2 * added support for accessing native Diamond Caves II level packages
5 * added game panel control to display arbitrary elements on game panel
6 * added game panel control to display custom element score (globally
7 unique for identical custom elements) either as value or as element
8 * added ".draw_masked" and ".draw_order" to game panel control drawing
11 * fixed some general bugs with handling of ".active" elements and fonts
14 * cleanup of game panel elements (some elements were not really needed)
15 * added displaying of gravity state (on/off) as new game panel control
16 * added animation for game panel elements (similar to game elements)
19 * added new pseudo game mode "PANEL" to define panel fonts and graphics
20 - panel fonts now use ".PANEL" suffix instead of ".PLAYING" suffix
21 - panel graphics now use ".PANEL" suffix instead of ".DOOR" suffix
22 (else graphics would have to use ".PLAYING", which would be confusing)
23 * fixed bug when fading out to game screen with border mask defined
26 * added attribute ".tile_size" for element style game panel controls
29 * added <space> key as additional valid key to use for confirm requester
32 * improved menu fading, adding separate fading definitions for entering
33 and leaving a "content" screen (in general), and optional definitions
34 for the special "content" screens SCORES, EDITOR, INFO and PLAYING
37 * added (currently invisible) setup option to define scroll delay value
38 * fixed small bug in priority handling when auto-detecting level start
39 position in levels without player element (but player from CE etc.)
40 * added option "game.forced_scroll_delay_value" to override user choice
41 of scroll delay value for certain level sets with "graphicsinfo.conf"
42 * replaced setup option "scroll delay: on/off" by new setup option that
43 directly allows selecting the desired scroll delay value from 0 to 8
46 * added displaying of most game panel control elements (not animated)
49 * added new configuration directives to display additional game engine
50 values on the game control panel, like the following examples:
51 - game.panel.time_hh/time_mm/time_ss - level time in HH/MM/SS format
52 - game.panel.penguins - number of penguins to rescue
53 - game.panel.level_name - level name of current level
56 * added support for preview tile sizes "1" and "2" (1x1 and 2x2 pixels)
59 * added new player option "no centering when relocating" for "invisible"
60 teleportations to level areas that look exactly the same, giving the
61 illusion that the player did not relocate at all (this was the default
62 since 3.2.3, but caused visual problems with room creation in "Zelda")
63 * added new menu fading effect "melt", shamelessly stolen from "DOOM"
66 * improved menu fading, adding separate fading definitions for entering
67 and leaving a menu and for fading between menu and "content" screens
68 * fixed small bug with recognizing also ".font_xyz" style definitions
71 * improved menu fading, adding separate fading definitions for fading
72 between menu screens and fading between menu and "destination" screens
75 * titlemessage_initial_x and titlemessage_x set to "[DEFAULT]" in static
76 configuration (set from "[titlemessage_initial]" and "[titlemessage]")
77 * fading settings of "[titlemessage_initial]" and "[titlemessage]" set
78 to "[DEFAULT]" in static configuration (set from "[title_initial]" and
80 * improved title fading, allowing fading animation types "none", "fade"
81 and "crossfade" (including cross-fading of last title to main menu)
84 * added configurability of graphics, sounds and music for title screens,
85 which are separated into initial title screens (only shown once at
86 program startup) and title screens shown for a given level set; these
87 title screens can be composed of up to five title images and up to
88 five title text messages (each drawn using an optional background
89 image), also using background music and/or sounds; aspects like
90 background images, sounds and music of title screens can either be
91 defined generally (valid for all title screens) or specifically (and
92 therefore differently for each title screen) using these directives:
94 to define a background image, sound or music file for all screens:
95 - background.TITLE_INITIAL (for all title screens for game startup)
96 - background.TITLE (for all title screens for level sets)
98 to define a background image, sound or music file for a single screen:
99 - background.titlescreen_initial_x (with x in 1,2,3,4,5)
100 - background.titlescreen_x (with x in 1,2,3,4,5)
101 - background.titlemessage_initial_x (with x in 1,2,3,4,5)
102 - background.titlemessage_x (with x in 1,2,3,4,5)
104 to define the title screen images:
105 - titlescreen_initial_x (with x in 1,2,3,4,5)
106 - titlescreen_x (with x in 1,2,3,4,5)
108 to define the title text messages, place text files into the level set
109 directory that have the following file names:
110 - titlemessage_initial_x.txt (with x in 1,2,3,4,5)
111 - titlemessage_x.txt (with x in 1,2,3,4,5)
113 to define the properties of the text messages, either use directives
114 that affect all text messages:
115 - [titlemessage_initial].<suffix>
116 - [titlemessage].<suffix>
117 or use directives that affect single text messages:
118 - titlemessage_initial_x.<suffix> (with x in 1,2,3,4,5)
119 - titlemessage_x.<suffix> (with x in 1,2,3,4,5)
121 valid values for <suffix> are the same as for readme.<suffix> below;
122 use ".sort_priority" (default: 0) to define an arbitrary order for
123 title images and title messages (which can therefore be mixed)
126 * added full configurability of "readme.txt" screen appearance:
127 - readme.x: <left position used with alignment>
128 - readme.y: <top position>
129 - readme.width: <maximim text width in pixels>
130 - readme.height: <maximum text height in pixels>
131 - readme.chars: <maximum number of chars per line>
132 - readme.lines: <maximum number of lines displayed>
133 - readme.align: left,center,right (default: center)
134 - readme.top: top,middle,bottom (default: top)
135 - readme.font: font name
136 - readme.autowrap: true,false (default: true)
137 - readme.centered: true,false (default: false)
138 - readme.parse_comments: true,false (default: true)
139 - readme.sort_priority: (not used here, but only for title screens)
140 when "readme.chars" and/or "readme.lines" is set to "-1" (this is the
141 default), they are automatically determined from "readme.width" and
142 "readme.height" accordingly; when they are not "-1", they have
143 precedence over "readme.width" and "readme.height"
144 * added internal ad-hoc config settings for displaying text files like
145 title messages or "readme.txt" style level set info files:
146 - .font: font name (default: readme.font)
147 - .autowrap: true,false (default: readme.autowrap)
148 - .centered: true,false (default: readme.centered)
149 - .parse_comments: true,false (default: readme.parse_comments)
150 (the leading '.' and the separating ':' are mandatory here); to use
151 these ad-hoc settings, they have to be written inside a comment, like
152 "# .autowrap: false" or "# .centered: true"; these settings then
153 override the above global settings (they can even be used more than
154 once, like "# .centered: true", then some text that should be drawn
155 centered, then "# .centered: false" to go back to non-centered text;
156 important note: after using "# .parse_comments: false", or when using
157 "readme.parse_comments: false", detecting and parsing comments inside
158 the file is disabled and comments are just printed like normal text;
159 also be aware that all automatic text size calculations are done with
160 the font defined in "readme.font", while using different fonts using
161 "# .font: <font>" inside the text file may cause unexpected results
164 * changed some numerical limits in the level editor from 255 to 999
167 * added option "system.sdl_videodriver" to select SDL video driver
168 * added output of SDL video and audio driver to "version info" page
171 * added group element drawing to IntelliDraw drawing functions
172 * fixed animation resetting problem again (last try broke Snake Bite)
173 * fixed diagonal scrolling in screen scrolling (last try broke Pac Man)
176 * added new (special) "include: <filename>" directive that works in all
177 configuration files (like "graphicsinfo.conf") and that has the same
178 effect as if that directive would be replaced with the content of the
179 specified file (this can be useful to split large configuration files
180 into several smaller ones and include them from one main file, or to
181 store configuration settings that always stay the same into a separate
182 file, while including it and only add those parts that really change)
185 * fixed minor bug (screen redraw of player tiles) in EMC graphics engine
188 * fixed bug in "InitMovingField()" where treating an integer array as
189 boolean caused wrong resetting of animations while elements are moving
190 * fixed problem with resetting animations when starting element change
193 * added sort priority for order of title screens and title messages
196 * changed end of game again: do not wait for the user to press a key
197 anymore, but directly ask/confirm tape saving and go to hall of fame
198 * re-enabled quitting of lost game by pressing space or return again
199 * added blanking of mouse pointer when displaying title screens
200 * added remaining menu draw offset definitions for info sub-screens
203 * added setup option to select game speed (from very slow to very fast)
204 * improved handling of title text messages (initial and for level set)
207 * added new options "auto-wrap" and "centered" for DC2 style envelopes
210 * fixed displaying and typing of player name when it is centered
211 * added special characters to be allowed for player name (not only A-Z)
214 * fixed blit in ScrollLevel() to same bitmap to not overlap anymore
215 (newer versions of the SDL library seem to not like this anymore)
218 * added code for configuration directives for control of game panel
221 * fixed small cosmetical bug with underlining property tabs in editor
224 * fixed small drawing bug in X11FadeRectangle
225 * added new elements for newly supported Diamond Caves II levels:
226 - EM/DC style exits that disappear after passing
227 - white key and gate (one white key needed for each white gate)
228 - fake gate (there is no key to open/pass this kind of gate!)
