2 * ported Rocks'n'Diamonds to SDL2
5 * version number set to 3.3.1.3
8 * version 3.3.1.2 released
11 * improved error handling: display error message on screen (not only in
12 the error file or on the console), and display path of the error file
15 * fixed problem with R'n'D restarting with same level set that may have
16 caused a problem (and therefore failing again and again); after an
17 error, the last level set is now deactivated in file "levelsetup.conf"
18 to restart with default level set (which should work without error)
21 * fixed determining main game data directory on Mac OS X "Mavericks"
24 * version number set to 3.3.1.2
27 * version 3.3.1.1 released
30 * added scripts directory to distribution package to enable building
31 element definitions after editing artwork config source code files
34 * added volume controls for sounds, loops and music to sound setup
37 * version number set to 3.3.1.1
40 * version 3.3.1.0 released
43 * version number set to 3.3.1.0
46 * fixed display of level time switching from ascending to descending
47 when making use of the "time orb bug" (see element setting in editor)
48 (see level 053 of set "rnd_equinox_tetrachloride_ii" for an example)
49 * fixed graphics performance problems (especially on Mac OS X) by using
50 whole-playfield redraw on SDL target, while still using the previous
51 single-tile redraw method on X11 target (using redraw tiles threshold)
54 * fixed code (esp. random/tape handling) when compiled on 64-bit systems
55 (by replacing all "long" types by "int" types)
58 * fixed nasty bug (affecting crumbled graphics) after adding new special
59 graphics suffix ".TAPE" (and messing some things up in src/main.c)
62 * fixed wrong argument order in DrawTextBuffer() in gadgets.c
63 (this caused fonts in envelope config in level editor being invisible)
66 * fixed some problems with half tile size and even tile sized playfields
69 * added level selection screen (when clicking on main menu level number)
70 * added level tracing (played, solved) for use in level selection screen
71 (to display already played or solved levels in different font color)
74 * added alternative game mode for playing with half size playfield tiles
75 * fixed another memory violation bug in the native Supaplex game engine
76 (this potential memory bug was also in the original Megaplex code, but
77 apparently only occured under rare conditions triggered by using the
78 additional added preceding playfield memory area to make a few strange
79 levels using dirty off-playfield tricks (bugs) like "12s033.sp" also
80 solvable (this all worked fine in the classic DOS version, of course))
83 * added graphics performance optimization to native Supaplex game engine
84 * fixed bug with accidentally removing preceding buffer in SP engine
85 * moved some editor graphics from "RocksDoor.pcx" to "RocksMore.pcx"
86 (to prevent compatibility mapping of these newer graphics to older
87 (custom) versions of "RocksDoor.pcx" which did not contain them yet)
90 * added separately configurable game panel background to graphics config
91 * fixed displaying Supaplex time (now based on 35 fps instead of 50 fps)
94 * added tape panel graphics and screen positions to graphics config
97 * added compatibility stuff for redefined "global.door" (which affects
98 all parts of that image that have their own graphics definition now)
101 * added sound button graphics to graphics config
104 * added tape button graphics and screen positions to graphics config
107 * improved single step mode in R'n'D, EM and SP engines
110 * version number set to 3.3.0.2
113 * version 3.3.0.1 released
116 * added configurable key shortcuts for snap+direction player actions
117 (probably most useful for recording tool-assisted speedrun (TAS)
118 tapes using the single-step mode of the tape recorder)
121 * version number set to 3.3.0.1
124 * version 3.3.0.0 released
127 * fixed missing memory allocation in SP engine when saving engine data
128 for non-SP game engine snapshots (which also stores SP engine part)
131 * fixed problem with scrolling in native EM engine in multi-user mode
132 (this bug was just introduced with the experimental viewport stuff)
133 * fixed animation of splashing acid in EM engine with classic artwork
134 * fixed animation of cracking nut in EM engine with classic artwork
135 * fixed (implemented) single step mode in native EM and SP engines
136 * fixed "latest_engine" flag in classic levels (moved to single sets)
137 * updated SDL library DLLs for Windows to the latest release versions
138 (this fixed some mysterious crashes of the game on Windows systems)
139 * replaced EM and SP set in classic level set with native level files
140 * finally added a newly written "CREDITS" file to the game package
141 * removed sampled music loops from classic music set
144 * changed native Emerald Mine engine to support different viewport sizes
147 * changed native Supaplex engine to support different viewport sizes
150 * added initial, experimental support for different viewport properties
151 (with "viewports" being menu/playfield area and doors; currently the
152 size of the menu/playfield area and door positions can be redefined)
155 * added initial, experimental support for different window sizes
158 * added support for native Sokoban solution files in pure 'udlrUDLR'
159 format with extension ".sln" instead of ".tape" for solution tapes
162 * added image config suffix ".class" to be able to define classes of
163 crumbled elements which are then separated against each others when
164 drawing crumbled borders (class names can freely be defined)
165 (Example: "sand.CRUMBLED.class: sand" and "emc_grass.CRUMBLED.class:
166 emc_grass" results in sand and emc_grass being crumbled separately,
167 even if directly adjacent on the playfield.)
168 * added image config suffix ".style" to use two new features for
170 - "accurate_borders": try to draw correctly crumbled corners (which
171 means that a row of crumbled elements does not have two crumbled
172 corners for each element in the row, but only at the "real" corners
173 at the start and the end of the row of elements)
174 - "inner_corners": also draw inner corners in concave constructions
175 of several crumbled elements -- this is currently a big kludge: the
176 number of frames for crumbled graphic must be "2", with the first
177 frame as usual (crumbled graphic), while the second frame contains
178 the graphic with inner (crumbled) corners for the crumbled graphic
179 (These two features are mainly intended for bevelled walls, not for
180 diggable elements like sand; "inner_corners" only works reliably for
181 static walls, not for in-game dynamically changing walls using CEs.)
