2 * added new pseudo game mode "PANEL" to define panel fonts and graphics
3 - panel fonts now use ".PANEL" suffix instead of ".PLAYING" suffix
4 - panel graphics now use ".PANEL" suffix instead of ".DOOR" suffix
5 (else graphics would have to use ".PLAYING", which would be confusing)
6 * fixed bug when fading out to game screen with border mask defined
9 * added attribute ".tile_size" for element style game panel controls
12 * added <space> key as additional valid key to use for confirm requester
15 * improved menu fading, adding separate fading definitions for entering
16 and leaving a "content" screen (in general), and optional definitions
17 for the special "content" screens SCORES, EDITOR, INFO and PLAYING
20 * added (currently invisible) setup option to define scroll delay value
21 * fixed small bug in priority handling when auto-detecting level start
22 position in levels without player element (but player from CE etc.)
23 * added option "game.forced_scroll_delay_value" to override user choice
24 of scroll delay value for certain level sets with "graphicsinfo.conf"
25 * replaced setup option "scroll delay: on/off" by new setup option that
26 directly allows selecting the desired scroll delay value from 0 to 8
29 * added displaying of most game panel control elements (not animated)
32 * added new configuration directives to display additional game engine
33 values on the game control panel, like the following examples:
34 - game.panel.time_hh/time_mm/time_ss - level time in HH/MM/SS format
35 - game.panel.penguins - number of penguins to rescue
36 - game.panel.level_name - level name of current level
39 * added support for preview tile sizes "1" and "2" (1x1 and 2x2 pixels)
42 * added new player option "no centering when relocating" for "invisible"
43 teleportations to level areas that look exactly the same, giving the
44 illusion that the player did not relocate at all (this was the default
45 since 3.2.3, but caused visual problems with room creation in "Zelda")
46 * added new menu fading effect "melt", shamelessly stolen from "DOOM"
49 * improved menu fading, adding separate fading definitions for entering
50 and leaving a menu and for fading between menu and "content" screens
51 * fixed small bug with recognizing also ".font_xyz" style definitions
54 * improved menu fading, adding separate fading definitions for fading
55 between menu screens and fading between menu and "destination" screens
58 * titlemessage_initial_x and titlemessage_x set to "[DEFAULT]" in static
59 configuration (set from "[titlemessage_initial]" and "[titlemessage]")
60 * fading settings of "[titlemessage_initial]" and "[titlemessage]" set
61 to "[DEFAULT]" in static configuration (set from "[title_initial]" and
63 * improved title fading, allowing fading animation types "none", "fade"
64 and "crossfade" (including cross-fading of last title to main menu)
67 * added configurability of graphics, sounds and music for title screens,
68 which are separated into initial title screens (only shown once at
69 program startup) and title screens shown for a given level set; these
70 title screens can be composed of up to five title images and up to
71 five title text messages (each drawn using an optional background
72 image), also using background music and/or sounds; aspects like
73 background images, sounds and music of title screens can either be
74 defined generally (valid for all title screens) or specifically (and
75 therefore differently for each title screen) using these directives:
77 to define a background image, sound or music file for all screens:
78 - background.TITLE_INITIAL (for all title screens for game startup)
79 - background.TITLE (for all title screens for level sets)
81 to define a background image, sound or music file for a single screen:
82 - background.titlescreen_initial_x (with x in 1,2,3,4,5)
83 - background.titlescreen_x (with x in 1,2,3,4,5)
84 - background.titlemessage_initial_x (with x in 1,2,3,4,5)
85 - background.titlemessage_x (with x in 1,2,3,4,5)
87 to define the title screen images:
88 - titlescreen_initial_x (with x in 1,2,3,4,5)
89 - titlescreen_x (with x in 1,2,3,4,5)
91 to define the title text messages, place text files into the level set
92 directory that have the following file names:
93 - titlemessage_initial_x.txt (with x in 1,2,3,4,5)
94 - titlemessage_x.txt (with x in 1,2,3,4,5)
96 to define the properties of the text messages, either use directives
97 that affect all text messages:
98 - [titlemessage_initial].<suffix>
99 - [titlemessage].<suffix>
100 or use directives that affect single text messages:
101 - titlemessage_initial_x.<suffix> (with x in 1,2,3,4,5)
102 - titlemessage_x.<suffix> (with x in 1,2,3,4,5)
104 valid values for <suffix> are the same as for readme.<suffix> below;
105 use ".sort_priority" (default: 0) to define an arbitrary order for
106 title images and title messages (which can therefore be mixed)
109 * added full configurability of "readme.txt" screen appearance:
110 - readme.x: <left position used with alignment>
111 - readme.y: <top position>
112 - readme.width: <maximim text width in pixels>
113 - readme.height: <maximum text height in pixels>
114 - readme.chars: <maximum number of chars per line>
115 - readme.lines: <maximum number of lines displayed>
116 - readme.align: left,center,right (default: center)
117 - readme.top: top,middle,bottom (default: top)
118 - readme.font: font name
119 - readme.autowrap: true,false (default: true)
120 - readme.centered: true,false (default: false)
121 - readme.parse_comments: true,false (default: true)
122 - readme.sort_priority: (not used here, but only for title screens)
123 when "readme.chars" and/or "readme.lines" is set to "-1" (this is the
124 default), they are automatically determined from "readme.width" and
125 "readme.height" accordingly; when they are not "-1", they have
126 precedence over "readme.width" and "readme.height"
127 * added internal ad-hoc config settings for displaying text files like
128 title messages or "readme.txt" style level set info files:
129 - .font: font name (default: readme.font)
130 - .autowrap: true,false (default: readme.autowrap)
131 - .centered: true,false (default: readme.centered)
132 - .parse_comments: true,false (default: readme.parse_comments)
133 (the leading '.' and the separating ':' are mandatory here); to use
134 these ad-hoc settings, they have to be written inside a comment, like
135 "# .autowrap: false" or "# .centered: true"; these settings then
136 override the above global settings (they can even be used more than
137 once, like "# .centered: true", then some text that should be drawn
138 centered, then "# .centered: false" to go back to non-centered text;
139 important note: after using "# .parse_comments: false", or when using
140 "readme.parse_comments: false", detecting and parsing comments inside
141 the file is disabled and comments are just printed like normal text;
142 also be aware that all automatic text size calculations are done with
143 the font defined in "readme.font", while using different fonts using
144 "# .font: <font>" inside the text file may cause unexpected results
147 * changed some numerical limits in the level editor from 255 to 999
150 * added option "system.sdl_videodriver" to select SDL video driver
151 * added output of SDL video and audio driver to "version info" page
154 * added group element drawing to IntelliDraw drawing functions
155 * fixed animation resetting problem again (last try broke Snake Bite)
156 * fixed diagonal scrolling in screen scrolling (last try broke Pac Man)
159 * added new (special) "include: <filename>" directive that works in all
160 configuration files (like "graphicsinfo.conf") and that has the same
161 effect as if that directive would be replaced with the content of the
162 specified file (this can be useful to split large configuration files
163 into several smaller ones and include them from one main file, or to
164 store configuration settings that always stay the same into a separate
165 file, while including it and only add those parts that really change)
168 * fixed minor bug (screen redraw of player tiles) in EMC graphics engine
171 * fixed bug in "InitMovingField()" where treating an integer array as
172 boolean caused wrong resetting of animations while elements are moving
173 * fixed problem with resetting animations when starting element change
176 * added sort priority for order of title screens and title messages
179 * changed end of game again: do not wait for the user to press a key
180 anymore, but directly ask/confirm tape saving and go to hall of fame
181 * re-enabled quitting of lost game by pressing space or return again
182 * added blanking of mouse pointer when displaying title screens
183 * added remaining menu draw offset definitions for info sub-screens
186 * added setup option to select game speed (from very slow to very fast)
187 * improved handling of title text messages (initial and for level set)
190 * added new options "auto-wrap" and "centered" for DC2 style envelopes
193 * fixed displaying and typing of player name when it is centered
194 * added special characters to be allowed for player name (not only A-Z)
197 * fixed blit in ScrollLevel() to same bitmap to not overlap anymore
198 (newer versions of the SDL library seem to not like this anymore)
201 * added code for configuration directives for control of game panel
204 * fixed small cosmetical bug with underlining property tabs in editor
207 * fixed small drawing bug in X11FadeRectangle
208 * added new elements for newly supported Diamond Caves II levels:
209 - EM/DC style exits that disappear after passing
210 - white key and gate (one white key needed for each white gate)
211 - fake gate (there is no key to open/pass this kind of gate!)