229 - extended magic wall which also handles pearls and crystals
233 * changed maximum value for endless loop detection to a higher value
234 (some levels really used very deep recursion without being endless)
237 * added new elements for newly supported Diamond Caves II levels:
238 - growing steel walls
239 - snappable land mine
242 * added new elements for newly supported Diamond Caves II levels:
243 - steel text elements
246 * added level file loader for native Diamond Caves II levels
249 * version number set to 3.2.4
252 * version 3.2.3 released
255 * fixed malloc/free bug when updating EMC artwork entries in level list
256 * added workaround (warning and request to quit the current game) when
257 changing elements cause endless recursion loop (which would otherwise
258 freeze the game, causing a crash-like program exit on some systems)
261 * fixed nasty string overflow bug when entering too long envelope text
264 * added feedback sounds for menu navigation "menu.item.activating" and
265 "menu.item.selecting" (for highlighting and executing menu entries)
268 * improved "no scrolling when relocating" to also consider scroll delay
269 (meaning that the player is not automatically centered in this case;
270 this makes it possible to "invisibly" relocate the player to a region
271 of the level playfield which looks the same as the old level region)
272 * fixed bug with not recognizing "main.input.name.align" when active
275 * fixed bug with displaying masked borders over title screens when
276 screen fading is disabled
279 * fixed infinite loop / crash bug when killing the player while having
280 a CE with the setting "kill player X when explosion of <player X>"
281 * added special editor graphic for "char_space" to distinguish it from
282 "empty_space" when editing a level (in-game graphics still the same)
285 * fixed nasty bug with initialization only done for the first player
288 * small change to handle loading empty element/content list micro chunks
291 * uploaded pre-release (test) version 3.2.3-0 binary and source code
294 * some optimizations on startup speed by reducing initial text output
297 * added caching of custom artwork information for faster startup times
300 * fixed graphical bug when using fewer menu entries on level selection
301 screen than usual (with "menu.list_size.LEVELS" directive)
302 * fixed crash bug (Windows/SDL only) caused by BlitBitmap blitting from
303 the backbuffer to the backbuffer by error (with identical rectangle)
306 * fixed bug when displaying titlescreen with size less than element tile
307 * fixed bug that caused elements with "change when digging <e>" event
308 to change for _every_ digged element, not only those specified in <e>
309 * fixed bug that caused impact style collision when dropping element one
310 tile over the player that can both fall down and smash players
311 * fixed bug that caused impact style collision when element changed to
312 falling/smashing element over the player immediately after movement
315 * fixed bug that allowed making engine snapshots from the level editor
318 * fixed bugs with player name and current level positions on main screen
321 * added configuration directives for control of title screens:
322 - "title.fade_delay" for fading time
323 - "title.post_delay" for pause between screens (when not crossfading)
324 - "title.auto_delay" to automatically continue after some time
325 these settings can each be overridden by specifying them with titles:
326 - "titlescreen_initial_{1-5}.{fade_delay,post_delay,auto_delay}"
327 - "titlescreen_{1-5}.{fade_delay,post_delay,auto_delay}"
328 fading mode can also be specified:
329 - "titlescreen_initial_{1-5}.anim_mode: {fade,crossfade}
330 - "titlescreen_{1-5}.anim_mode: {fade,crossfade}
331 default is using normal fading for menues and initial title screens,
332 while using cross-fading for level set title screens
333 * fixed bug with background not drawn in Hall of Fame after game was won
336 * added configuration directives for the remaining main menu items
339 * added additional configuration directives for info screen draw offset:
340 menu.draw_{x,y}offset.INFO[{ELEMENTS,MUSIC,CREDITS,PROGRAM,LEVELSET}]
341 * added additional configuration directives for preview info text
342 * limited mouse wheel sensitive screen area to scrollable screen area
345 * added highlighted menu text entries to menu navigation when selected
348 * fixed bug that prevented player from correctly being created in the
349 top left corner by a custom element change in a level without player
350 * fixed bug that prevented player from being killed when indestructible,
351 non-walkable element is placed on player position by extended change
352 * added configurable menu button, text and input positions to main menu
355 * added page fading effects for remaining info sub-screens
356 * fixed small bug that caused some delays when answering door request
359 * added directives "border.draw_masked.*" for menu/playfield area and
360 door areas to display overlapping/masked borders from "global.border"
363 * fixed bug with CE with move speed "not moving" not being animated
364 * when changing player artwork by CE action, reset animation frame
367 * fixed bug with not unmapping main menu screen gadgets on other screens
368 * fixed bug with un-pausing a paused game by releasing still pressed key
369 * fixed bug with not redrawing screen when toggling to/from fullscreen
370 mode while fast reloading tape (without redrawing playfield contents)
371 * fixed bug with quick-saving tape snapshot despite answering with "no"
374 * version number set to 3.2.3
377 * version 3.2.2 released
380 * fixed bug with redrawing screen in fullscreen mode after quick tape
381 reloading when using the EMC game engine
382 * changed token names from "last_ce_[1-8]" to "prev_ce_[1-8]"
385 * fixed bug in GameWon() when level contains no exit (like in Sokoban)
388 * added engine snapshot functionality for instant tape reloading (this
389 only works for the last tape saved using "quick save", and does not
390 work across program restarts, because it completely works in memory)
393 * version number set to 3.2.2
396 * version 3.2.1 released
399 * fixed nasty bugs with handling error message file on Mac OS X systems
402 * general code cleanup (removing many annoying "#if 0" blocks etc.)
405 * fixed bug that caused broken tapes when manually appending to tapes
406 using the "pause before death" functionality, followed by recording
407 * added setup option to disable fading of screens for faster testing
410 * code cleanup of new fading functions
413 * changed behaviour after solved game -- do not immediately stop engine
414 * added some more smooth screen fadings (game start, hall of fame etc.)
417 * fixed bug with displaying pushed CE with value/score/delay anim_mode
420 * added configurable level preview position, tile size and dimensions
421 * added configurable game panel value positions (gems, time, score etc.)