184 * finished code cleanup of native Supaplex game engine
187 * started code cleanup of native Supaplex game engine
190 * integrated playing sound effects into native Supaplex game engine
193 * added configurable key shortcuts for the tape recorder buttons
196 * added (hidden) function to save native Supaplex levels with tape as
197 native *.sp file containing level with demo (saved with a file name
198 similar to native R'n'D levels, but with ".sp" extension instead of
199 ".level"); to use this functionality, enter ":save-native-level" or
200 ":snl" from the main menu with the native Supaplex level loaded and
201 the appropriate tape loaded to the tape recorder
202 * fixed potential crash bug caused by illegal array access in engine
203 snapshot loading and saving code
204 * changed setting permissions of score files to be world-writable if
205 the program is not installed and running setgid to allow the program
206 to modify existing score files when run as a different user (which
207 allows cheating, of course, as the score files are not protected
208 against modification in this case)
209 * added (commented out) suggestions for RO_GAME_DIR and RW_GAME_DIR to
210 the top level Makefile for Debian / Ubuntu installations
211 * added saving read-only levels from editor into personal level set
212 (thanks to Bela Lubkin for the above four patches)
215 * added updating of game values on the panel to Supaplex game engine
218 * finished integrating R'n'D graphics engine into Supaplex game engine
219 (although some animations do not support full customizability yet)
222 * done integrating R'n'D graphics engine into file "Infotron.c"
223 * done integrating R'n'D graphics engine into file "OrangeDisk.c"
226 * integrated engine snapshot functionality into Supaplex game engine
229 * fixed bug in native Supaplex engine that broke several demo solutions
230 * fixed bug with re-initializing already existing elements in function
231 RelocatePlayer() in src/game.c (causing problems with Sokoban fields
232 counted a second time, making the currently playing level unsolvable)
233 * done integrating R'n'D graphics engine into file "SnikSnaks.c"
234 * done integrating R'n'D graphics engine into file "Electrons.c"
235 * done integrating R'n'D graphics engine into file "Zonk.c"
238 * done integrating R'n'D graphics engine into file "Murphy.c"
239 * done integrating R'n'D graphics engine into file "BugsTerminals.c"
242 * started integrating R'n'D graphics engine into Supaplex game engine
245 * added small kludge that allows transparent pushing animation over
246 non-black background (by using "game.use_masked_pushing: true")
247 * added editor flag to Sokoban field/object elements to automatically
248 finish solved Sokoban style levels (even if they contain non-Sokoban
249 elements, which prevents auto-enabling this feature for such levels)
252 * added new element "from_level_template" which is replaced by element
253 from level template at same playfield position when loaded (currently
254 not accessible from level editor, but only used for special Sokoban
255 level conversion when using "special_flags: load_xsb_to_ces")
256 * added special behaviour for "special_flags: load_xsb_to_ces": global
257 settings of individual level files are overwritten by template level
258 (except playfield size, level name, level author and template flag)
261 * added handling of gravity ports when converting Supaplex style R'n'D
262 levels to native Supaplex levels for playing with Supaplex engine
265 * fixed bug in Supaplex engine regarding initial screen scroll position
268 * fixed EMC style pushing animations in the R'n'D graphics engine (when
269 using ".2nd_movement_tile" for animations having start and end tile)
270 * for this to work (look) properly for two-tile pushing animations with
271 non-black (i.e. opaque) background, the pushing graphics drawing order
272 was changed to first draw the pushed element, then the player (maybe
273 this should be controlled by an ".anim_mode" flag yet to be added)
274 * two-tile animations for moving or pushing should have 7 frames for
275 normal speed, 15 frames for half speed etc. to display correct frames
276 * two-tile animations are also displayed correctly with different speed
277 settings for the player (for pushing animations) or moving elements
280 * added searching for template level (file "template.level") not only
281 inside the level set directory, but also in above level directories;
282 this makes is possible to use the same single template level file
283 (placed in a level group directory) for many level sub-directories
286 * fixed bug with steel exit being destructible during opening phase
287 * added token "special_flags" to "levelinfo.conf" (currently with the
288 only recognized value "load_xsb_to_ces", doing the same as the flag
289 "-Dload_xsb_to_ces" on the command line, but as a permanent flag for
290 converting all elements in native (XSB) Sokoban level files to CEs)
293 * fixed some problems with Supaplex engine when compiling for Windows
296 * added special mode to convert elements of Sokoban XSB levels to CEs
297 by adding "-Dload_xsb_to_ces" to the command line starting the game
298 (also adding a dependency to a template level file "template.level")
301 * added reading native Sokoban levels and level packages (XSB files)
304 * fixed bugs in (auto)scrolling behaviour when passing ports or when
305 wrapping around the playfield through "holes" in the playfield border
308 * changed internal playfield bitmap handling from playfield sized bitmap
309 to screen sized bitmap (visible scrolling area), therefore speeding up
310 graphics operations (by eliminating bitmap updates in invisible areas)
311 and removing playfield size limitations due to increasing bitmap size
312 for larger playfield sizes (while the new implementation always uses
313 a fixed playfield bitmap size for arbitrary internal playfield sizes)
316 * fixed bug with single step mode (there were some cases where the game
317 did not automatically return to pause mode, e.g. when trying to push
318 things that cannot be pushed or when trying to run against a wall)
321 * added support for loading Supaplex levels in MPX level file format
324 * fixed SP engine to set "game over" not before lead out counter done
327 * fixed (potential) compile error when using GCC option "-std=gnu99"
328 (thanks to Tom "spot" Callaway)
331 * fixed array allocation in native Supaplex engine to correctly handle
332 preceding scratch buffers (needed because of missing border checking)
333 * fixed playfield initialization to correctly add raw header bytes as
334 subsequent scratch buffer (needed because of missing border checking)
337 * most important parts of native Supaplex engine integration working:
338 - native Supaplex levels can be played in native Supaplex engine
339 - native Supaplex level/demo files ("*.sp" files) can be re-played
340 - all 111 classic original Supaplex levels automatically solvable
341 - native Supaplex engine can be selected and used from level editor
342 - logic of re-playing Supaplex demos migrated to R'n'D tape logic
345 * fixed another translation problem from VisualBasic to C (where "int"
346 should be "short") causing unsolvable demos with bugs and terminals
347 ("bugs" being related to the Supaplex "buggy base" element here ;-) )
350 * fixed bug when reading Supaplex single level files (preventing loader
351 from seeking to level position like in Supaplex level package files)
354 * first classic Supaplex level running and solved by solution/demo tape
357 * started with integration of native Supaplex engine, using source code