212 - extended magic wall which also handles pearls and crystals
216 * changed maximum value for endless loop detection to a higher value
217 (some levels really used very deep recursion without being endless)
220 * added new elements for newly supported Diamond Caves II levels:
221 - growing steel walls
222 - snappable land mine
225 * added new elements for newly supported Diamond Caves II levels:
226 - steel text elements
229 * added level file loader for native Diamond Caves II levels
232 * version number set to 3.2.4
235 * version 3.2.3 released
238 * fixed malloc/free bug when updating EMC artwork entries in level list
239 * added workaround (warning and request to quit the current game) when
240 changing elements cause endless recursion loop (which would otherwise
241 freeze the game, causing a crash-like program exit on some systems)
244 * fixed nasty string overflow bug when entering too long envelope text
247 * added feedback sounds for menu navigation "menu.item.activating" and
248 "menu.item.selecting" (for highlighting and executing menu entries)
251 * improved "no scrolling when relocating" to also consider scroll delay
252 (meaning that the player is not automatically centered in this case;
253 this makes it possible to "invisibly" relocate the player to a region
254 of the level playfield which looks the same as the old level region)
255 * fixed bug with not recognizing "main.input.name.align" when active
258 * fixed bug with displaying masked borders over title screens when
259 screen fading is disabled
262 * fixed infinite loop / crash bug when killing the player while having
263 a CE with the setting "kill player X when explosion of <player X>"
264 * added special editor graphic for "char_space" to distinguish it from
265 "empty_space" when editing a level (in-game graphics still the same)
268 * fixed nasty bug with initialization only done for the first player
271 * small change to handle loading empty element/content list micro chunks
274 * uploaded pre-release (test) version 3.2.3-0 binary and source code
277 * some optimizations on startup speed by reducing initial text output
280 * added caching of custom artwork information for faster startup times
283 * fixed graphical bug when using fewer menu entries on level selection
284 screen than usual (with "menu.list_size.LEVELS" directive)
285 * fixed crash bug (Windows/SDL only) caused by BlitBitmap blitting from
286 the backbuffer to the backbuffer by error (with identical rectangle)
289 * fixed bug when displaying titlescreen with size less than element tile
290 * fixed bug that caused elements with "change when digging <e>" event
291 to change for _every_ digged element, not only those specified in <e>
292 * fixed bug that caused impact style collision when dropping element one
293 tile over the player that can both fall down and smash players
294 * fixed bug that caused impact style collision when element changed to
295 falling/smashing element over the player immediately after movement
298 * fixed bug that allowed making engine snapshots from the level editor
301 * fixed bugs with player name and current level positions on main screen
304 * added configuration directives for control of title screens:
305 - "title.fade_delay" for fading time
306 - "title.post_delay" for pause between screens (when not crossfading)
307 - "title.auto_delay" to automatically continue after some time
308 these settings can each be overridden by specifying them with titles:
309 - "titlescreen_initial_{1-5}.{fade_delay,post_delay,auto_delay}"
310 - "titlescreen_{1-5}.{fade_delay,post_delay,auto_delay}"
311 fading mode can also be specified:
312 - "titlescreen_initial_{1-5}.anim_mode: {fade,crossfade}
313 - "titlescreen_{1-5}.anim_mode: {fade,crossfade}
314 default is using normal fading for menues and initial title screens,
315 while using cross-fading for level set title screens
316 * fixed bug with background not drawn in Hall of Fame after game was won
319 * added configuration directives for the remaining main menu items
322 * added additional configuration directives for info screen draw offset:
323 menu.draw_{x,y}offset.INFO[{ELEMENTS,MUSIC,CREDITS,PROGRAM,LEVELSET}]
324 * added additional configuration directives for preview info text
325 * limited mouse wheel sensitive screen area to scrollable screen area
328 * added highlighted menu text entries to menu navigation when selected
331 * fixed bug that prevented player from correctly being created in the
332 top left corner by a custom element change in a level without player
333 * fixed bug that prevented player from being killed when indestructible,
334 non-walkable element is placed on player position by extended change
335 * added configurable menu button, text and input positions to main menu
338 * added page fading effects for remaining info sub-screens
339 * fixed small bug that caused some delays when answering door request
342 * added directives "border.draw_masked.*" for menu/playfield area and
343 door areas to display overlapping/masked borders from "global.border"
346 * fixed bug with CE with move speed "not moving" not being animated
347 * when changing player artwork by CE action, reset animation frame
350 * fixed bug with not unmapping main menu screen gadgets on other screens
351 * fixed bug with un-pausing a paused game by releasing still pressed key
352 * fixed bug with not redrawing screen when toggling to/from fullscreen
353 mode while fast reloading tape (without redrawing playfield contents)
354 * fixed bug with quick-saving tape snapshot despite answering with "no"
357 * version number set to 3.2.3
360 * version 3.2.2 released
363 * fixed bug with redrawing screen in fullscreen mode after quick tape
364 reloading when using the EMC game engine
365 * changed token names from "last_ce_[1-8]" to "prev_ce_[1-8]"
368 * fixed bug in GameWon() when level contains no exit (like in Sokoban)
371 * added engine snapshot functionality for instant tape reloading (this
372 only works for the last tape saved using "quick save", and does not
373 work across program restarts, because it completely works in memory)
376 * version number set to 3.2.2
379 * version 3.2.1 released
382 * fixed nasty bugs with handling error message file on Mac OS X systems
385 * general code cleanup (removing many annoying "#if 0" blocks etc.)
388 * fixed bug that caused broken tapes when manually appending to tapes
389 using the "pause before death" functionality, followed by recording
390 * added setup option to disable fading of screens for faster testing
393 * code cleanup of new fading functions
396 * changed behaviour after solved game -- do not immediately stop engine
397 * added some more smooth screen fadings (game start, hall of fame etc.)
400 * fixed bug with displaying pushed CE with value/score/delay anim_mode
403 * added configurable level preview position, tile size and dimensions
404 * added configurable game panel value positions (gems, time, score etc.)