424 * fixed small bug with time displayed incorrectly when collecting CEs
427 * fixed bug with bumpy scrolling with EM engine in double player mode
430 * added compatibility code to fix "Snake Bite" style levels that were
431 broken due to a bugfix regarding EL_SOKOBAN_FIELD_PLAYER in 3.2.0
434 * fixed bug with scrollbars inside editor when using the Windows mouse
435 enhancement tool "True X-Mouse" (which injects key events to the event
436 queue to insert selected stuff into the Windows clipboard, which gets
437 confused with the "Insert" key for jumping to the last editor cascade
438 block in the element list)
439 * added Rocks'n'Diamonds icon for use as window icon to SDL version
440 * added key shortcut "Alt + Enter" to toggle fullscreen mode at any time
443 * added selection of preferred fullscreen mode to setup / graphics menu
444 (useful if default mode 800 x 600 does not match screen aspect ratio)
447 * improved down-scaling of images for better editor and preview graphics
448 * changed user data directory for Mac OS X from Unix style to new place
451 * improved level number selection in main menu and player selection in
452 setup menu (input devices section) by using standard button gadgets
453 * added support for mouse scroll wheel (caused buggy behaviour before)
454 * added support for scrolling horizontal scrollbars with mouse wheel by
455 holding "Shift" key pressed while scrolling the wheel
456 * added support for single step mouse wheel scrolling by holding "Alt"
457 key pressed while scrolling the wheel (can be combined with "Shift")
458 * changed output file "stderr.txt" on Windows platform now always to be
459 created in the R'n'D sub-directory of the personal documents directory
460 * added Windows message box to direct to "stderr.txt" after error aborts
463 * improved general scrollbar handling (when jump-scrolling scrollbars)
466 * changed scrollbars to always show last line as first after scrolling
467 (that means jumping n - 1 screen lines instead of n screen lines)
470 * fixed level versions of EMC level loader (from V4 to V1, V2 and V3)
471 * fixed level time for EMC levels for V2 engine (V2 and V5 levels)
472 * fixed special handling of vertically stacked acid becoming fake acid
475 * fixed bug (very special case) with CE_SCORE_GETS_ZERO, which can
476 affect multiple instances of the same CE, although this kind of
477 change condition usually only affects one single custom element
480 * version number set to 3.2.1
483 * version 3.2.0 released
486 * reorganized level editor element list a bit to match engines better
489 * fixed newly introduced bug with wrongly initializing clipboard element
492 * fixed bug with displaying visible/invisible level border in editor
495 * reorganized some elements in the level editor element list
498 * fixed bug with displaying any player as "yellow" when moving into acid
499 * fixed bug with displaying running player when player stopped at border
502 * fixed bug with player exploding when moving into acid
503 * fixed bug with level settings being reset in editor and when playing
504 (some compatibility settings being set not only after level loading)
505 * fixed crash bug when number of custom graphic frames was set to zero
506 * fixed bug with teleporting player on walkable tile not working anymore
507 * added partial compatibility support for pre-release-only "CONF" chunk
508 (to make Alan Bond's "color cycle" demo work again :-) )
511 * fixed some bugs when displaying title screens from info screen menu
512 * fixed bug which caused EMC doors #5 to #8 to be passable without keys
515 * changed file major version to 3 to reflect level file format changes
516 * uploaded pre-release (test) version 3.2.0-8 binary and source code
519 * added new chunk "NAME" to level file format for level name settings
520 * added new chunk "NOTE" to level file format for envelope settings
521 * changed name of chunk "CONF" to "ELEM" (for normal element settings)
522 * updated magic(5) file to recognize changed and new level file chunks
523 * removed change events "change when CE value/score changes" as unneeded
526 * changed gravity (which only affects the player) from level property
527 to player property (only makes a difference in multi-player levels)
528 * added change events "change when CE value/score changes"
529 * added change events "change when CE value/score changes of <element>"
532 * added new chunk "INFO" to level file format for global level settings
533 * added all element settings from "HEAD" chunk to "CONF" chunk
534 * added all global level settings from "HEAD" chunk to "INFO" chunk
537 * changed level file format by adding two new chunks "CUSX" (for custom
538 elements, replacing the previous "CUS4" chunk) and "GRPX" (for group
539 elements, replacing the previous "GRP1" chunk); these new IFF style
540 chunks use the new and flexible "micro chunks inside chunks" technique
541 already used with the new "CONF" chunk (for normal element properties)
542 which makes it possible to easily extend the existing level format
543 (instead of using fixed-length chunks like before, which are either
544 too big due to reserved bytes for future use, or too small when those
545 reserved bytes have all been used and even more data should be stored,
546 requiring the replacement by new and larger chunks just like it went
547 with "CUS1" to "CUS4"); this whole problem now does not exist anymore
550 * added credits pages to the "credits" section that were really missing
551 * added some missing element descriptions to the level editor
552 * added down position of switchgate switch to the level editor
553 and allowed the use of both switch positions at the same time
554 * changed use of "Insert" and "Delete" keys to navigate element list in
555 level editor to start of previous or next cascading block of elements
558 * added the possibility to view the title screen to the info screen menu
559 * fixed some minor bugs with viewing title screens
562 * fixed bug with title (cross)fading in/out when using fullscreen mode
565 * fixed bug that forced re-defining of menu settings in local graphics
566 config file which are already defined in existing base config file
567 * fixed small bug that caused door sounds playing when music is enabled
570 * added the possibility to define up to five title screens for each
571 level set that are displayed after loading using (cross)fading in/out
572 (this was added to display the various start images of the EMC sets)
575 * added "CE score gets zero [of]" to custom element trigger conditions
576 * added setup option to display element token name in level editor
579 * added compatibility code for Juergen Bonhagen's menu artwork settings
582 * fixed bug with displaying wrong animation frame 0 after CE changes
583 * fixed bug with creating invisible elements when light switch is on
586 * added selection between ECS and AGA graphics for EMC levels to setup
589 * adjusted font handling for various narrow EMC style fonts
592 * changed EM engine behaviour back to re-allow initial rolling springs
595 * fixed handling of over-large selectboxes (less error-prone now)
596 * fixed bug when creating GE with walkable element under the player
599 * added use of "Insert" and "Delete" keys to navigate element list in
600 level editor to start of custom elements or start of group elements
601 * added virtual elements to access CE value and CE score of elements:
602 - "CE value of triggering element"
603 - "CE score of triggering element"
604 - "CE value of current element"
605 - "CE score of current element"
608 * fixed "grass" to "sand" in older EM levels (up to file version V4)
611 * changed behaviour of network games with internal errors (because of
612 different client frame counters) from immediately terminating R'n'D
613 to displaying an error message requester and stopping only the game
614 (also to prevent impression of crashes under non command-line runs)
615 * fixed playing network games with the EMC engine (did not work before)
616 * fixed bug with not scrolling the screen in multi-player mode with the
617 focus on player 1 when all players are moving in different directions
618 * fixed bug with keeping pointer to gadget even after its deallocation
619 * fixed bug with allowing "focus on all players" in network games
620 * fixed bug with player focus when playing tapes from network games
623 * uploaded pre-release (test) version 3.2.0-7 binary and source code
626 * code cleanup for game action control for R'n'D and EMC game engine
629 * fixed bug in multi-player movement with focus on both players
630 * added option to control only the focussed player with all input
633 * added player focus switching to level tape recording and re-playing
636 * fixed some bugs in player focus switching in EMC and RND game engine
639 * added special Supaplex animations for Murphy digging and snapping
640 * added special Supaplex animations for Murphy being bored and sleeping
643 * added four new yam yams with explicit start direction for EMC engine
644 * fixed bug in src/libgame/text.c with printing text outside the window
647 * fixed small bug in EMC level loader (copyright sign in EM II levels)
650 * added delayed ignition of EM style dynamite when used in R'n'D engine
651 * added limited movement range to EMC engine when focus on all players
654 * fixed bug with missing (zero) score values for native Supaplex levels
657 * added "continuous snapping" (snapping many elements while holding the
658 snap key pressed, without releasing the snap key after each element)
659 as a new player setting for more compatibility with the classic games
662 * finished scrolling for "focus on all players" in EMC graphics engine
665 * level sets with "levels: 0" are ignored for levels, but not artwork
666 * fixed bug when scanning empty level group directories (endless loop)
669 * fixed bug with explosion graphic for player using "Murphy" graphic
670 * fixed bug with explosion graphic if player leaves explosion in time
671 * changed some descriptive text in setup menu to use medium-width font
672 * added key shortcut settings for switching player focus to setup menu
675 * fixed bug with random value initialization when recording tapes
676 * fixed bug with playing single player tapes when team mode activated
679 * fixed little bug when trying to switch to player that does not exist
682 * added player switching (visual and quick) to R'n'D and EM game engine