358 of Megaplex from Frank Schindler, based on original Supaplex engine
361 * version number set to 3.2.6.2
364 * version 3.2.6.1 released
367 * fixed bug with element_info[e].gfx_element not being initialized in
368 early game stage, causing native graphics in EMC level sets to be
369 mapped completely to EL_EMPTY (causing a blank screen when playing)
370 (this only happened when starting the program with an EMC set with
371 native graphics, but not when switching to such a set at runtime)
374 * deactivated blit-to-same-surface workaround again (see 2009-03-24)
375 and using self-compiled, patched SDL.dll that solves this problem
376 (interim solution until release of SDL 1.2.14 that should fix this)
379 * extended backwards compatibility mode to allow already fixed bug with
380 change actions (see "2008-02-05") for existing levels (especially the
381 Zelda and Zelda II levels and other cool stuff by Alan Bond like FMV)
384 * reactivated workaround to prevent program crashes due to blitting to
385 the same SDL surface that apparently only occurs on Windows systems
386 (this is no final solution; this problem needs further investigation)
389 * version number set to 3.2.6.1
392 * version 3.2.6.0 released
395 * fixed behaviour of player option "no centering when relocating" which
396 was incorrect when disabled and relocation target inside visible area
397 and "no scrolling when relocating" enabled at the same time
400 * fixed problems with re-mapping players on playfield to input devices:
401 previously, players found on the level playfield were changed to the
402 players connected to input devices (for example, player 3 in the level
403 was changed to player 1 (using artwork of player 3, to be able to use
404 a player with a different color)); this had the disadvantage that CE
405 conditions using player elements did not work (because the players in
406 the level definition are different to those effectively used in-game);
407 the new system uses the same player elements as defined in the level
408 playfield and re-maps the input devices of connected players to the
409 corresponding player elements when playing the level (in the above
410 example, player 3 now really exists in the game and is moved using the
411 events from input device 1); level tapes still store the events from
412 input devices 1 to 4, which are then re-mapped to players accordingly
413 when re-playing the tape (just as it is done when playing the level)
416 * fixed bug with player relocation while the player switches an element
419 * fixed bug with EM/DC style exit and EM/DC style steel exit which was
420 not walkable (and did not let the player enter) when in process of
421 opening, but not fully open yet (which can cause the player not being
422 able to enter the exit in EM/DC style levels in time)
425 * fixed some bugs regarding the new level/CE random seed reset options
428 * moved "level settings" and "editor settings" to two tabbed screens in
429 level editor to gain space for additional level property settings
430 * added level setting to start a level with always the same random seed
431 * added CE action "set random seed" to re-initialize random seed in game
432 (this is the only CE action that gets executed before the CE changes,
433 which is needed to use the newly set random seed during the CE change)
436 * fixed redraw problem of special editor door when playing from editor
439 * fixed initialization of gfx_element for level sketch image creation
442 * added switch for EM style dynamite "[ ] explodes with chain reaction"
443 (with default set to "on" for existing levels, but "off" for all new
444 levels), as EM style dynamite does not chain-explode in original EM
447 * added optional initial inventory for players (pre-collected elements)
448 * added change page actions "set player inventory" and "set CE artwork"
449 * added recognition of "player" parameter on change pages when player
450 actions are defined, but no trigger player in corresponding condition
451 (this resulted in actions that only affected the first player before)
452 * fixed bug with change actions being executed for newly created custom
453 elements resulting from custom element changes, when the intention was
454 only to check for change actions for the previous custom element
457 * changed design and size of element drawing area in level editor
458 * added "element used as action parameter" to element change actions
461 * added possibility to reanimate player immediately after his death
462 (for example, by "change to <player> when explosion of <player>")
465 * fixed bug with "gray" white door not being uncovered by magnifier
466 * added score for collecting (any) key to the white key config page
469 * added condition "deadly when <getting hit by>" for custom elements
470 that behaves a bit like the existing "deadly when <colliding with>",
471 but with the following differences:
472 - it only kills players or friends when it was moving before it hits
473 - it does not kill players or friends that try to run into it
476 * fixed the following change conditions where a player element is used
477 as the "element that is triggering the custom element change":
480 - explosion of <element>
482 (the last two conditions already worked partially, but only for the
483 first player, and not for the "Murphy" player when using "move of")
486 * fixed crash bug caused by accessing invalid element (with value -1)
487 in UpdateGameControlValues()
488 * fixed graphical bug when using two-tile movement animations with EMC
489 game engine without explicitly using native EMC graphics engine
492 * fixed bug in new "can dig" feature (see below) so that an unsuccessful
493 try to push something (due to push delay) does not cause a dig action
496 * fixed bug with reference elements used as trigger elements on custom
497 element change pages not being recognized
498 * fixed bug with reference elements not being removed from the playfield
499 * added engine functionality that allows custom elements that "can dig"
500 other elements not only to do so when moving by themselves, but also
501 when being pushed by the player (therefore adding the functionality to
502 push one element over another element, replacing it with the new one)
505 * added command line function to write level sketch images to directory
508 * merged override and auto-override options into new override options
509 with a new data type than can take the values "no", "yes" and "auto"
512 * fixed growing steel wall to also leave behind steel wall instead of
513 normal, destructible wall
514 * fixed handling of rocks falling through stacks of quicksand with
515 different speed (before, the rocks just got stuck in the quicksand)
518 * fixed nasty bug with auto-override and normal override not working on
519 program startup (especially when current level set has custom artwork)
522 * version 3.2.5 released as special edition "R'n'D jue"
525 * fixed X11 crash bug when blitting masked title screens over background
528 * changed build system to support special editions (like "R'n'D jue")
529 * added (hardcoded) loading graphics for "R'n'D jue" special edition
530 * fixed X11 crash bug when scaling images with width/height less than 32
533 * added "background.PLAYING" (only visible as two-pixel border in game)
534 * added default level set for first start of special R'n'D version
535 * changed door animations for editor always behaving like "quick doors"
538 * added new custom artwork setup option "auto-override non-CE sets" for
539 automatic artwork override that is only used for level sets without
540 custom element artwork (as it does not make much sense to override