407 * fixed small bug with time displayed incorrectly when collecting CEs
410 * fixed bug with bumpy scrolling with EM engine in double player mode
413 * added compatibility code to fix "Snake Bite" style levels that were
414 broken due to a bugfix regarding EL_SOKOBAN_FIELD_PLAYER in 3.2.0
417 * fixed bug with scrollbars inside editor when using the Windows mouse
418 enhancement tool "True X-Mouse" (which injects key events to the event
419 queue to insert selected stuff into the Windows clipboard, which gets
420 confused with the "Insert" key for jumping to the last editor cascade
421 block in the element list)
422 * added Rocks'n'Diamonds icon for use as window icon to SDL version
423 * added key shortcut "Alt + Enter" to toggle fullscreen mode at any time
426 * added selection of preferred fullscreen mode to setup / graphics menu
427 (useful if default mode 800 x 600 does not match screen aspect ratio)
430 * improved down-scaling of images for better editor and preview graphics
431 * changed user data directory for Mac OS X from Unix style to new place
434 * improved level number selection in main menu and player selection in
435 setup menu (input devices section) by using standard button gadgets
436 * added support for mouse scroll wheel (caused buggy behaviour before)
437 * added support for scrolling horizontal scrollbars with mouse wheel by
438 holding "Shift" key pressed while scrolling the wheel
439 * added support for single step mouse wheel scrolling by holding "Alt"
440 key pressed while scrolling the wheel (can be combined with "Shift")
441 * changed output file "stderr.txt" on Windows platform now always to be
442 created in the R'n'D sub-directory of the personal documents directory
443 * added Windows message box to direct to "stderr.txt" after error aborts
446 * improved general scrollbar handling (when jump-scrolling scrollbars)
449 * changed scrollbars to always show last line as first after scrolling
450 (that means jumping n - 1 screen lines instead of n screen lines)
453 * fixed level versions of EMC level loader (from V4 to V1, V2 and V3)
454 * fixed level time for EMC levels for V2 engine (V2 and V5 levels)
455 * fixed special handling of vertically stacked acid becoming fake acid
458 * fixed bug (very special case) with CE_SCORE_GETS_ZERO, which can
459 affect multiple instances of the same CE, although this kind of
460 change condition usually only affects one single custom element
463 * version number set to 3.2.1
466 * version 3.2.0 released
469 * reorganized level editor element list a bit to match engines better
472 * fixed newly introduced bug with wrongly initializing clipboard element
475 * fixed bug with displaying visible/invisible level border in editor
478 * reorganized some elements in the level editor element list
481 * fixed bug with displaying any player as "yellow" when moving into acid
482 * fixed bug with displaying running player when player stopped at border
485 * fixed bug with player exploding when moving into acid
486 * fixed bug with level settings being reset in editor and when playing
487 (some compatibility settings being set not only after level loading)
488 * fixed crash bug when number of custom graphic frames was set to zero
489 * fixed bug with teleporting player on walkable tile not working anymore
490 * added partial compatibility support for pre-release-only "CONF" chunk
491 (to make Alan Bond's "color cycle" demo work again :-) )
494 * fixed some bugs when displaying title screens from info screen menu
495 * fixed bug which caused EMC doors #5 to #8 to be passable without keys
498 * changed file major version to 3 to reflect level file format changes
499 * uploaded pre-release (test) version 3.2.0-8 binary and source code
502 * added new chunk "NAME" to level file format for level name settings
503 * added new chunk "NOTE" to level file format for envelope settings
504 * changed name of chunk "CONF" to "ELEM" (for normal element settings)
505 * updated magic(5) file to recognize changed and new level file chunks
506 * removed change events "change when CE value/score changes" as unneeded
509 * changed gravity (which only affects the player) from level property
510 to player property (only makes a difference in multi-player levels)
511 * added change events "change when CE value/score changes"
512 * added change events "change when CE value/score changes of <element>"
515 * added new chunk "INFO" to level file format for global level settings
516 * added all element settings from "HEAD" chunk to "CONF" chunk
517 * added all global level settings from "HEAD" chunk to "INFO" chunk
520 * changed level file format by adding two new chunks "CUSX" (for custom
521 elements, replacing the previous "CUS4" chunk) and "GRPX" (for group
522 elements, replacing the previous "GRP1" chunk); these new IFF style
523 chunks use the new and flexible "micro chunks inside chunks" technique
524 already used with the new "CONF" chunk (for normal element properties)
525 which makes it possible to easily extend the existing level format
526 (instead of using fixed-length chunks like before, which are either
527 too big due to reserved bytes for future use, or too small when those
528 reserved bytes have all been used and even more data should be stored,
529 requiring the replacement by new and larger chunks just like it went
530 with "CUS1" to "CUS4"); this whole problem now does not exist anymore
533 * added credits pages to the "credits" section that were really missing
534 * added some missing element descriptions to the level editor
535 * added down position of switchgate switch to the level editor
536 and allowed the use of both switch positions at the same time
537 * changed use of "Insert" and "Delete" keys to navigate element list in
538 level editor to start of previous or next cascading block of elements
541 * added the possibility to view the title screen to the info screen menu
542 * fixed some minor bugs with viewing title screens
545 * fixed bug with title (cross)fading in/out when using fullscreen mode
548 * fixed bug that forced re-defining of menu settings in local graphics
549 config file which are already defined in existing base config file
550 * fixed small bug that caused door sounds playing when music is enabled
553 * added the possibility to define up to five title screens for each
554 level set that are displayed after loading using (cross)fading in/out
555 (this was added to display the various start images of the EMC sets)
558 * added "CE score gets zero [of]" to custom element trigger conditions
559 * added setup option to display element token name in level editor
562 * added compatibility code for Juergen Bonhagen's menu artwork settings
565 * fixed bug with displaying wrong animation frame 0 after CE changes
566 * fixed bug with creating invisible elements when light switch is on
569 * added selection between ECS and AGA graphics for EMC levels to setup
572 * adjusted font handling for various narrow EMC style fonts
575 * changed EM engine behaviour back to re-allow initial rolling springs
578 * fixed handling of over-large selectboxes (less error-prone now)
579 * fixed bug when creating GE with walkable element under the player
582 * added use of "Insert" and "Delete" keys to navigate element list in
583 level editor to start of custom elements or start of group elements
584 * added virtual elements to access CE value and CE score of elements:
585 - "CE value of triggering element"
586 - "CE score of triggering element"
587 - "CE value of current element"
588 - "CE score of current element"
591 * fixed "grass" to "sand" in older EM levels (up to file version V4)
594 * changed behaviour of network games with internal errors (because of
595 different client frame counters) from immediately terminating R'n'D
596 to displaying an error message requester and stopping only the game
597 (also to prevent impression of crashes under non command-line runs)
598 * fixed playing network games with the EMC engine (did not work before)
599 * fixed bug with not scrolling the screen in multi-player mode with the
600 focus on player 1 when all players are moving in different directions
601 * fixed bug with keeping pointer to gadget even after its deallocation
602 * fixed bug with allowing "focus on all players" in network games
603 * fixed bug with player focus when playing tapes from network games
606 * uploaded pre-release (test) version 3.2.0-7 binary and source code
609 * code cleanup for game action control for R'n'D and EMC game engine
612 * fixed bug in multi-player movement with focus on both players
613 * added option to control only the focussed player with all input
616 * added player focus switching to level tape recording and re-playing
619 * fixed some bugs in player focus switching in EMC and RND game engine
622 * added special Supaplex animations for Murphy digging and snapping
623 * added special Supaplex animations for Murphy being bored and sleeping
626 * added four new yam yams with explicit start direction for EMC engine
627 * fixed bug in src/libgame/text.c with printing text outside the window
630 * fixed small bug in EMC level loader (copyright sign in EM II levels)
633 * added delayed ignition of EM style dynamite when used in R'n'D engine
634 * added limited movement range to EMC engine when focus on all players
637 * fixed bug with missing (zero) score values for native Supaplex levels
640 * added "continuous snapping" (snapping many elements while holding the
641 snap key pressed, without releasing the snap key after each element)
642 as a new player setting for more compatibility with the classic games
645 * finished scrolling for "focus on all players" in EMC graphics engine
648 * level sets with "levels: 0" are ignored for levels, but not artwork
649 * fixed bug when scanning empty level group directories (endless loop)
652 * fixed bug with explosion graphic for player using "Murphy" graphic
653 * fixed bug with explosion graphic if player leaves explosion in time
654 * changed some descriptive text in setup menu to use medium-width font
655 * added key shortcut settings for switching player focus to setup menu
658 * fixed bug with random value initialization when recording tapes
659 * fixed bug with playing single player tapes when team mode activated
662 * fixed little bug when trying to switch to player that does not exist
665 * added player switching (visual and quick) to R'n'D and EM game engine