683 * added setup option to select visual or quick in-game player switching
686 * added use of "Home" and "End" keys to handle element list in editor
689 * fixed bug with adding score when playing tape with EMC game engine
690 * added steel wall border for levels using EMC engine without border
691 * finally fixed delayed scrolling in EMC engine also for small levels
694 * fixed potential crash bug in WarnBuggyBase() (missing boundary check)
697 * fixed bug with CE change order in TestIfElementTouchesCustomElement()
698 * fixed bug when displaying info element without action, but direction
701 * fixed minor graphical problems with springs smashing and slurping
702 (when using R'n'D style graphics instead of EMC style graphics)
705 * added scroll delay (as configured in setup) to EMC graphics engine
708 * improved screen redraw for EMC graphics engine (faster and smoother)
709 * when not scrolling, do not redraw the whole playfield if not needed
712 * added multi-player mode for EMC game engine (with up to four players)
715 * added android (can clone elements) from EMC engine to R'n'D engine
718 * added spring bumper (reflects spring) from EMC engine to R'n'D engine
721 * added selectbox for initial player speed to player settings in editor
724 * version 3.1.2 created that is basically version 3.1.1, but with a
725 major bug fixed that prevented editing your own private levels
726 * version 3.1.2 released
729 * added magic ball (creates elements) from EMC engine to R'n'D engine
732 * uploaded fixed pre-release version 3.2.0-6 binary and source code
735 * fixed bug when using "CE can leave behind <trigger element>"
736 * added new change condition "(after/when) creation of <element>"
737 * added new change condition "(after/when) digging <element>"
738 * fixed bug accessing invalid gadget that caused crashes under Windows
739 * deactivated new possibility for multiple CE changes per frame
742 * uploaded pre-release (test) version 3.2.0-6 binary and source code
745 * added animation types "ce_value" and "ce_score" to graphicsinfo.conf
746 * fixed bug with not keeping CE value for moving CEs with only action
747 * changed CE action selectboxes in editor to be only reset when needed
750 * added option "use artwork from element" for custom player artwork
751 * added option "use explosion from element" for player explosions
754 * added cascaded element lists in the level editor
755 * added persistence for cascaded element lists by "editorcascade.conf"
756 * added dynamic element list with all elements used in current level
757 * added possibility for multiple CE changes per frame (experimental)
760 * uploaded pre-release (test) version 3.2.0-5 binary and source code
763 * changed "score for each 10 seconds/steps left" to "1 second/step"
764 * added own score for collecting "extra time" instead of sharing it
765 * added change events "switched by player" and "player switches <e>"
766 * added change events "snapped by player" and "player snaps <e>"
767 * added "set player artwork: <element choice>" to CE action options
768 * added change event "move of <element>"
771 * added "set player shield: off / normal / deadly" to CE action options
772 * added new player option "use level start element" in level editor
773 to set the correct focus at level start to elements from which the
774 player is created later (this did not work before for cascaded CE
775 changes resulting in creation of the player; it is now also possible
776 to create the player from a yam yam which is smashed at level start)
779 * added "set player speed: frozen (not moving)" to CE action options
780 * added "move player: l/r/u/d/trigger/-trigger" to CE action options
783 * added new player option "block snap field" (enabled by default) to
784 make it possible to show a snapping animation like in Emerald Mine
787 * added dynamic selectboxes to custom element action settings in editor
788 * added "CE value" counter for custom elements (instead of "CE count")
789 * added option to use the last "CE value" after custom element change
790 * added option to use the "CE value" of other elements in CE actions
791 * fixed odd behaviour when pressing time orb in levels w/o time limit
792 * added checkbox "use time orb bug" for older levels that use this bug
795 * added missing configuration settings for the following elements:
796 - EL_TIMEGATE_SWITCH (time of open time gate)
797 - EL_LIGHT_SWITCH_ACTIVE (time of light switched on)
798 - EL_SHIELD_NORMAL (time of shield duration)
799 - EL_SHIELD_DEADLY (time of shield duration)
800 - EL_EXTRA_TIME (time added to level time)
801 - EL_TIME_ORB_FULL (time added to level time)
804 * added "wind direction" as a movement pattern for custom elements
805 * added initial wind direction for balloon / custom elements to editor
806 * added functionality for EL_BALLOON_SWITCH_NONE to R'n'D game engine
809 * added parameters for "game of life" and "biomaze" elements to editor
812 * added level file chunk "CONF" for generic level and element settings
815 * uploaded pre-release (test) version 3.2.0-4 binary and source code
818 * skip empty level sets (with "levels: 0"; may be artwork base sets)
819 * added sound action ".page[1]" to ".page[32]" for each CE change page
822 * added image config suffix ".clone_from" to copy whole image settings
823 * fixed bug with invalid ("undefined") CE settings in old level files
826 * fixed graphical bug with smashing elements falling faster than player
829 * fixed major bug which prevented private levels from being edited
830 * fixed bug with precedence of general and special font definitions
833 * fixed graphical bug with player animation when player moves slowly
836 * uploaded pre-release (test) version 3.2.0-3 binary and source code
839 * fixed bug which prevented "global.num_toons: 0" from working
842 * major code cleanup (removed all these annoying "#if 0" blocks)
845 * added custom element actions for CE change page in level editor
848 * fixed music initialization bug in init.c (thanks to David Binderman)
849 * fixed mouse wheel "button" bug in editor (thanks to Tomi Belan)
850 (this bug must probably be fixed at other places, too)
853 * fixed buggy '#include "SDL.h"' statements in src/libgame/sdl.h
854 (should be '#include <SDL.h>' instead)
857 * fixed bug which prevented "walkable from no direction" from working
858 (due to compatibility code overwriting this setting after loading)
861 * fixed bug on Mac OS X (use of reserved name "Random") in EM engine
864 * version number temporarily set to 3.1.1 (intermediate bugfix release)
865 * version 3.1.1 released
868 * changed some va_arg() arguments from 'long' to 'int', fixing problems
869 on 64-bit architecture systems with LP64 data model
872 * fixed bug with bombs not exploding when hitting the last level line
873 (introduced after the release of 3.1.0)
876 * added support for dumping small-sized level sketches from editor
879 * added recognition of "trigger element" for "change digged element to"
880 (this is not really what the "trigger element" was made for, but its
881 use may seem obvious for leaving back digged elements unchanged)
884 * fixed multiple warnings about failed joystick device initialization
887 * fixed bug with dynamite dropped on top of just dropped custom element
888 (collect dynamite, collect CE, drop CE => dynamite was also dropped);
889 dynamite can still be dropped, but drop key must be released before
892 * fixed bug with wrong start directory when started from file browser
893 (due to this bug, R'n'D could not be started from KDE's Konqueror)
896 * fixed bug causing "change when impact" on player not working
897 * fixed wrong priority of "hitting something" over "hitting <element>"
898 * fixed wrong priority of "hit by something" over "hit by <element>"
901 * fixed graphical bug which caused the player (being Murphy) to show
902 collecting animations although the element was collected by penguin
905 * fixed two bugs causing wrong door background graphics in system.c
906 (in functions "SetBackgroundBitmap()" and "DrawingOnBackground()")
909 * fixed graphic bug with exploding bomb and R'n'D graphics in EM engine
910 * added "no direction" to "walkable/passable from" selectbox options
913 * enhanced tape autoplay to accept "autoplay <set> [<nr> ...]" format
914 * in tape autoplay, not only report broken, but also missing tapes
917 * uploaded pre-release (test) version 3.2.0-2 binary and source code
920 * fixed small bug with "linear" animation not working for active lamp
923 * fixed bug with moving up despite gravity due to "block last field"
924 * fixed small bug with wrong draw offset when typing name in main menu
925 * when reading user names from "passwd", ignore data after first comma
926 * when creating new "levelinfo.conf", only write some selected entries
929 * fixed displaying "imported from/by" on preview with empty string
930 * fixed ignoring draw offset for fonts used for level preview texts
933 * fixed a delay problem with SDL and too many mouse motion events
934 * added setup option "skip levels" and level skipping functionality
937 * added move speed "not moving" for non-moving CEs, but with direction
940 * fixed mapping of obsolete element token names in "editorsetup.conf"
941 * fixed bug with sound "acid.splashing" treated as a loop sound
942 * fixed some little sound bugs in native EM engine
945 * fixed small bug when dragging scrollbars to end positions
948 * added editor element descriptions written by Aaron Davidson
951 * improved fallback handling when configured artwork is not available
952 (now using default artwork instead of exiting when files not found)
955 * fixed bug on level selection screen when dragging scrollbar
958 * fixed bug which caused broken tapes when appending to EM engine tapes
961 * uploaded pre-release (test) version 3.2.0-1 binary and source code
964 * added code to replace changed artwork config tokens with other tokens
965 (needed for backwards compatibility, so that older tokens still work)
968 * added native R'n'D graphics for some new EMC elements in EM engine
971 * fixed some bugs in the EM engine integration code
972 * changed EM engine code to allow diagonal movement
973 * changed EM engine code to allow use of separate snap and drop keys
976 * fixed some redraw bugs when using EM engine
979 * fixed bug with not converting RND levels which are set to use native
980 engine to native level structure when loading