541 any artwork that redefines custom element artwork for sets using CEs)
542 * fixed default artwork for "special" R'n'D versions always using the
543 "classic" artwork as the base if base artwork is not explicitly
544 defined in "levelinfo.conf", regardless of different default artwork
545 used by the special R'n'D version -- this is needed because any such
546 custom artwork is designed using the "classic" artwork definitions as
547 the base (including menu definitions and screen positions etc., which
548 would otherwise be taken from the different special default artwork)
551 * fixed drawing of animated "quicksand.filling" and "quicksand.emptying"
552 for both EMC and R'n'D graphics engine (heavy workarounds needed due
553 to massively broken handling of quicksand in R'n'D game engine)
554 * fixed off-limits access to array in DrawLevelFieldCrumbledSandExt()
555 * fixed crash bug (hopefully) when scrolling with cursor keys in editor
558 * fixed small bug in toon drawing (introduced when fixing the crash bug)
561 * added graphics definition "game.panel.highscore" to display the
562 current levels current high score in the game panel
565 * version number set to 3.2.5
568 * version 3.2.4 released
571 * fixed crash bug in toon drawing functions for large step offset values
574 * fixed some problems with displaying game panel when quick-loading tape
577 * fixed (experimental only) redrawing of every tile per frame (even if
578 unneeded) for the extended (R'n'D based) EMC graphics engine
579 * added optimization to only calculate element count for panel display
580 if really needed (that is, if element count values defined on panel)
581 * fixed problem with special editor door redraw when entering main menu
584 * fixed bug with displaying background for title messages on info screen
585 * some code cleanup for the extended (R'n'D based) EMC graphics engine
588 * fixed bug with CE action "move player" always resulting in player 4
589 if there was a CE action with no trigger player (because the player
590 element was calculated by using log_2() from trigger player bits with
591 the value PLAYER_BITS_ANY) -- this is now fixed by also storing the
592 triggering player bit mask and handling all players in "move player"
593 * fixed bug when defined artwork cannot be found for artwork that has
594 default artwork cloned from other artwork (without default filename)
595 * added several fixes to the extended (R'n'D based) EMC graphics engine
598 * fixed broken editor copy and paste for custom elements between levels
601 * title messages are now also searched in graphics artwork directory;
602 those found in graphics directory have precendence over those found
603 in level directory -- this handles title messages stored in graphics
604 directories as part of the artwork set, just like title images; this
605 makes sense, as corresponding special font definitions for messages
606 are usually defined in the same graphics artwork directory, and also
607 because title images and title messages that are combined in a level
608 set introduction should usually not be separated when the level set
609 is used with a different artwork set (e.g. using "override graphics")
610 * fixed problem with door borders on main screen by first drawing doors
611 and then the corresponding border masks, but not vice versa
612 * fixed problem with artwork config entries using the value "[DEFAULT]";
613 this does not what one might expect, but sets the value to an invalid
614 value -- solution: simply ignore such entries, which results in this
615 value keeping its previous (real) default value (in general, entries
616 that should use their default value should just not be defined here)
617 * fixed problem with wrong fading area size from main menu to setup menu
620 * fixed problem with broken crumbled graphics after level set changes
621 when using R'n'D custom artwork with level sets using the EMC engine
624 * fixed invisible "joysticks deactivated ..." text on setup input screen
627 * added use of hashes created from static lists (element tokens, image
628 config, font tokens) to speed up lookup of configuration parameters
629 * fixed bug where element and graphic config token lookup was mixed up
632 * added "busy" animation when initializing program and loading artwork
633 * added initialization profiling for program startup (debugging only)
636 * fixed(?) very strange bug apparently triggered by memset() when code
637 was cross-compiled with MinGW cross-compiler for Windows XP platform
638 (this only happened when using SDL.dll also self-compiled with MinGW)
641 * added graphics engine directive "border.draw_masked_when_fading" that
642 enables/disables drawing of border mask over screen that is just faded
645 * fixed small problem with separate fading definition for game screen
648 * added additional configuration directives for setup screen draw offset
649 menu.draw_xoffset.SETUP[XXX] and menu.draw_yoffset.SETUP[XXX] with XXX
650 in GAME, EDITOR, GRAPHICS, SOUND, ARTWORK, INPUT, SHORTCUTS_1,
651 SHORTCUTS_2, CHOOSE_ARTWORK, CHOOSE_OTHER (where "CHOOSE_ARTWORK" is
652 used to define draw offset on custom artwork selection screens and
653 "CHOOSE_OTHER" is used on all other list style selection screens, like
654 choosing game speed or screen mode for fullscreen mode)
655 * added additional configuration directives to define main menu buttons:
656 - menu.button_name and menu.button_name.active
657 - menu.button_levels and menu.button_levels.active
658 - menu.button_scores and menu.button_scores.active
659 - menu.button_editor and menu.button_editor.active
660 - menu.button_info and menu.button_info.active
661 - menu.button_game and menu.button_game.active
662 - menu.button_setup and menu.button_setup.active
663 - menu.button_quit and menu.button_quit.active
664 * added eight pure decoration graphic definitions for the game panel
667 * added support for accessing native Diamond Caves II level packages
668 * fixed displaying of game panel values for Emerald Mine game engine
669 * fixed displaying end-of-level time and score values on new game panel
672 * added game panel control to display arbitrary elements on game panel
673 * added game panel control to display custom element score (globally
674 unique for identical custom elements) either as value or as element
675 * added ".draw_masked" and ".draw_order" to game panel control drawing
678 * fixed some general bugs with handling of ".active" elements and fonts
681 * cleanup of game panel elements (some elements were not really needed)
682 * added displaying of gravity state (on/off) as new game panel control
683 * added animation for game panel elements (similar to game elements)
686 * added new pseudo game mode "PANEL" to define panel fonts and graphics
687 - panel fonts now use ".PANEL" suffix instead of ".PLAYING" suffix
688 - panel graphics now use ".PANEL" suffix instead of ".DOOR" suffix
689 (else graphics would have to use ".PLAYING", which would be confusing)
690 * fixed bug when fading out to game screen with border mask defined
693 * added attribute ".tile_size" for element style game panel controls
696 * added <space> key as additional valid key to use for confirm requester
699 * improved menu fading, adding separate fading definitions for entering
700 and leaving a "content" screen (in general), and optional definitions
701 for the special "content" screens SCORES, EDITOR, INFO and PLAYING
704 * added (currently invisible) setup option to define scroll delay value
705 * fixed small bug in priority handling when auto-detecting level start
706 position in levels without player element (but player from CE etc.)