666 * added setup option to select visual or quick in-game player switching
669 * added use of "Home" and "End" keys to handle element list in editor
672 * fixed bug with adding score when playing tape with EMC game engine
673 * added steel wall border for levels using EMC engine without border
674 * finally fixed delayed scrolling in EMC engine also for small levels
677 * fixed potential crash bug in WarnBuggyBase() (missing boundary check)
680 * fixed bug with CE change order in TestIfElementTouchesCustomElement()
681 * fixed bug when displaying info element without action, but direction
684 * fixed minor graphical problems with springs smashing and slurping
685 (when using R'n'D style graphics instead of EMC style graphics)
688 * added scroll delay (as configured in setup) to EMC graphics engine
691 * improved screen redraw for EMC graphics engine (faster and smoother)
692 * when not scrolling, do not redraw the whole playfield if not needed
695 * added multi-player mode for EMC game engine (with up to four players)
698 * added android (can clone elements) from EMC engine to R'n'D engine
701 * added spring bumper (reflects spring) from EMC engine to R'n'D engine
704 * added selectbox for initial player speed to player settings in editor
707 * version 3.1.2 created that is basically version 3.1.1, but with a
708 major bug fixed that prevented editing your own private levels
709 * version 3.1.2 released
712 * added magic ball (creates elements) from EMC engine to R'n'D engine
715 * uploaded fixed pre-release version 3.2.0-6 binary and source code
718 * fixed bug when using "CE can leave behind <trigger element>"
719 * added new change condition "(after/when) creation of <element>"
720 * added new change condition "(after/when) digging <element>"
721 * fixed bug accessing invalid gadget that caused crashes under Windows
722 * deactivated new possibility for multiple CE changes per frame
725 * uploaded pre-release (test) version 3.2.0-6 binary and source code
728 * added animation types "ce_value" and "ce_score" to graphicsinfo.conf
729 * fixed bug with not keeping CE value for moving CEs with only action
730 * changed CE action selectboxes in editor to be only reset when needed
733 * added option "use artwork from element" for custom player artwork
734 * added option "use explosion from element" for player explosions
737 * added cascaded element lists in the level editor
738 * added persistence for cascaded element lists by "editorcascade.conf"
739 * added dynamic element list with all elements used in current level
740 * added possibility for multiple CE changes per frame (experimental)
743 * uploaded pre-release (test) version 3.2.0-5 binary and source code
746 * changed "score for each 10 seconds/steps left" to "1 second/step"
747 * added own score for collecting "extra time" instead of sharing it
748 * added change events "switched by player" and "player switches <e>"
749 * added change events "snapped by player" and "player snaps <e>"
750 * added "set player artwork: <element choice>" to CE action options
751 * added change event "move of <element>"
754 * added "set player shield: off / normal / deadly" to CE action options
755 * added new player option "use level start element" in level editor
756 to set the correct focus at level start to elements from which the
757 player is created later (this did not work before for cascaded CE
758 changes resulting in creation of the player; it is now also possible
759 to create the player from a yam yam which is smashed at level start)
762 * added "set player speed: frozen (not moving)" to CE action options
763 * added "move player: l/r/u/d/trigger/-trigger" to CE action options
766 * added new player option "block snap field" (enabled by default) to
767 make it possible to show a snapping animation like in Emerald Mine
770 * added dynamic selectboxes to custom element action settings in editor
771 * added "CE value" counter for custom elements (instead of "CE count")
772 * added option to use the last "CE value" after custom element change
773 * added option to use the "CE value" of other elements in CE actions
774 * fixed odd behaviour when pressing time orb in levels w/o time limit
775 * added checkbox "use time orb bug" for older levels that use this bug
778 * added missing configuration settings for the following elements:
779 - EL_TIMEGATE_SWITCH (time of open time gate)
780 - EL_LIGHT_SWITCH_ACTIVE (time of light switched on)
781 - EL_SHIELD_NORMAL (time of shield duration)
782 - EL_SHIELD_DEADLY (time of shield duration)
783 - EL_EXTRA_TIME (time added to level time)
784 - EL_TIME_ORB_FULL (time added to level time)
787 * added "wind direction" as a movement pattern for custom elements
788 * added initial wind direction for balloon / custom elements to editor
789 * added functionality for EL_BALLOON_SWITCH_NONE to R'n'D game engine
792 * added parameters for "game of life" and "biomaze" elements to editor
795 * added level file chunk "CONF" for generic level and element settings
798 * uploaded pre-release (test) version 3.2.0-4 binary and source code
801 * skip empty level sets (with "levels: 0"; may be artwork base sets)
802 * added sound action ".page[1]" to ".page[32]" for each CE change page
805 * added image config suffix ".clone_from" to copy whole image settings
806 * fixed bug with invalid ("undefined") CE settings in old level files
809 * fixed graphical bug with smashing elements falling faster than player
812 * fixed major bug which prevented private levels from being edited
813 * fixed bug with precedence of general and special font definitions
816 * fixed graphical bug with player animation when player moves slowly
819 * uploaded pre-release (test) version 3.2.0-3 binary and source code
822 * fixed bug which prevented "global.num_toons: 0" from working
825 * major code cleanup (removed all these annoying "#if 0" blocks)
828 * added custom element actions for CE change page in level editor
831 * fixed music initialization bug in init.c (thanks to David Binderman)
832 * fixed mouse wheel "button" bug in editor (thanks to Tomi Belan)
833 (this bug must probably be fixed at other places, too)
836 * fixed buggy '#include "SDL.h"' statements in src/libgame/sdl.h
837 (should be '#include <SDL.h>' instead)
840 * fixed bug which prevented "walkable from no direction" from working
841 (due to compatibility code overwriting this setting after loading)
844 * fixed bug on Mac OS X (use of reserved name "Random") in EM engine
847 * version number temporarily set to 3.1.1 (intermediate bugfix release)
848 * version 3.1.1 released
851 * changed some va_arg() arguments from 'long' to 'int', fixing problems
852 on 64-bit architecture systems with LP64 data model
855 * fixed bug with bombs not exploding when hitting the last level line
856 (introduced after the release of 3.1.0)
859 * added support for dumping small-sized level sketches from editor
862 * added recognition of "trigger element" for "change digged element to"
863 (this is not really what the "trigger element" was made for, but its
864 use may seem obvious for leaving back digged elements unchanged)
867 * fixed multiple warnings about failed joystick device initialization
870 * fixed bug with dynamite dropped on top of just dropped custom element
871 (collect dynamite, collect CE, drop CE => dynamite was also dropped);
872 dynamite can still be dropped, but drop key must be released before
875 * fixed bug with wrong start directory when started from file browser
876 (due to this bug, R'n'D could not be started from KDE's Konqueror)
879 * fixed bug causing "change when impact" on player not working
880 * fixed wrong priority of "hitting something" over "hitting <element>"
881 * fixed wrong priority of "hit by something" over "hit by <element>"
884 * fixed graphical bug which caused the player (being Murphy) to show
885 collecting animations although the element was collected by penguin
888 * fixed two bugs causing wrong door background graphics in system.c
889 (in functions "SetBackgroundBitmap()" and "DrawingOnBackground()")
892 * fixed graphic bug with exploding bomb and R'n'D graphics in EM engine
893 * added "no direction" to "walkable/passable from" selectbox options
896 * enhanced tape autoplay to accept "autoplay <set> [<nr> ...]" format
897 * in tape autoplay, not only report broken, but also missing tapes
900 * uploaded pre-release (test) version 3.2.0-2 binary and source code
903 * fixed small bug with "linear" animation not working for active lamp
906 * fixed bug with moving up despite gravity due to "block last field"
907 * fixed small bug with wrong draw offset when typing name in main menu
908 * when reading user names from "passwd", ignore data after first comma
909 * when creating new "levelinfo.conf", only write some selected entries
912 * fixed displaying "imported from/by" on preview with empty string
913 * fixed ignoring draw offset for fonts used for level preview texts
916 * fixed a delay problem with SDL and too many mouse motion events
917 * added setup option "skip levels" and level skipping functionality
920 * added move speed "not moving" for non-moving CEs, but with direction
923 * fixed mapping of obsolete element token names in "editorsetup.conf"
924 * fixed bug with sound "acid.splashing" treated as a loop sound
925 * fixed some little sound bugs in native EM engine
928 * fixed small bug when dragging scrollbars to end positions
931 * added editor element descriptions written by Aaron Davidson
934 * improved fallback handling when configured artwork is not available
935 (now using default artwork instead of exiting when files not found)
938 * fixed bug on level selection screen when dragging scrollbar
941 * fixed bug which caused broken tapes when appending to EM engine tapes
944 * uploaded pre-release (test) version 3.2.0-1 binary and source code
947 * added code to replace changed artwork config tokens with other tokens
948 (needed for backwards compatibility, so that older tokens still work)
951 * added native R'n'D graphics for some new EMC elements in EM engine
954 * fixed some bugs in the EM engine integration code
955 * changed EM engine code to allow diagonal movement
956 * changed EM engine code to allow use of separate snap and drop keys
959 * fixed some redraw bugs when using EM engine
962 * fixed bug with not converting RND levels which are set to use native
963 engine to native level structure when loading