983 * uploaded pre-release (test) version 3.2.0-0 binary and source code
986 * version number set to 3.2.0
989 * level data now reset to defaults after attempt to load invalid file
992 * added use of "editorsetup.conf" for different level sets
995 * added auto-detection for various types of Emerald Mine level files
998 * fixed bug with scrollbars getting too small when list is very large
1001 * fixed bug with 3+3 (cross) sized explosion not making explosion sound
1004 * added most level editor configuration gadgets for new EMC elements
1007 * added more element and graphic definitions for new EMC elements
1010 * modified native EM engine to use integrated R'n'D sound system
1013 * added SDL support to graphics functions in native EM engine
1014 (by always using generic libgame interface functions)
1017 * fixed bug in frame synchronization in native EM engine
1020 * added code to convert levels between R'n'D and native EM engine
1023 * new Emerald Mine engine can now play levels selected in main menu
1026 * fixed big memory leak in function "CreateBitmapWithSmallBitmaps()"
1027 (which creates scaled down graphics for level editor and preview);
1028 there's still a memory leak somewhere in the artwork handling code
1029 * added "scale image up" functionality to X11 version of zoom function
1032 * first attempts to integrate new, native Emerald Mine Club engine
1035 * fixed bug in gadget code which caused reset of CEs in level editor
1036 (example: pressing 'b' [grab brush] on CE config page erased values)
1037 (solution: check if gadgets in ClickOnGadget() are really mapped)
1038 * improved level change detection in editor (settings now also checked)
1039 * fixed bug with "can move into acid" and "don't collide with" state
1042 * fixed maze runner style CEs to use the configured move delay value
1045 * added Aaron Davidson's tutorial level set to the "Tutorials" section
1048 * fixed engine change that broke 3.0.8 levels like "Walpurgis Gardens"
1049 * fixed the above fix because it broke level set "machine" (*sigh*)
1050 * fixed random element placement in level editor to work as expected
1051 * fixed undefined graphic of runtime element "EL_AMOEBA_TO_DIAMOND"
1054 * re-recorded tape for BD2K3, level 010 (broken due to bugfix)
1057 * fixed bug (missing array boundary check) which caused broken tapes
1058 * fixed bug (when loading level template) which caused broken levels
1059 * fixed bug with new block last field code when using non-yellow player
1062 * fixed bug when pressing "stop, pause, stop, play" on tape recorder
1063 * internal change of how the player blocks the last field when moving
1064 * fixed blocking delay of last field for EM and SP style block delay
1065 * fixed bug where the player had to wait for the usual move delay after
1066 unsuccessfully trying to move, when he directly could move after that
1067 * the last two changes should make original Supaplex level 93 solvable
1068 * improved use of random number generator to make it less predictable
1069 * fixed behaviour of slippery SP elements to let slip left, then right
1072 * fixed bug with wrong door state after trying to quickload empty tape
1073 * fixed waste of static memory usage of the binary, making it smaller
1074 * fixed very little graphical bug in Supaplex explosion
1077 * version number set to 3.1.1
1080 * version 3.1.0 released
1083 * fixed bug with crash when writing user levelinfo.conf the first time
1086 * added option "convert LEVELDIR [NR]" to command line batch commands
1087 * re-converted Supaplex levels to apply latest engine fixes
1088 * changed "use graphic/sound of element" to "use graphic of element"
1089 due to compatibility problems with some levels ("bug machine" etc.)
1092 * fixed bug with CE change replacing player with same or other player
1095 * fixed bug with opaque font in envelope with background graphic when
1096 background graphic is not transparent itself
1099 * added "gravity on" and "gravity off" ports for Supaplex compatibility
1100 * corrected original Supaplex level loading code to use these new ports
1101 * also corrected Supaplex loader to auto-count infotrons if set to zero
1104 * fixed bug with missing initialization of "modified" flag for GEs
1107 * fixed bug that caused endless recursion loop when relocating player
1108 * fixed tape recorder bug in "step mode" when using "pause before end"
1109 * fixed tape recorder bug when changing from "warp forward" mode
1112 * fixed bug with "when touching" for pushed elements at last position
1115 * fixed bug that caused two activated toolbox buttons in level editor
1116 * fixed bug with exploding dynabomb under player due to other explosion
1119 * fixed bug with creating walkable custom element under player (again)
1120 * fixed bug with not copying explosion type when copying CEs in editor
1121 * fixed graphical bug when drawing player in setup menu (input devices)
1122 * fixed graphical bug when the player is pushing an accessible element
1123 * fixed bug with classic switchable elements triggering CE changes
1124 * fixed bug with entering/leaving walkable element in RelocatePlayer()
1125 * fixed crash bug when CE leaves behind the trigger player element
1128 * fixed bug with broken tubes after placing/exploding dynamite in them
1129 * fixed bug with exploding dynamite under player due to other explosion
1130 * fixed bug with not resetting push delay under certain circumstances
1133 * added option "handicap" for "levelinfo.conf" (thanks to Niko Böhm)
1134 * added network multiplayer code for Windows (thanks to Niko Böhm)
1137 * added option "reachable despite gravity" for gravity movement
1138 * changed gravity movement of most classic walkable and passable
1139 elements back to "not reachable" (for compatibility reasons)
1142 * fixed (removed) "indestructible" / "can explode" dependency in editor
1143 * fixed (removed) "accessible inside" / "protected" dependency
1144 * fixed (removed) "step mode" / "shield time" dependency
1147 * fixed dynabombs exploding now into anything diggable
1148 * fixed Supaplex style gravity movement into buggy base now impossible
1149 * added pressing key "space" as valid action to select menu options
1152 * added "replace when walkable" to relocate player to walkable element
1153 * added "enter"/"leave" event for elements affected by relocation
1154 * fixed "direct"/"indirect" change order also for "when change" event
1155 * fixed graphical bug when pushing things from elements walkable inside
1158 * fixed graphic bug when player is snapping while moving in old levels
1159 * fixed bug when a moving custom element leaves a player element behind
1160 * fixed bug with mole not disappearing when moving into acid pool
1161 * fixed bug with incomplete path setting when using "--basepath" option
1162 * moving CE can now leave walkable elements behind under the player
1163 * when relocating, player can be set on walkable element now
1164 * fixed another gravity movement bug
1167 * uploaded pre-release (test) version 3.1.0-2 binary and source code
1170 * added "collectible" and "removable" to extended replacement types
1171 (where "removable" replaces "diggable" and "collectible" elements)
1172 * added "collectible & throwable" (to throw element to the next field)
1173 * fixed bug with CEs digging elements that are just about to explode
1174 * changed mouse cursor now always being visible when game is paused
1177 * added possibility to push/press accessible elements from a side that
1179 * fixed bug with not setting actual date when appending to tape
1182 * fixed bug with incorrectly initialized custom element editor graphics
1185 * corrected set "Contributions_1995-2000/rnd_kjell_kristiansson":
1186 - number of levels corrected from 18 to 17 in "levelinfo.conf"
1189 * fixed bug with destroyed robot wheel still attracting robots forever
1190 * fixed bug with time gate switch deactivating after robot wheel time
1191 (while the time gate itself is not affected by this misbehaviour)
1192 * changed behaviour of BD style amoeba to always get blocked by player
1193 (before it was different when there were non-BD elements in level)
1194 * fixed bug with player destroying indestructable elements with shield
1197 * added option to make growing elements grow into anything diggable
1198 (for the various amoeba types, biomaze and "game of life")
1201 * fixed bug with movable elements not moving after left behind by CEs
1202 * changed gravity movement to anything diggable, not only sand/base
1203 * optionally allowing passing to walkable element, not only empty space
1204 * added option "can pass to walkable element" for players
1205 * finally fixed gravity movement (hopefully)
1208 * fixed bug with movable elements not moving anymore after falling down
1211 * fixed another bug with custom elements digging and leaving elements
1212 * fixed bug with "along left/right side" and automatic start direction
1213 * trigger elements now also displayed when "more custom" deactivated
1214 * fixed bug with clipboard element initialized when loading new level
1215 * added option "drop delay" to set delay before dropping next element
1218 * uploaded pre-release (test) version 3.1.0-1 binary and source code
1221 * added copy and paste functions for custom change pages
1222 * enhanced graphical display and functionality of tape recorder
1223 * fixed bug with custom elements digging and leaving elements
1226 * added move speed faster than "very fast" for custom elements
1227 * fixed bug with 3+3 style explosions and missing border content
1228 * fixed little bug when copying custom elements in the editor
1229 * enhanced custom element changes by more side trigger actions
1232 * added option "no scrolling when relocating" for instant teleporting
1233 * uploaded pre-release (test) version 3.1.0-0 binary and source code
1236 * added trigger element and trigger player to use as target elements
1237 * added copy and paste functions for custom and group elements
1240 * fixed graphical bug when displaying explosion animations
1241 * fixed bug when appending to tapes, resulting in broken tapes
1242 * re-recorded a few tapes broken by fixing gravity checking bug
1245 * "can move into acid" property now for all elements independently
1246 * "can fall into acid" property for player stored in same bitfield now
1247 * added option for deadliness of Supaplex 'sniksnak' and 'electron'
1248 * version number set to 3.1.0 (finally!)