707 * added option "game.forced_scroll_delay_value" to override user choice
708 of scroll delay value for certain level sets with "graphicsinfo.conf"
709 * replaced setup option "scroll delay: on/off" by new setup option that
710 directly allows selecting the desired scroll delay value from 0 to 8
713 * added displaying of most game panel control elements (not animated)
716 * added new configuration directives to display additional game engine
717 values on the game control panel, like the following examples:
718 - game.panel.time_hh/time_mm/time_ss - level time in HH/MM/SS format
719 - game.panel.penguins - number of penguins to rescue
720 - game.panel.level_name - level name of current level
723 * added support for preview tile sizes "1" and "2" (1x1 and 2x2 pixels)
726 * added new player option "no centering when relocating" for "invisible"
727 teleportations to level areas that look exactly the same, giving the
728 illusion that the player did not relocate at all (this was the default
729 since 3.2.3, but caused visual problems with room creation in "Zelda")
730 * added new menu fading effect "melt", shamelessly stolen from "DOOM"
733 * improved menu fading, adding separate fading definitions for entering
734 and leaving a menu and for fading between menu and "content" screens
735 * fixed small bug with recognizing also ".font_xyz" style definitions
738 * improved menu fading, adding separate fading definitions for fading
739 between menu screens and fading between menu and "destination" screens
742 * titlemessage_initial_x and titlemessage_x set to "[DEFAULT]" in static
743 configuration (set from "[titlemessage_initial]" and "[titlemessage]")
744 * fading settings of "[titlemessage_initial]" and "[titlemessage]" set
745 to "[DEFAULT]" in static configuration (set from "[title_initial]" and
747 * improved title fading, allowing fading animation types "none", "fade"
748 and "crossfade" (including cross-fading of last title to main menu)
751 * added configurability of graphics, sounds and music for title screens,
752 which are separated into initial title screens (only shown once at
753 program startup) and title screens shown for a given level set; these
754 title screens can be composed of up to five title images and up to
755 five title text messages (each drawn using an optional background
756 image), also using background music and/or sounds; aspects like
757 background images, sounds and music of title screens can either be
758 defined generally (valid for all title screens) or specifically (and
759 therefore differently for each title screen) using these directives:
761 to define a background image, sound or music file for all screens:
762 - background.TITLE_INITIAL (for all title screens for game startup)
763 - background.TITLE (for all title screens for level sets)
765 to define a background image, sound or music file for a single screen:
766 - background.titlescreen_initial_x (with x in 1,2,3,4,5)
767 - background.titlescreen_x (with x in 1,2,3,4,5)
768 - background.titlemessage_initial_x (with x in 1,2,3,4,5)
769 - background.titlemessage_x (with x in 1,2,3,4,5)
771 to define the title screen images:
772 - titlescreen_initial_x (with x in 1,2,3,4,5)
773 - titlescreen_x (with x in 1,2,3,4,5)
775 to define the title text messages, place text files into the level set
776 directory that have the following file names:
777 - titlemessage_initial_x.txt (with x in 1,2,3,4,5)
778 - titlemessage_x.txt (with x in 1,2,3,4,5)
780 to define the properties of the text messages, either use directives
781 that affect all text messages:
782 - [titlemessage_initial].<suffix>
783 - [titlemessage].<suffix>
784 or use directives that affect single text messages:
785 - titlemessage_initial_x.<suffix> (with x in 1,2,3,4,5)
786 - titlemessage_x.<suffix> (with x in 1,2,3,4,5)
788 valid values for <suffix> are the same as for readme.<suffix> below;
789 use ".sort_priority" (default: 0) to define an arbitrary order for
790 title images and title messages (which can therefore be mixed)
793 * added full configurability of "readme.txt" screen appearance:
794 - readme.x: <left position used with alignment>
795 - readme.y: <top position>
796 - readme.width: <maximim text width in pixels>
797 - readme.height: <maximum text height in pixels>
798 - readme.chars: <maximum number of chars per line>
799 - readme.lines: <maximum number of lines displayed>
800 - readme.align: left,center,right (default: center)
801 - readme.top: top,middle,bottom (default: top)
802 - readme.font: font name
803 - readme.autowrap: true,false (default: true)
804 - readme.centered: true,false (default: false)
805 - readme.parse_comments: true,false (default: true)
806 - readme.sort_priority: (not used here, but only for title screens)
807 when "readme.chars" and/or "readme.lines" is set to "-1" (this is the
808 default), they are automatically determined from "readme.width" and
809 "readme.height" accordingly; when they are not "-1", they have
810 precedence over "readme.width" and "readme.height"
811 * added internal ad-hoc config settings for displaying text files like
812 title messages or "readme.txt" style level set info files:
813 - .font: font name (default: readme.font)
814 - .autowrap: true,false (default: readme.autowrap)
815 - .centered: true,false (default: readme.centered)
816 - .parse_comments: true,false (default: readme.parse_comments)
817 (the leading '.' and the separating ':' are mandatory here); to use
818 these ad-hoc settings, they have to be written inside a comment, like
819 "# .autowrap: false" or "# .centered: true"; these settings then
820 override the above global settings (they can even be used more than
821 once, like "# .centered: true", then some text that should be drawn
822 centered, then "# .centered: false" to go back to non-centered text;
823 important note: after using "# .parse_comments: false", or when using
824 "readme.parse_comments: false", detecting and parsing comments inside
825 the file is disabled and comments are just printed like normal text;
826 also be aware that all automatic text size calculations are done with
827 the font defined in "readme.font", while using different fonts using