966 * uploaded pre-release (test) version 3.2.0-0 binary and source code
969 * version number set to 3.2.0
972 * level data now reset to defaults after attempt to load invalid file
975 * added use of "editorsetup.conf" for different level sets
978 * added auto-detection for various types of Emerald Mine level files
981 * fixed bug with scrollbars getting too small when list is very large
984 * fixed bug with 3+3 (cross) sized explosion not making explosion sound
987 * added most level editor configuration gadgets for new EMC elements
990 * added more element and graphic definitions for new EMC elements
993 * modified native EM engine to use integrated R'n'D sound system
996 * added SDL support to graphics functions in native EM engine
997 (by always using generic libgame interface functions)
1000 * fixed bug in frame synchronization in native EM engine
1003 * added code to convert levels between R'n'D and native EM engine
1006 * new Emerald Mine engine can now play levels selected in main menu
1009 * fixed big memory leak in function "CreateBitmapWithSmallBitmaps()"
1010 (which creates scaled down graphics for level editor and preview);
1011 there's still a memory leak somewhere in the artwork handling code
1012 * added "scale image up" functionality to X11 version of zoom function
1015 * first attempts to integrate new, native Emerald Mine Club engine
1018 * fixed bug in gadget code which caused reset of CEs in level editor
1019 (example: pressing 'b' [grab brush] on CE config page erased values)
1020 (solution: check if gadgets in ClickOnGadget() are really mapped)
1021 * improved level change detection in editor (settings now also checked)
1022 * fixed bug with "can move into acid" and "don't collide with" state
1025 * fixed maze runner style CEs to use the configured move delay value
1028 * added Aaron Davidson's tutorial level set to the "Tutorials" section
1031 * fixed engine change that broke 3.0.8 levels like "Walpurgis Gardens"
1032 * fixed the above fix because it broke level set "machine" (*sigh*)
1033 * fixed random element placement in level editor to work as expected
1034 * fixed undefined graphic of runtime element "EL_AMOEBA_TO_DIAMOND"
1037 * re-recorded tape for BD2K3, level 010 (broken due to bugfix)
1040 * fixed bug (missing array boundary check) which caused broken tapes
1041 * fixed bug (when loading level template) which caused broken levels
1042 * fixed bug with new block last field code when using non-yellow player
1045 * fixed bug when pressing "stop, pause, stop, play" on tape recorder
1046 * internal change of how the player blocks the last field when moving
1047 * fixed blocking delay of last field for EM and SP style block delay
1048 * fixed bug where the player had to wait for the usual move delay after
1049 unsuccessfully trying to move, when he directly could move after that
1050 * the last two changes should make original Supaplex level 93 solvable
1051 * improved use of random number generator to make it less predictable
1052 * fixed behaviour of slippery SP elements to let slip left, then right
1055 * fixed bug with wrong door state after trying to quickload empty tape
1056 * fixed waste of static memory usage of the binary, making it smaller
1057 * fixed very little graphical bug in Supaplex explosion
1060 * version number set to 3.1.1
1063 * version 3.1.0 released
1066 * fixed bug with crash when writing user levelinfo.conf the first time
1069 * added option "convert LEVELDIR [NR]" to command line batch commands
1070 * re-converted Supaplex levels to apply latest engine fixes
1071 * changed "use graphic/sound of element" to "use graphic of element"
1072 due to compatibility problems with some levels ("bug machine" etc.)
1075 * fixed bug with CE change replacing player with same or other player
1078 * fixed bug with opaque font in envelope with background graphic when
1079 background graphic is not transparent itself
1082 * added "gravity on" and "gravity off" ports for Supaplex compatibility
1083 * corrected original Supaplex level loading code to use these new ports
1084 * also corrected Supaplex loader to auto-count infotrons if set to zero
1087 * fixed bug with missing initialization of "modified" flag for GEs
1090 * fixed bug that caused endless recursion loop when relocating player
1091 * fixed tape recorder bug in "step mode" when using "pause before end"
1092 * fixed tape recorder bug when changing from "warp forward" mode
1095 * fixed bug with "when touching" for pushed elements at last position
1098 * fixed bug that caused two activated toolbox buttons in level editor
1099 * fixed bug with exploding dynabomb under player due to other explosion
1102 * fixed bug with creating walkable custom element under player (again)
1103 * fixed bug with not copying explosion type when copying CEs in editor
1104 * fixed graphical bug when drawing player in setup menu (input devices)
1105 * fixed graphical bug when the player is pushing an accessible element
1106 * fixed bug with classic switchable elements triggering CE changes
1107 * fixed bug with entering/leaving walkable element in RelocatePlayer()
1108 * fixed crash bug when CE leaves behind the trigger player element
1111 * fixed bug with broken tubes after placing/exploding dynamite in them
1112 * fixed bug with exploding dynamite under player due to other explosion
1113 * fixed bug with not resetting push delay under certain circumstances
1116 * added option "handicap" for "levelinfo.conf" (thanks to Niko Böhm)
1117 * added network multiplayer code for Windows (thanks to Niko Böhm)
1120 * added option "reachable despite gravity" for gravity movement
1121 * changed gravity movement of most classic walkable and passable
1122 elements back to "not reachable" (for compatibility reasons)
1125 * fixed (removed) "indestructible" / "can explode" dependency in editor
1126 * fixed (removed) "accessible inside" / "protected" dependency
1127 * fixed (removed) "step mode" / "shield time" dependency
1130 * fixed dynabombs exploding now into anything diggable
1131 * fixed Supaplex style gravity movement into buggy base now impossible
1132 * added pressing key "space" as valid action to select menu options
1135 * added "replace when walkable" to relocate player to walkable element
1136 * added "enter"/"leave" event for elements affected by relocation
1137 * fixed "direct"/"indirect" change order also for "when change" event
1138 * fixed graphical bug when pushing things from elements walkable inside
1141 * fixed graphic bug when player is snapping while moving in old levels
1142 * fixed bug when a moving custom element leaves a player element behind
1143 * fixed bug with mole not disappearing when moving into acid pool
1144 * fixed bug with incomplete path setting when using "--basepath" option
1145 * moving CE can now leave walkable elements behind under the player
1146 * when relocating, player can be set on walkable element now
1147 * fixed another gravity movement bug
1150 * uploaded pre-release (test) version 3.1.0-2 binary and source code
1153 * added "collectible" and "removable" to extended replacement types
1154 (where "removable" replaces "diggable" and "collectible" elements)
1155 * added "collectible & throwable" (to throw element to the next field)
1156 * fixed bug with CEs digging elements that are just about to explode
1157 * changed mouse cursor now always being visible when game is paused
1160 * added possibility to push/press accessible elements from a side that
1162 * fixed bug with not setting actual date when appending to tape
1165 * fixed bug with incorrectly initialized custom element editor graphics
1168 * corrected set "Contributions_1995-2000/rnd_kjell_kristiansson":
1169 - number of levels corrected from 18 to 17 in "levelinfo.conf"
1172 * fixed bug with destroyed robot wheel still attracting robots forever
1173 * fixed bug with time gate switch deactivating after robot wheel time
1174 (while the time gate itself is not affected by this misbehaviour)
1175 * changed behaviour of BD style amoeba to always get blocked by player
1176 (before it was different when there were non-BD elements in level)
1177 * fixed bug with player destroying indestructable elements with shield
1180 * added option to make growing elements grow into anything diggable
1181 (for the various amoeba types, biomaze and "game of life")
1184 * fixed bug with movable elements not moving after left behind by CEs
1185 * changed gravity movement to anything diggable, not only sand/base
1186 * optionally allowing passing to walkable element, not only empty space
1187 * added option "can pass to walkable element" for players
1188 * finally fixed gravity movement (hopefully)
1191 * fixed bug with movable elements not moving anymore after falling down
1194 * fixed another bug with custom elements digging and leaving elements
1195 * fixed bug with "along left/right side" and automatic start direction
1196 * trigger elements now also displayed when "more custom" deactivated
1197 * fixed bug with clipboard element initialized when loading new level
1198 * added option "drop delay" to set delay before dropping next element
1201 * uploaded pre-release (test) version 3.1.0-1 binary and source code
1204 * added copy and paste functions for custom change pages
1205 * enhanced graphical display and functionality of tape recorder
1206 * fixed bug with custom elements digging and leaving elements
1209 * added move speed faster than "very fast" for custom elements
1210 * fixed bug with 3+3 style explosions and missing border content
1211 * fixed little bug when copying custom elements in the editor
1212 * enhanced custom element changes by more side trigger actions
1215 * added option "no scrolling when relocating" for instant teleporting
1216 * uploaded pre-release (test) version 3.1.0-0 binary and source code
1219 * added trigger element and trigger player to use as target elements
1220 * added copy and paste functions for custom and group elements
1223 * fixed graphical bug when displaying explosion animations
1224 * fixed bug when appending to tapes, resulting in broken tapes
1225 * re-recorded a few tapes broken by fixing gravity checking bug
1228 * "can move into acid" property now for all elements independently
1229 * "can fall into acid" property for player stored in same bitfield now
1230 * added option for deadliness of Supaplex 'sniksnak' and 'electron'
1231 * version number set to 3.1.0 (finally!)
