit field in "HEAD"
1821 chunk even when content was 16-bit element). "CNT2" should now be
1822 able to store content for arbitrary elements (up to eight blocks of
1823 3 x 3 element arrays). All "CNT2" elements will always be stored as
1824 16-bit elements. "CONT" (with 8/16-bit elements) now obsolete.
1826 2002-03-13 src/files.c
1827 * Changed "LoadLevel()" for real chunk support.
1829 2002-03-12 src/game.c
1830 * Fixed problem (introduced after 2.0.0 release) with penguins
1831 not getting killed by enemies
1833 2002-02-24 src/game.c, src/main.h
1834 * Added "player->is_moving"; now "player->last_move_dir" does
1835 not contain any information if the player is just moving at
1837 Before, "player->last_move_dir" was misused for this purpose
1838 for the robot stuff (robots don't kill players when they are
1839 moving). But setting "player->last_move_dir" to MV_NO_MOVING
1840 broke tapes when walking through pipes!
1841 ("IS_MOVING()" uses "MovPos[][]", but this fails when it is 0
1842 in a continuous movement. This fact is ignored for friends and