828 "# .font: <font>" inside the text file may cause unexpected results
831 * changed some numerical limits in the level editor from 255 to 999
834 * added option "system.sdl_videodriver" to select SDL video driver
835 * added output of SDL video and audio driver to "version info" page
838 * added group element drawing to IntelliDraw drawing functions
839 * fixed animation resetting problem again (last try broke Snake Bite)
840 * fixed diagonal scrolling in screen scrolling (last try broke Pac Man)
843 * added new (special) "include: <filename>" directive that works in all
844 configuration files (like "graphicsinfo.conf") and that has the same
845 effect as if that directive would be replaced with the content of the
846 specified file (this can be useful to split large configuration files
847 into several smaller ones and include them from one main file, or to
848 store configuration settings that always stay the same into a separate
849 file, while including it and only add those parts that really change)
852 * fixed minor bug (screen redraw of player tiles) in EMC graphics engine
855 * fixed bug in "InitMovingField()" where treating an integer array as
856 boolean caused wrong resetting of animations while elements are moving
857 * fixed problem with resetting animations when starting element change
860 * added sort priority for order of title screens and title messages
863 * changed end of game again: do not wait for the user to press a key
864 anymore, but directly ask/confirm tape saving and go to hall of fame
865 * re-enabled quitting of lost game by pressing space or return again
866 * added blanking of mouse pointer when displaying title screens
867 * added remaining menu draw offset definitions for info sub-screens
870 * added setup option to select game speed (from very slow to very fast)
871 * improved handling of title text messages (initial and for level set)
874 * added new options "auto-wrap" and "centered" for DC2 style envelopes
877 * fixed displaying and typing of player name when it is centered
878 * added special characters to be allowed for player name (not only A-Z)
881 * fixed blit in ScrollLevel() to same bitmap to not overlap anymore
882 (newer versions of the SDL library seem to not like this anymore)
885 * added code for configuration directives for control of game panel
888 * fixed small cosmetical bug with underlining property tabs in editor
891 * fixed small drawing bug in X11FadeRectangle
892 * added new elements for newly supported Diamond Caves II levels:
893 - EM/DC style exits that disappear after passing
894 - white key and gate (one white key needed for each white gate)
895 - fake gate (there is no key to open/pass this kind of gate!)
896 - extended magic wall which also handles pearls and crystals
900 * changed maximum value for endless loop detection to a higher value
901 (some levels really used very deep recursion without being endless)
904 * added new elements for newly supported Diamond Caves II levels:
905 - growing steel walls
906 - snappable land mine
909 * added new elements for newly supported Diamond Caves II levels:
910 - steel text elements
913 * added level file loader for native Diamond Caves II levels
916 * version number set to 3.2.4
919 * version 3.2.3 released
922 * fixed malloc/free bug when updating EMC artwork entries in level list
923 * added workaround (warning and request to quit the current game) when
924 changing elements cause endless recursion loop (which would otherwise
925 freeze the game, causing a crash-like program exit on some systems)
928 * fixed nasty string overflow bug when entering too long envelope text
931 * added feedback sounds for menu navigation "menu.item.activating" and
932 "menu.item.selecting" (for highlighting and executing menu entries)
935 * improved "no scrolling when relocating" to also consider scroll delay
936 (meaning that the player is not automatically centered in this case;
937 this makes it possible to "invisibly" relocate the player to a region
938 of the level playfield which looks the same as the old level region)
939 * fixed bug with not recognizing "main.input.name.align" when active
942 * fixed bug with displaying masked borders over title screens when
943 screen fading is disabled
946 * fixed infinite loop / crash bug when killing the player while having
947 a CE with the setting "kill player X when explosion of <player X>"
948 * added special editor graphic for "char_space" to distinguish it from
949 "empty_space" when editing a level (in-game graphics still the same)
952 * fixed nasty bug with initialization only done for the first player
955 * small change to handle loading empty element/content list micro chunks
958 * uploaded pre-release (test) version 3.2.3-0 binary and source code
961 * some optimizations on startup speed by reducing initial text output
964 * added caching of custom artwork information for faster startup times
967 * fixed graphical bug when using fewer menu entries on level selection
968 screen than usual (with "menu.list_size.LEVELS" directive)
969 * fixed crash bug (Windows/SDL only) caused by BlitBitmap blitting from
970 the backbuffer to the backbuffer by error (with identical rectangle)
973 * fixed bug when displaying titlescreen with size less than element tile
974 * fixed bug that caused elements with "change when digging <e>" event
975 to change for _every_ digged element, not only those specified in <e>
976 * fixed bug that caused impact style collision when dropping element one
977 tile over the player that can both fall down and smash players
978 * fixed bug that caused impact style collision when element changed to
979 falling/smashing element over the player immediately after movement
982 * fixed bug that allowed making engine snapshots from the level editor
985 * fixed bugs with player name and current level positions on main screen
988 * added configuration directives for control of title screens:
989 - "title.fade_delay" for fading time
990 - "title.post_delay" for pause between screens (when not crossfading)
991 - "title.auto_delay" to automatically continue after some time
992 these settings can each be overridden by specifying them with titles:
993 - "titlescreen_initial_{1-5}.{fade_delay,post_delay,auto_delay}"