1234 * changed tape recording to only record input, not programmed actions
1237 * fixed totally broken (every 8th frame skipped) step-by-step recording
1238 * fixed bug with requester not displayed when quick-loading interrupted
1239 * added option "can fall into acid (with gravity)" for players
1240 * fixed bug with player not falling when snapping down with gravity
1243 * fixed bug which messed up key config when using keypad number keys
1246 * fixed bug which allowed moving upwards even when gravity was active
1247 * fixed bug with missing error handling when dumping levels or tapes
1250 * added different colored editor graphics for Supaplex gravity tubes
1253 * fixed bug that allowed solvable tapes for unsolvable levels
1256 * use unlimited number of droppable elements when "count" set to zero
1257 * added option to use step limit instead of time limit for level
1260 * added player and change page as trigger for custom element change
1263 * fixed bug with exploding amoeba (explosion 3x3 instead of 1x1)
1266 * fixed bug with dark yamyam changing to acid when moving over acid
1267 * fixed handling of levels with more than 999 seconds level time
1268 (example: level 76 of "Denmine")
1271 * "spring push bug" reintroduced as configurable element property
1272 * fixed bug with missing properties for "mole"
1273 * fixed bug that showed up when fixing the above "mole" properties bug
1274 * added option "can move into acid" for all movable elements
1275 * fixed graphical bug for elements moving into acid
1276 * changed event handling to handle all pending events before going on
1279 * fixed bug which caused all CE change pages to be ignored which had
1280 the same change event, but used a different element side
1281 (reported by Simon Forsberg)
1283 * fixed bug which caused elements that can move and fall and that are
1284 transported by a conveyor belt to continue moving into that direction
1285 after leaving the conveyor belt, regardless of their own movement
1286 type; only elements which can not move are transported now
1287 (reported by Simon Forsberg)
1289 * fixed bug which could cause an array overflow in RelocatePlayer()
1290 (reported by Niko Böhm)
1292 * changed Emerald Mine style "passable / over" elements to "protected"
1293 (fixing unsolvable level 10 of "Bondmine 9" with bug beside gate)
1295 * added new option to select from which side a "walkable/passable"
1296 element can be entered
1299 * added explosion and ignition delay for elements that can explode
1302 * fixed bug which caused player not being protected against enemies
1303 when a CE was "walkable / inside" and was not "indestructible"
1304 * added "walkable/passable" fields to be "protected/unprotected"
1305 against enemies, even if not accessible "inside" but "over/under"
1308 * corrected move pattern to 32 bit and initial move direction to 8 bit
1311 * added second custom element base configuration page
1314 * added some special EMC mappings to Emerald Mine level loader
1315 (also covering previously unknown element in level 0 of "Bondmine 8")
1318 * added option to block last field when player is moving (for Supaplex)
1319 * adjusted push delay of Supaplex elements
1320 * removed delays for envelopes etc. when replaying with maximum speed
1321 * fixed bug when dropping element on a field that just changed to empty
1324 * fixed bug: infotrons can now smash yellow disks
1325 * fixed bug: when gravity active, port above player can now be entered
1326 * removed "one white dot" mouse pointer which irritated some people
1329 * added "choice type" for group element selection
1332 * fixed bug with initial invulnerability of non-yellow player
1335 * added level loader for loading native Supaplex packed levels
1336 (including multi-part levels like the "splvls99" levels)
1339 * fixed bug which allowed creating emeralds by escaping explosions
1342 * custom elements can change (limited) or leave (unlimited) elements
1343 * finally added multiple matches using group elements
1344 * added shortcut to dump brush (type ":DB" in editor) for use in forum
1347 * added new start movement type "previous" for continued CE movement
1348 * added new start movement type "random" for random CE movement start
1351 * added new element "sokoban_field_player" needed for Sokoban levels
1352 (thanks to Ed Booker for pointing this out!)
1355 * added elements that can be digged or left behind by custom elements
1358 * added group elements for multiple matches and random element creation
1361 * fixed some graphical errors displayed in old levels
1364 * fixed wrong double speed movement after passing closing gates
1367 * added level loader for loading native Emerald Mine levels
1370 * changes for "shooting" style CE movement
1373 * Happy New Year! ;-)
1376 * changed default snap/drop keys from left/right Shift to Control keys
1379 * fixed bug with dead player getting reanimated from custom element
1382 * fixed bug with wrong penguin graphics (when entering exit)
1385 * fixed bug with wrong "Murphy" graphics (when digging etc.)