1251 * changed tape recording to only record input, not programmed actions
1254 * fixed totally broken (every 8th frame skipped) step-by-step recording
1255 * fixed bug with requester not displayed when quick-loading interrupted
1256 * added option "can fall into acid (with gravity)" for players
1257 * fixed bug with player not falling when snapping down with gravity
1260 * fixed bug which messed up key config when using keypad number keys
1263 * fixed bug which allowed moving upwards even when gravity was active
1264 * fixed bug with missing error handling when dumping levels or tapes
1267 * added different colored editor graphics for Supaplex gravity tubes
1270 * fixed bug that allowed solvable tapes for unsolvable levels
1273 * use unlimited number of droppable elements when "count" set to zero
1274 * added option to use step limit instead of time limit for level
1277 * added player and change page as trigger for custom element change
1280 * fixed bug with exploding amoeba (explosion 3x3 instead of 1x1)
1283 * fixed bug with dark yamyam changing to acid when moving over acid
1284 * fixed handling of levels with more than 999 seconds level time
1285 (example: level 76 of "Denmine")
1288 * "spring push bug" reintroduced as configurable element property
1289 * fixed bug with missing properties for "mole"
1290 * fixed bug that showed up when fixing the above "mole" properties bug
1291 * added option "can move into acid" for all movable elements
1292 * fixed graphical bug for elements moving into acid
1293 * changed event handling to handle all pending events before going on
1296 * fixed bug which caused all CE change pages to be ignored which had
1297 the same change event, but used a different element side
1298 (reported by Simon Forsberg)
1300 * fixed bug which caused elements that can move and fall and that are
1301 transported by a conveyor belt to continue moving into that direction
1302 after leaving the conveyor belt, regardless of their own movement
1303 type; only elements which can not move are transported now
1304 (reported by Simon Forsberg)
1306 * fixed bug which could cause an array overflow in RelocatePlayer()
1307 (reported by Niko Böhm)
1309 * changed Emerald Mine style "passable / over" elements to "protected"
1310 (fixing unsolvable level 10 of "Bondmine 9" with bug beside gate)
1312 * added new option to select from which side a "walkable/passable"
1313 element can be entered
1316 * added explosion and ignition delay for elements that can explode
1319 * fixed bug which caused player not being protected against enemies
1320 when a CE was "walkable / inside" and was not "indestructible"
1321 * added "walkable/passable" fields to be "protected/unprotected"
1322 against enemies, even if not accessible "inside" but "over/under"
1325 * corrected move pattern to 32 bit and initial move direction to 8 bit
1328 * added second custom element base configuration page
1331 * added some special EMC mappings to Emerald Mine level loader
1332 (also covering previously unknown element in level 0 of "Bondmine 8")
1335 * added option to block last field when player is moving (for Supaplex)
1336 * adjusted push delay of Supaplex elements
1337 * removed delays for envelopes etc. when replaying with maximum speed
1338 * fixed bug when dropping element on a field that just changed to empty
1341 * fixed bug: infotrons can now smash yellow disks
1342 * fixed bug: when gravity active, port above player can now be entered
1343 * removed "one white dot" mouse pointer which irritated some people
1346 * added "choice type" for group element selection
1349 * fixed bug with initial invulnerability of non-yellow player
1352 * added level loader for loading native Supaplex packed levels
1353 (including multi-part levels like the "splvls99" levels)
1356 * fixed bug which allowed creating emeralds by escaping explosions
1359 * custom elements can change (limited) or leave (unlimited) elements
1360 * finally added multiple matches using group elements
1361 * added shortcut to dump brush (type ":DB" in editor) for use in forum
1364 * added new start movement type "previous" for continued CE movement
1365 * added new start movement type "random" for random CE movement start
1368 * added new element "sokoban_field_player" needed for Sokoban levels
1369 (thanks to Ed Booker for pointing this out!)
1372 * added elements that can be digged or left behind by custom elements
1375 * added group elements for multiple matches and random element creation
1378 * fixed some graphical errors displayed in old levels
1381 * fixed wrong double speed movement after passing closing gates
1384 * added level loader for loading native Emerald Mine levels
1387 * changes for "shooting" style CE movement
1390 * Happy New Year! ;-)
1393 * changed default snap/drop keys from left/right Shift to Control keys
1396 * fixed bug with dead player getting reanimated from custom element
1399 * fixed bug with wrong penguin graphics (when entering exit)
1402 * fixed bug with wrong "Murphy" graphics (when digging etc.)