994 - "titlescreen_{1-5}.{fade_delay,post_delay,auto_delay}"
995 fading mode can also be specified:
996 - "titlescreen_initial_{1-5}.anim_mode: {fade,crossfade}
997 - "titlescreen_{1-5}.anim_mode: {fade,crossfade}
998 default is using normal fading for menues and initial title screens,
999 while using cross-fading for level set title screens
1000 * fixed bug with background not drawn in Hall of Fame after game was won
1003 * added configuration directives for the remaining main menu items
1006 * added additional configuration directives for info screen draw offset:
1007 menu.draw_{x,y}offset.INFO[{ELEMENTS,MUSIC,CREDITS,PROGRAM,LEVELSET}]
1008 * added additional configuration directives for preview info text
1009 * limited mouse wheel sensitive screen area to scrollable screen area
1012 * added highlighted menu text entries to menu navigation when selected
1015 * fixed bug that prevented player from correctly being created in the
1016 top left corner by a custom element change in a level without player
1017 * fixed bug that prevented player from being killed when indestructible,
1018 non-walkable element is placed on player position by extended change
1019 * added configurable menu button, text and input positions to main menu
1022 * added page fading effects for remaining info sub-screens
1023 * fixed small bug that caused some delays when answering door request
1026 * added directives "border.draw_masked.*" for menu/playfield area and
1027 door areas to display overlapping/masked borders from "global.border"
1030 * fixed bug with CE with move speed "not moving" not being animated
1031 * when changing player artwork by CE action, reset animation frame
1034 * fixed bug with not unmapping main menu screen gadgets on other screens
1035 * fixed bug with un-pausing a paused game by releasing still pressed key
1036 * fixed bug with not redrawing screen when toggling to/from fullscreen
1037 mode while fast reloading tape (without redrawing playfield contents)
1038 * fixed bug with quick-saving tape snapshot despite answering with "no"
1041 * version number set to 3.2.3
1044 * version 3.2.2 released
1047 * fixed bug with redrawing screen in fullscreen mode after quick tape
1048 reloading when using the EMC game engine
1049 * changed token names from "last_ce_[1-8]" to "prev_ce_[1-8]"
1052 * fixed bug in GameWon() when level contains no exit (like in Sokoban)
1055 * added engine snapshot functionality for instant tape reloading (this
1056 only works for the last tape saved using "quick save", and does not
1057 work across program restarts, because it completely works in memory)
1060 * version number set to 3.2.2
1063 * version 3.2.1 released
1066 * fixed nasty bugs with handling error message file on Mac OS X systems
1069 * general code cleanup (removing many annoying "#if 0" blocks etc.)
1072 * fixed bug that caused broken tapes when manually appending to tapes
1073 using the "pause before death" functionality, followed by recording
1074 * added setup option to disable fading of screens for faster testing
1077 * code cleanup of new fading functions
1080 * changed behaviour after solved game -- do not immediately stop engine
1081 * added some more smooth screen fadings (game start, hall of fame etc.)
1084 * fixed bug with displaying pushed CE with value/score/delay anim_mode
1087 * added configurable level preview position, tile size and dimensions
1088 * added configurable game panel value positions (gems, time, score etc.)
1091 * fixed small bug with time displayed incorrectly when collecting CEs
1094 * fixed bug with bumpy scrolling with EM engine in double player mode
1097 * added compatibility code to fix "Snake Bite" style levels that were
1098 broken due to a bugfix regarding EL_SOKOBAN_FIELD_PLAYER in 3.2.0
1101 * fixed bug with scrollbars inside editor when using the Windows mouse
1102 enhancement tool "True X-Mouse" (which injects key events to the event
1103 queue to insert selected stuff into the Windows clipboard, which gets
1104 confused with the "Insert" key for jumping to the last editor cascade
1105 block in the element list)
1106 * added Rocks'n'Diamonds icon for use as window icon to SDL version
1107 * added key shortcut "Alt + Enter" to toggle fullscreen mode at any time
1110 * added selection of preferred fullscreen mode to setup / graphics menu
1111 (useful if default mode 800 x 600 does not match screen aspect ratio)
1114 * improved down-scaling of images for better editor and preview graphics
1115 * changed user data directory for Mac OS X from Unix style to new place
1118 * improved level number selection in main menu and player selection in
1119 setup menu (input devices section) by using standard button gadgets
1120 * added support for mouse scroll wheel (caused buggy behaviour before)
1121 * added support for scrolling horizontal scrollbars with mouse wheel by
1122 holding "Shift" key pressed while scrolling the wheel
1123 * added support for single step mouse wheel scrolling by holding "Alt"
1124 key pressed while scrolling the wheel (can be combined with "Shift")
1125 * changed output file "stderr.txt" on Windows platform now always to be
1126 created in the R'n'D sub-directory of the personal documents directory
1127 * added Windows message box to direct to "stderr.txt" after error aborts
1130 * improved general scrollbar handling (when jump-scrolling scrollbars)
1133 * changed scrollbars to always show last line as first after scrolling
1134 (that means jumping n - 1 screen lines instead of n screen lines)
1137 * fixed level versions of EMC level loader (from V4 to V1, V2 and V3)
1138 * fixed level time for EMC levels for V2 engine (V2 and V5 levels)
1139 * fixed special handling of vertically stacked acid becoming fake acid
1142 * fixed bug (very special case) with CE_SCORE_GETS_ZERO, which can
1143 affect multiple instances of the same CE, although this kind of
1144 change condition usually only affects one single custom element
1147 * version number set to 3.2.1
1150 * version 3.2.0 released
1153 * reorganized level editor element list a bit to match engines better
1156 * fixed newly introduced bug with wrongly initializing clipboard element
1159 * fixed bug with displaying visible/invisible level border in editor