1388 * version number set to 3.0.9
1391 * version 3.0.8 released
1394 * added function checked_free()
1397 * fixed bug with double nut cracking sound
1398 (by eliminating "default element action sound" assignment in init.c)
1401 * fixed crash when no music info files are available
1404 * fixed boring and sleeping sounds
1407 * added "maze runner" and "maze hunter" movement types
1408 * added extended collision conditions for custom elements
1411 * added warnings for undefined token values in artwork config files
1414 * added menu entry for level set information to the info screen
1417 * fixed bug with wrong default impact sound for colored emeralds
1420 * added several sub-screens for the info screen
1421 * menu text now also clickable (not only blue/red sphere left of it)
1424 * added configurable "bored" and "sleeping" animations for the player
1425 * added "awakening" sound for player when waking up after sleeping
1428 * added "copy" and "exchange" functions for custom elements to editor
1431 * added configurable element animations for info screen
1434 * added configurable music credits for info screen
1437 * finally fixed tape recording when player is created from CE change
1440 * added "editorsetup.conf" for editor element list configuration
1443 * added "musicinfo.conf" for menu and level music configuration
1446 * fixed a very nasty bug in dragon turning code in TurnRoundExt()
1447 (that only showed up on Linux, but not on Windows systems)
1450 * fixed turning movement of butterflies and fireflies (no frame reset)
1451 * enhanced sniksnak turning movement (two steps instead of only one)
1454 * version number set to 3.0.8
1457 * version 3.0.7 released
1460 * fixed reset of player animation frame when, for example,
1461 walking, digging or collecting share the same animation
1462 * fixed CE with "deadly when touching" exploding when touching amoeba
1465 * fixed tape recording when player is created from CE element change
1468 * introduced "turning..." action graphic for elements with move delay
1469 (non-CE: bug, spaceship, sniksnak, mole, pacman, yamyam)
1470 * added turning animations for bug, spaceship and sniksnak
1473 * prevent "extended" changed elements from delay change in same frame
1476 * fixed bug when pushing element that can move away to the side
1477 (like pushing falling elements, but now with moving elements)
1480 * finally fixed serious bug in code for delayed element pushing (again)
1483 * unavailable setup options now marked as "n/a" instead of "off"
1484 * new boolean directive "latest_engine" for "levelinfo.conf": when set
1485 to "true", levels are always played with the latest game engine,
1486 which is desired for levels that are imported from other games; all
1487 other levels are played with the engine version stored in level file
1488 (which is normally the engine version the level was created with)
1491 * fixed serious bug in code for delayed element pushing
1492 * fixed little bug in animation frame selection for pushed elements
1493 * speed-up of reading config file for verbose output
1496 * added configuration option for opening and closing Supaplex exit
1497 * added configuration option for moving up/down animation for Murphy
1498 * fixed incorrectly displayed animation for attacking dragon
1499 * fixed bug with not setting initial gravity for each new game
1500 * fixed bug with teleportation of player by custom element change
1501 * fixed bug with player not getting smashed by rock sometimes
1504 * version number set to 3.0.7
1507 * version 3.0.6 released
1510 * added support for MP3 music for SDL version through SMPEG library
1513 * fixed bug when initializing font graphic structure
1514 * fixed bug with animation mode "pingpong" when using only 1 frame
1515 * fixed bug with extended change target introduced in 3.0.5
1516 * fixed bug where passing over moving element doubles player speed
1517 * fixed bug with elements continuing to move into push direction
1518 * fixed bug with duplicated player when dropping bomb with shield on
1519 * added "switching" event for custom elements ("pressing" only once)
1520 * fixed switching bug (resetting flag when not switching but not idle)
1523 * fixed element tokens for certain file elements with ".active" etc.
1526 * version number set to 3.0.6
1529 * version 3.0.5 released
1532 * now four envelope elements available
1533 * font, background, animation and sound for envelope now configurable
1534 * main menu doors opening/closing animation type now configurable
1537 * active/inactive sides configurable for custom element changes
1538 * new movement type "move when pushed" available for custom elements
1541 * fixed bug in multiple config pages loader code that caused crashes
1544 * enhanced (remaining low-resolution) Supaplex graphics
1547 * version number set to 3.0.5
1550 * version 3.0.4 released
1552 2003-09-12 src/tools.c
1553 * fixed bug in custom definition of crumbled element graphics
1555 2003-09-11 src/files.c
1556 * fixed bug in multiple config pages code that caused crashes
1559 * version number set to 3.0.4
1562 * version 3.0.3 released
1565 * added music to Supaplex classic level set
1567 2003-09-07 src/libgame/misc.c
1568 * added support for loading various music formats through SDL_mixer
1570 2003-09-06 (various source files)
1571 * fixed several nasty bugs that may have caused crashes on some systems
1572 * added envelope content which gets displayed when collecting envelope
1573 * added multiple change event pages for custom elements
1575 2003-08-24 src/game.c
1576 * fixed problem with player animation when snapping and moving
1578 2003-08-23 src/screens.c, src/cartoons.c, src/libgame/toons.c
1579 * fixed problem with flickering when drawing toon animations
1581 2003-08-23 src/libgame/sdl.c
1582 * fixed problem with setting mouse cursor in SDL version in fullscreen
1584 2003-08-23 src/game.c
1585 * fixed bug (missing array boundary check) which could crash the game
1588 * version number set to 3.0.3
1591 * version 3.0.2 released
1593 2003-08-21 src/game.c
1594 * fixed bug with creating inaccessible elements at player position
1596 2003-08-20 src/init.c
1597 * fixed bug with not finding current level artwork directory
1599 2003-08-20 src/files.c
1600 * fixed bug with choosing wrong engine version when playing tapes
1601 * fixed bug with messing up custom element properties in 3.0.0 levels
1604 * version number set to 3.0.2
1607 * version 3.0.1 released
1609 2003-08-17 (no source files affected)
1610 * changed all "classic" PCX image files with 16 colors or less to
1611 256 color (8 bit) storage format, because the Allegro game library
1612 cannot handle PCX files with less than 256 colors (contributed
1613 graphics are not affected and might look wrong in the DOS version)
1615 2003-08-16 src/init.c
1616 * fixed bug which (for example) crashed the level editor when defining
1617 "dynamite.EDITOR: [NONE]", because graphics may not be undefined
1618 (only set to default) -- invalid graphics now set to default graphic
1620 2003-08-16 src/init.c
1621 * fixed graphical bug of player digging/collecting/snapping element
1622 when no corresponding graphic/animation is defined for this action,
1623 resulting in player being drawn as EL_EMPTY (which should only be
1624 done to elements being collected, but not to the player)
1626 2003-08-16 src/game.c
1627 * fixed small graphical bug of player not totally moving into exit
1629 2003-08-16 src/libgame/setup.c
1630 * fixed bug with wrong MS-DOS 8.3 filename conversion
1632 2003-08-16 src/tools.c
1633 * fixed bug with invisible mouse cursor when pressing ESC while playing
1635 2003-08-16 (various source files)
1636 * added another 128 custom elements (disabled in editor by default)
1638 2003-08-16 src/editor.c
1639 * fixed NULL string bug causing Solaris to crash in sprintf()
1641 2003-08-16 src/screen.c
1642 * fixed drawing over scrollbar on level selection with custom fonts
1644 2003-08-15 src/game.c
1645 * cleanup of simple sounds / loop sounds / music settings
1647 2003-08-08 (various source files)
1648 * added custom element property for dropping collected elements
1650 2003-08-08 src/conf_gfx.c
1651 * fixed bug with missing graphic for active red disk bomb
1653 2003-08-07 src/files.c, src/editor.c src/game.c, src/main.h
1654 * extended variable "level.gravity" to "level.initial_gravity" and
1655 "game.current_gravity" to prevent level setting from being changed
1656 by playing the level (keeping the runtime value after playing)
1658 * fixed graphics bug when digging element that has 'crumbled' graphic
1659 definition, but not 'diggable' graphic definition
1662 * version number set to 3.0.1
1665 * version 3.0.0 released
1668 * various bug fixes; among others:
1669 - fixed bug with pushing spring over empty space
1670 - fixed bug with leaving tube while placing dynamite
1671 - fixed bug with explosion of smashed penguins
1672 - allow Murphy player graphic in levels with non-Supaplex elements
1676 * I have forgotten to document changes for some time
1679 * pre-release version 2.2.0rc1 released
1682 * version number set to 2.1.2
1685 * version 2.1.1 released
1688 * version number set to 2.1.1
1691 * version 2.1.0 released
1694 * version number set to 2.1.0
1696 2002-04-03 to 2002-05-19 (various source files)
1697 * graphics, sounds and music now fully configurable
1698 * bug fixed that prevented walking through tubes when gravity on
1700 2002-04-02 src/events.c, src/editor.c
1701 * Make Escape key less aggressive when playing or when editing level.
1702 This can be configured as an option in the setup menu. (Default is
1703 "less aggressive" which means "ask user if something can be lost"
1704 when pressing the Escape key.)
1706 2002-04-02 src/screen.c
1707 * Added "graphics setup" screen.
1709 2002-04-01 src/screen.c
1710 * Changed "choose level" setup screen stuff to be more generic (to
1711 make it easier to add more "choose from generic tree" setup screens).
1713 2002-04-01 src/config.c, src/timestamp.h
1714 * Added source files "src/config.[ch]" and "src/timestamp.h" (which
1715 automatically gets created by "src/Makefile" and contains an actual
1716 compile-time timestamp to identify development versions of the game).