1405 * version number set to 3.0.9
1408 * version 3.0.8 released
1411 * added function checked_free()
1414 * fixed bug with double nut cracking sound
1415 (by eliminating "default element action sound" assignment in init.c)
1418 * fixed crash when no music info files are available
1421 * fixed boring and sleeping sounds
1424 * added "maze runner" and "maze hunter" movement types
1425 * added extended collision conditions for custom elements
1428 * added warnings for undefined token values in artwork config files
1431 * added menu entry for level set information to the info screen
1434 * fixed bug with wrong default impact sound for colored emeralds
1437 * added several sub-screens for the info screen
1438 * menu text now also clickable (not only blue/red sphere left of it)
1441 * added configurable "bored" and "sleeping" animations for the player
1442 * added "awakening" sound for player when waking up after sleeping
1445 * added "copy" and "exchange" functions for custom elements to editor
1448 * added configurable element animations for info screen
1451 * added configurable music credits for info screen
1454 * finally fixed tape recording when player is created from CE change
1457 * added "editorsetup.conf" for editor element list configuration
1460 * added "musicinfo.conf" for menu and level music configuration
1463 * fixed a very nasty bug in dragon turning code in TurnRoundExt()
1464 (that only showed up on Linux, but not on Windows systems)
1467 * fixed turning movement of butterflies and fireflies (no frame reset)
1468 * enhanced sniksnak turning movement (two steps instead of only one)
1471 * version number set to 3.0.8
1474 * version 3.0.7 released
1477 * fixed reset of player animation frame when, for example,
1478 walking, digging or collecting share the same animation
1479 * fixed CE with "deadly when touching" exploding when touching amoeba
1482 * fixed tape recording when player is created from CE element change
1485 * introduced "turning..." action graphic for elements with move delay
1486 (non-CE: bug, spaceship, sniksnak, mole, pacman, yamyam)
1487 * added turning animations for bug, spaceship and sniksnak
1490 * prevent "extended" changed elements from delay change in same frame
1493 * fixed bug when pushing element that can move away to the side
1494 (like pushing falling elements, but now with moving elements)
1497 * finally fixed serious bug in code for delayed element pushing (again)
1500 * unavailable setup options now marked as "n/a" instead of "off"
1501 * new boolean directive "latest_engine" for "levelinfo.conf": when set
1502 to "true", levels are always played with the latest game engine,
1503 which is desired for levels that are imported from other games; all
1504 other levels are played with the engine version stored in level file
1505 (which is normally the engine version the level was created with)
1508 * fixed serious bug in code for delayed element pushing
1509 * fixed little bug in animation frame selection for pushed elements
1510 * speed-up of reading config file for verbose output
1513 * added configuration option for opening and closing Supaplex exit
1514 * added configuration option for moving up/down animation for Murphy
1515 * fixed incorrectly displayed animation for attacking dragon
1516 * fixed bug with not setting initial gravity for each new game
1517 * fixed bug with teleportation of player by custom element change
1518 * fixed bug with player not getting smashed by rock sometimes
1521 * version number set to 3.0.7
1524 * version 3.0.6 released
1527 * added support for MP3 music for SDL version through SMPEG library
1530 * fixed bug when initializing font graphic structure
1531 * fixed bug with animation mode "pingpong" when using only 1 frame
1532 * fixed bug with extended change target introduced in 3.0.5
1533 * fixed bug where passing over moving element doubles player speed
1534 * fixed bug with elements continuing to move into push direction
1535 * fixed bug with duplicated player when dropping bomb with shield on
1536 * added "switching" event for custom elements ("pressing" only once)
1537 * fixed switching bug (resetting flag when not switching but not idle)
1540 * fixed element tokens for certain file elements with ".active" etc.
1543 * version number set to 3.0.6
1546 * version 3.0.5 released
1549 * now four envelope elements available
1550 * font, background, animation and sound for envelope now configurable
1551 * main menu doors opening/closing animation type now configurable
1554 * active/inactive sides configurable for custom element changes
1555 * new movement type "move when pushed" available for custom elements
1558 * fixed bug in multiple config pages loader code that caused crashes
1561 * enhanced (remaining low-resolution) Supaplex graphics
1564 * version number set to 3.0.5
1567 * version 3.0.4 released
1569 2003-09-12 src/tools.c
1570 * fixed bug in custom definition of crumbled element graphics
1572 2003-09-11 src/files.c
1573 * fixed bug in multiple config pages code that caused crashes
1576 * version number set to 3.0.4
1579 * version 3.0.3 released
1582 * added music to Supaplex classic level set
1584 2003-09-07 src/libgame/misc.c
1585 * added support for loading various music formats through SDL_mixer
1587 2003-09-06 (various source files)
1588 * fixed several nasty bugs that may have caused crashes on some systems
1589 * added envelope content which gets displayed when collecting envelope
1590 * added multiple change event pages for custom elements
1592 2003-08-24 src/game.c
1593 * fixed problem with player animation when snapping and moving
1595 2003-08-23 src/screens.c, src/cartoons.c, src/libgame/toons.c
1596 * fixed problem with flickering when drawing toon animations
1598 2003-08-23 src/libgame/sdl.c
1599 * fixed problem with setting mouse cursor in SDL version in fullscreen
1601 2003-08-23 src/game.c
1602 * fixed bug (missing array boundary check) which could crash the game
1605 * version number set to 3.0.3
1608 * version 3.0.2 released
1610 2003-08-21 src/game.c
1611 * fixed bug with creating inaccessible elements at player position
1613 2003-08-20 src/init.c
1614 * fixed bug with not finding current level artwork directory
1616 2003-08-20 src/files.c
1617 * fixed bug with choosing wrong engine version when playing tapes
1618 * fixed bug with messing up custom element properties in 3.0.0 levels
1621 * version number set to 3.0.2
1624 * version 3.0.1 released
1626 2003-08-17 (no source files affected)
1627 * changed all "classic" PCX image files with 16 colors or less to
1628 256 color (8 bit) storage format, because the Allegro game library
1629 cannot handle PCX files with less than 256 colors (contributed
1630 graphics are not affected and might look wrong in the DOS version)
1632 2003-08-16 src/init.c
1633 * fixed bug which (for example) crashed the level editor when defining
1634 "dynamite.EDITOR: [NONE]", because graphics may not be undefined
1635 (only set to default) -- invalid graphics now set to default graphic
1637 2003-08-16 src/init.c
1638 * fixed graphical bug of player digging/collecting/snapping element
1639 when no corresponding graphic/animation is defined for this action,
1640 resulting in player being drawn as EL_EMPTY (which should only be
1641 done to elements being collected, but not to the player)
1643 2003-08-16 src/game.c
1644 * fixed small graphical bug of player not totally moving into exit
1646 2003-08-16 src/libgame/setup.c
1647 * fixed bug with wrong MS-DOS 8.3 filename conversion
1649 2003-08-16 src/tools.c
1650 * fixed bug with invisible mouse cursor when pressing ESC while playing
1652 2003-08-16 (various source files)
1653 * added another 128 custom elements (disabled in editor by default)
1655 2003-08-16 src/editor.c
1656 * fixed NULL string bug causing Solaris to crash in sprintf()
1658 2003-08-16 src/screen.c
1659 * fixed drawing over scrollbar on level selection with custom fonts
1661 2003-08-15 src/game.c
1662 * cleanup of simple sounds / loop sounds / music settings
1664 2003-08-08 (various source files)
1665 * added custom element property for dropping collected elements
1667 2003-08-08 src/conf_gfx.c
1668 * fixed bug with missing graphic for active red disk bomb
1670 2003-08-07 src/files.c, src/editor.c src/game.c, src/main.h
1671 * extended variable "level.gravity" to "level.initial_gravity" and
1672 "game.current_gravity" to prevent level setting from being changed
1673 by playing the level (keeping the runtime value after playing)
1675 * fixed graphics bug when digging element that has 'crumbled' graphic
1676 definition, but not 'diggable' graphic definition
1679 * version number set to 3.0.1
1682 * version 3.0.0 released
1685 * various bug fixes; among others:
1686 - fixed bug with pushing spring over empty space
1687 - fixed bug with leaving tube while placing dynamite
1688 - fixed bug with explosion of smashed penguins
1689 - allow Murphy player graphic in levels with non-Supaplex elements
1693 * I have forgotten to document changes for some time
1696 * pre-release version 2.2.0rc1 released
1699 * version number set to 2.1.2
1702 * version 2.1.1 released
1705 * version number set to 2.1.1
1708 * version 2.1.0 released
1711 * version number set to 2.1.0
1713 2002-04-03 to 2002-05-19 (various source files)
1714 * graphics, sounds and music now fully configurable
1715 * bug fixed that prevented walking through tubes when gravity on
1717 2002-04-02 src/events.c, src/editor.c
1718 * Make Escape key less aggressive when playing or when editing level.
1719 This can be configured as an option in the setup menu. (Default is
1720 "less aggressive" which means "ask user if something can be lost"
1721 when pressing the Escape key.)
1723 2002-04-02 src/screen.c
1724 * Added "graphics setup" screen.
1726 2002-04-01 src/screen.c
1727 * Changed "choose level" setup screen stuff to be more generic (to
1728 make it easier to add more "choose from generic tree" setup screens).
1730 2002-04-01 src/config.c, src/timestamp.h
1731 * Added source files "src/config.[ch]" and "src/timestamp.h" (which
1732 automatically gets created by "src/Makefile" and contains an actual
1733 compile-time timestamp to identify development versions of the game).
1735 2002-03-31 src/tape.c, src/events.c
1736 * Added quick game/tape save/load functions to tape stuff which can be
1737 invoked by a keyboard shortcut. Default: "F1" saves game/tape, "F2"
1738 loads previously recorded tape and directly goes into recording mode
1739 from the end of the tape (therefore appending to the tape).
1741 2002-03-31 src/tape.c
1742 * Added "index mark" function to tape recorder. When playing or
1743 recording, "eject" button changes to "index" button. Setting index
1744 mark is not yet implemented, but pressing index button when playing
1745 allows very quick advancing to end of tape (when normal playing),
1746 very fast forward mode (when playing with normal fast forward) or
1747 very fast reaching of "pause before end of tape" (when playing with
1748 "pause before end" playing mode).
1750 2002-03-30 src/cartoons.c
1751 * Moved some stuff from cartoons.c to the new "src/libgame/toons.c".
1753 2002-03-29 src/screen.c
1754 * Changed setup screen stuff to be more generic (to make it easier
1755 to add more setup screens).
1757 2002-03-23 src/main.c, src/main.h
1758 * Various changes due to the introduction of the new libgame files
1759 "setup.c" and "joystick.c".
1761 2002-03-23 src/files.c
1762 * Generic parts of "src/files.c" (mainly setup and level directory
1763 stuff) moved to new libgame file "src/libgame/setup.c".
1765 2002-03-23 src/joystick.c
1766 * File "src/joystick.c" moved to libgame source tree, with
1767 correspondig changes.
1769 2002-03-22 src/screens.c
1770 * "HandleChooseLevel()": Another bug in level series navigation fixed.
1771 (Wrong level series information displayed when entering main group.)
1773 2002-03-22 src/editor.c
1774 * Slight change to support new gadget event "GD_EVENT_INFO_LEAVING".
1776 2002-03-22 src/editor.c
1777 * Changed behaviour of "Escape" key in level editor to be more
1778 intuitive: When in "Element Properties" or "Level Info" mode,
1779 return to "Drawing Mode" instead of leaving the level editor.
1781 2002-03-21 src/game.c, src/editor.c, src/files.c
1782 * 2.0.1 introduced the corrected "Emerald Mine" style behaviour of
1783 gems (emeralds, diamonds, ...) slipping down from normal wall,
1784 steel wall and growing wall (as in E.M.C. style levels). Although
1785 the behaviour of contributed and private levels wasn't changed (due
1786 to the use of "level.game_version"; see previous entry), editing
1787 those levels will (of course) change the behaviour accordingly.
1789 This change seems a bit too hard after thinking about it, because
1790 the EM style behaviour is not the "expected" behaviour (gems would
1791 normally only slip down from "rounded" walls). Therefore this was
1792 now changed to an element property for gem style elements, with the
1793 default setting "off" (which means: no special EM style behaviour).
1794 To fix older converted levels, this flag is set to "on" for pre-2.0
1795 levels that are neither contributed nor private levels.
1797 2002-03-20 src/files.h
1798 * Corrected settings for "level.game_version" depending of level type.
1799 (Contributed and private levels always get played with game engine
1800 version they were created with, while converted levels always get
1801 played with the most recent version of the game engine, to let new
1802 corrections of the emulation behaviour take effect.)
1804 2002-03-20 src/main.h
1805 * Added "#include <time.h>". This seems to be needed by "tape.c" for
1806 compiling the SDL version on some systems.
1807 Thanks to the several people who pointed this out.
1810 * Version number set to 2.0.2.
1813 * Version 2.0.1 released.
1815 2002-03-18 src/screens.c
1816 * "HandleChooseLevel()": Small bug in level series navigation fixed.
1818 2002-03-18 src/files.c [src/libgame/misc.c]
1819 * Moved some common functions from src/files.c to src/libgame/misc.c.
1821 2002-03-18 src/files.c [src/libgame/misc.c]
1822 * Changed permissions for new directories and saved files (especially
1823 score files) according to suggestions of Debian users and mantainers.
1824 Thanks to Drew Parsons <dparsons@emerall.com> for the patch.
1826 2002-03-17 src/files.c
1827 * Changed "{Load|Save}{Level|Tape}()" to IFF style file format:
1828 Replaced "cookie" header string ("ROCKSNDIAMONDS_...\n") with
1829 real IFF style header "RND1....XXXX" (where "XXXX" is "CAVE"
1830 for levels and "TAPE" for tapes). Old "cookie" style format is
1831 still supported for reading. New level and tape files are written
1834 * New IFF chunk "VERS" contains version numbers for file and game
1835 (where "game version" is the version of the program that wrote the
1836 file, and "file version" is a version number to distinguish files
1837 with different format, for example after adding new features).
1839 2002-03-15 src/screen.c
1840 * "DrawHallOfFame()": "FadeSounds()" when entering the hall of fame.
1841 (Before, you heard a mixture of the in-game music and the
1842 hall-of-fame music.)
1844 2002-03-14 src/events.c
1845 * Function "DumpTape()" (files.c) now available by pressing 't' from
1846 main menu (when in DEBUG mode).
1848 2002-03-14 src/game.c
1849 * "GameWon()": When game was won playing a tape, now there is no delay
1850 raising the score and no corresponding sound is played.
1852 2002-03-14 src/files.c
1853 * Changed "LoadTape()" for real chunk support and also adjusted
1854 "SaveTape()" accordingly.
1856 2002-03-14 src/game.c, src/tape.c, src/files.c
1857 * Important changes to tape format: The old tape format stored all
1858 actions with a real effect with a corresponding delay between the
1859 stored actions. This had some major disadvantages (for example,
1860 push delays had to be ignored, pressing a button for some seconds
1861 mutated to several single button presses because of the non-action
1862 delays between two action frames etc.). The new tape format just
1863 stupidly records all device actions and replays them later. I really
1864 don't know why I haven't solved it that way before?! Old-style tapes
1865 (with tape file version less than 2.0) get converted to the new
1866 format on-the-fly when loading and can therefore still be played;
1867 only some minor parts of the old-style tape handling code was needed.
1868 (A perfect conversion is not possible, because there is information
1869 missing about the device actions between two action frames.)
1871 2002-03-14 src/files.c
1872 * New function "DumpTape()" to dump the contents of the current tape
1873 in a human readable format.
1875 2002-03-14 src/game.c
1876 * Small tape bug fixed: When automatically advancing to next level
1877 after a game was won, the tape from the previous level still was
1878 loaded as a tape for the new level.
1880 2002-03-14 src/tape.c
1881 * Small graphical bug fixed: When pressing ""Record" or "Play" on
1882 tape, cartoons did not get completely removed because
1883 StopAnimation() was not called.
1885 2002-03-13 src/files.c
1886 * Changed "LoadLevel()" and "SaveLevel()" to add new chunk "CNT2".
1887 Fixed bug of "CONT" and "BODY" (chunk size was set to 8-bit element
1888 size even when using 16-bit elements). Added new chunk "CNT2" for
1889 16-bit amoeba content (previously written in 8-bit field in "HEAD"
1890 chunk even when content was 16-bit element). "CNT2" should now be
1891 able to store content for arbitrary elements (up to eight blocks of
1892 3 x 3 element arrays). All "CNT2" elements will always be stored as
1893 16-bit elements. "CONT" (with 8/16-bit elements) now obsolete.
1895 2002-03-13 src/files.c
1896 * Changed "LoadLevel()" for real chunk support.
1898 2002-03-12 src/game.c
1899 * Fixed problem (introduced after 2.0.0 release) with penguins
1900 not getting killed by enemies
1902 2002-02-24 src/game.c, src/main.h
1903 * Added "player->is_moving"; now "player->last_move_dir" does
1904 not contain any information if the player is just moving at
1906 Before, "player->last_move_dir" was misused for this purpose
1907 for the robot stuff (robots don't kill players when they are
1908 moving). But setting "player->last_move_dir" to MV_NO_MOVING
1909 broke tapes when walking through pipes!
1910 ("IS_MOVING()" uses "MovPos[][]", but this fails when it is 0
1911 in a continuous movement. This fact is ignored for friends and