1718 2002-03-31 src/tape.c, src/events.c
1719 * Added quick game/tape save/load functions to tape stuff which can be
1720 invoked by a keyboard shortcut. Default: "F1" saves game/tape, "F2"
1721 loads previously recorded tape and directly goes into recording mode
1722 from the end of the tape (therefore appending to the tape).
1724 2002-03-31 src/tape.c
1725 * Added "index mark" function to tape recorder. When playing or
1726 recording, "eject" button changes to "index" button. Setting index
1727 mark is not yet implemented, but pressing index button when playing
1728 allows very quick advancing to end of tape (when normal playing),
1729 very fast forward mode (when playing with normal fast forward) or
1730 very fast reaching of "pause before end of tape" (when playing with
1731 "pause before end" playing mode).
1733 2002-03-30 src/cartoons.c
1734 * Moved some stuff from cartoons.c to the new "src/libgame/toons.c".
1736 2002-03-29 src/screen.c
1737 * Changed setup screen stuff to be more generic (to make it easier
1738 to add more setup screens).
1740 2002-03-23 src/main.c, src/main.h
1741 * Various changes due to the introduction of the new libgame files
1742 "setup.c" and "joystick.c".
1744 2002-03-23 src/files.c
1745 * Generic parts of "src/files.c" (mainly setup and level directory
1746 stuff) moved to new libgame file "src/libgame/setup.c".
1748 2002-03-23 src/joystick.c
1749 * File "src/joystick.c" moved to libgame source tree, with
1750 correspondig changes.
1752 2002-03-22 src/screens.c
1753 * "HandleChooseLevel()": Another bug in level series navigation fixed.
1754 (Wrong level series information displayed when entering main group.)
1756 2002-03-22 src/editor.c
1757 * Slight change to support new gadget event "GD_EVENT_INFO_LEAVING".
1759 2002-03-22 src/editor.c
1760 * Changed behaviour of "Escape" key in level editor to be more
1761 intuitive: When in "Element Properties" or "Level Info" mode,
1762 return to "Drawing Mode" instead of leaving the level editor.
1764 2002-03-21 src/game.c, src/editor.c, src/files.c
1765 * 2.0.1 introduced the corrected "Emerald Mine" style behaviour of
1766 gems (emeralds, diamonds, ...) slipping down from normal wall,
1767 steel wall and growing wall (as in E.M.C. style levels). Although
1768 the behaviour of contributed and private levels wasn't changed (due
1769 to the use of "level.game_version"; see previous entry), editing
1770 those levels will (of course) change the behaviour accordingly.
1772 This change seems a bit too hard after thinking about it, because
1773 the EM style behaviour is not the "expected" behaviour (gems would
1774 normally only slip down from "rounded" walls). Therefore this was
1775 now changed to an element property for gem style elements, with the
1776 default setting "off" (which means: no special EM style behaviour).
1777 To fix older converted levels, this flag is set to "on" for pre-2.0
1778 levels that are neither contributed nor private levels.
1780 2002-03-20 src/files.h
1781 * Corrected settings for "level.game_version" depending of level type.
1782 (Contributed and private levels always get played with game engine
1783 version they were created with, while converted levels always get
1784 played with the most recent version of the game engine, to let new
1785 corrections of the emulation behaviour take effect.)
1787 2002-03-20 src/main.h
1788 * Added "#include <time.h>". This seems to be needed by "tape.c" for
1789 compiling the SDL version on some systems.
1790 Thanks to the several people who pointed this out.
1793 * Version number set to 2.0.2.
1796 * Version 2.0.1 released.
1798 2002-03-18 src/screens.c
1799 * "HandleChooseLevel()": Small bug in level series navigation fixed.
1801 2002-03-18 src/files.c [src/libgame/misc.c]
1802 * Moved some common functions from src/files.c to src/libgame/misc.c.
1804 2002-03-18 src/files.c [src/libgame/misc.c]
1805 * Changed permissions for new directories and saved files (especially
1806 score files) according to suggestions of Debian users and mantainers.
1807 Thanks to Drew Parsons <dparsons@emerall.com> for the patch.
1809 2002-03-17 src/files.c
1810 * Changed "{Load|Save}{Level|Tape}()" to IFF style file format:
1811 Replaced "cookie" header string ("ROCKSNDIAMONDS_...\n") with
1812 real IFF style header "RND1....XXXX" (where "XXXX" is "CAVE"
1813 for levels and "TAPE" for tapes). Old "cookie" style format is
1814 still supported for reading. New level and tape files are written
1817 * New IFF chunk "VERS" contains version numbers for file and game
1818 (where "game version" is the version of the program that wrote the
1819 file, and "file version" is a version number to distinguish files
1820 with different format, for example after adding new features).
1822 2002-03-15 src/screen.c
1823 * "DrawHallOfFame()": "FadeSounds()" when entering the hall of fame.
1824 (Before, you heard a mixture of the in-game music and the
1825 hall-of-fame music.)
1827 2002-03-14 src/events.c
1828 * Function "DumpTape()" (files.c) now available by pressing 't' from
1829 main menu (when in DEBUG mode).
1831 2002-03-14 src/game.c
1832 * "GameWon()": When game was won playing a tape, now there is no delay
1833 raising the score and no corresponding sound is played.
1835 2002-03-14 src/files.c
1836 * Changed "LoadTape()" for real chunk support and also adjusted
1837 "SaveTape()" accordingly.
1839 2002-03-14 src/game.c, src/tape.c, src/files.c
1840 * Important changes to tape format: The old tape format stored all
1841 actions with a real effect with a corresponding delay between the
1842 stored actions. This had some major disadvantages (for example,
1843 push delays had to be ignored, pressing a button for some seconds
1844 mutated to several single button presses because of the non-action
1845 delays between two action frames etc.). The new tape format just
1846 stupidly records all device actions and replays them later. I really
1847 don't know why I haven't solved it that way before?! Old-style tapes
1848 (with tape file version less than 2.0) get converted to the new
1849 format on-the-fly when loading and can therefore still be played;
1850 only some minor parts of the old-style tape handling code was needed.
1851 (A perfect conversion is not possible, because there is information
1852 missing about the device actions between two action frames.)
1854 2002-03-14 src/files.c
1855 * New function "DumpTape()" to dump the contents of the current tape
1856 in a human readable format.
1858 2002-03-14 src/game.c
1859 * Small tape bug fixed: When automatically advancing to next level
1860 after a game was won, the tape from the previous level still was
1861 loaded as a tape for the new level.
1863 2002-03-14 src/tape.c
1864 * Small graphical bug fixed: When pressing ""Record" or "Play" on
1865 tape, cartoons did not get completely removed because
1866 StopAnimation() was not called.
1868 2002-03-13 src/files.c
1869 * Changed "LoadLevel()" and "SaveLevel()" to add new chunk "CNT2".
1870 Fixed bug of "CONT" and "BODY" (chunk size was set to 8-bit element
1871 size even when using 16-bit elements). Added new chunk "CNT2" for
1872 16-bit amoeba content (previously written in 8-bit field in "HEAD"
1873 chunk even when content was 16-bit element). "CNT2" should now be
1874 able to store content for arbitrary elements (up to eight blocks of
1875 3 x 3 element arrays). All "CNT2" elements will always be stored as
1876 16-bit elements. "CONT" (with 8/16-bit elements) now obsolete.
1878 2002-03-13 src/files.c
1879 * Changed "LoadLevel()" for real chunk support.
1881 2002-03-12 src/game.c
1882 * Fixed problem (introduced after 2.0.0 release) with penguins
1883 not getting killed by enemies
1885 2002-02-24 src/game.c, src/main.h
1886 * Added "player->is_moving"; now "player->last_move_dir" does
1887 not contain any information if the player is just moving at
1889 Before, "player->last_move_dir" was misused for this purpose
1890 for the robot stuff (robots don't kill players when they are
1891 moving). But setting "player->last_move_dir" to MV_NO_MOVING
1892 broke tapes when walking through pipes!
1893 ("IS_MOVING()" uses "MovPos[][]", but this fails when it is 0
1894 in a continuous movement. This fact is ignored for friends and