1162 * reorganized some elements in the level editor element list
1165 * fixed bug with displaying any player as "yellow" when moving into acid
1166 * fixed bug with displaying running player when player stopped at border
1169 * fixed bug with player exploding when moving into acid
1170 * fixed bug with level settings being reset in editor and when playing
1171 (some compatibility settings being set not only after level loading)
1172 * fixed crash bug when number of custom graphic frames was set to zero
1173 * fixed bug with teleporting player on walkable tile not working anymore
1174 * added partial compatibility support for pre-release-only "CONF" chunk
1175 (to make Alan Bond's "color cycle" demo work again :-) )
1178 * fixed some bugs when displaying title screens from info screen menu
1179 * fixed bug which caused EMC doors #5 to #8 to be passable without keys
1182 * changed file major version to 3 to reflect level file format changes
1183 * uploaded pre-release (test) version 3.2.0-8 binary and source code
1186 * added new chunk "NAME" to level file format for level name settings
1187 * added new chunk "NOTE" to level file format for envelope settings
1188 * changed name of chunk "CONF" to "ELEM" (for normal element settings)
1189 * updated magic(5) file to recognize changed and new level file chunks
1190 * removed change events "change when CE value/score changes" as unneeded
1193 * changed gravity (which only affects the player) from level property
1194 to player property (only makes a difference in multi-player levels)
1195 * added change events "change when CE value/score changes"
1196 * added change events "change when CE value/score changes of <element>"
1199 * added new chunk "INFO" to level file format for global level settings
1200 * added all element settings from "HEAD" chunk to "CONF" chunk
1201 * added all global level settings from "HEAD" chunk to "INFO" chunk
1204 * changed level file format by adding two new chunks "CUSX" (for custom
1205 elements, replacing the previous "CUS4" chunk) and "GRPX" (for group
1206 elements, replacing the previous "GRP1" chunk); these new IFF style
1207 chunks use the new and flexible "micro chunks inside chunks" technique
1208 already used with the new "CONF" chunk (for normal element properties)
1209 which makes it possible to easily extend the existing level format
1210 (instead of using fixed-length chunks like before, which are either
1211 too big due to reserved bytes for future use, or too small when those
1212 reserved bytes have all been used and even more data should be stored,
1213 requiring the replacement by new and larger chunks just like it went
1214 with "CUS1" to "CUS4"); this whole problem now does not exist anymore
1217 * added credits pages to the "credits" section that were really missing
1218 * added some missing element descriptions to the level editor
1219 * added down position of switchgate switch to the level editor
1220 and allowed the use of both switch positions at the same time
1221 * changed use of "Insert" and "Delete" keys to navigate element list in
1222 level editor to start of previous or next cascading block of elements
1225 * added the possibility to view the title screen to the info screen menu
1226 * fixed some minor bugs with viewing title screens
1229 * fixed bug with title (cross)fading in/out when using fullscreen mode
1232 * fixed bug that forced re-defining of menu settings in local graphics
1233 config file which are already defined in existing base config file
1234 * fixed small bug that caused door sounds playing when music is enabled
1237 * added the possibility to define up to five title screens for each
1238 level set that are displayed after loading using (cross)fading in/out
1239 (this was added to display the various start images of the EMC sets)
1242 * added "CE score gets zero [of]" to custom element trigger conditions
1243 * added setup option to display element token name in level editor
1246 * added compatibility code for Juergen Bonhagen's menu artwork settings
1249 * fixed bug with displaying wrong animation frame 0 after CE changes
1250 * fixed bug with creating invisible elements when light switch is on
1253 * added selection between ECS and AGA graphics for EMC levels to setup
1256 * adjusted font handling for various narrow EMC style fonts
1259 * changed EM engine behaviour back to re-allow initial rolling springs
1262 * fixed handling of over-large selectboxes (less error-prone now)
1263 * fixed bug when creating GE with walkable element under the player
1266 * added use of "Insert" and "Delete" keys to navigate element list in
1267 level editor to start of custom elements or start of group elements
1268 * added virtual elements to access CE value and CE score of elements:
1269 - "CE value of triggering element"
1270 - "CE score of triggering element"
1271 - "CE value of current element"
1272 - "CE score of current element"
1275 * fixed "grass" to "sand" in older EM levels (up to file version V4)
1278 * changed behaviour of network games with internal errors (because of
1279 different client frame counters) from immediately terminating R'n'D
1280 to displaying an error message requester and stopping only the game
1281 (also to prevent impression of crashes under non command-line runs)
1282 * fixed playing network games with the EMC engine (did not work before)
1283 * fixed bug with not scrolling the screen in multi-player mode with the
1284 focus on player 1 when all players are moving in different directions
1285 * fixed bug with keeping pointer to gadget even after its deallocation
1286 * fixed bug with allowing "focus on all players" in network games
1287 * fixed bug with player focus when playing tapes from network games
1290 * uploaded pre-release (test) version 3.2.0-7 binary and source code
1293 * code cleanup for game action control for R'n'D and EMC game engine
1296 * fixed bug in multi-player movement with focus on both players
1297 * added option to control only the focussed player with all input
1300 * added player focus switching to level tape recording and re-playing
1303 * fixed some bugs in player focus switching in EMC and RND game engine
1306 * added special Supaplex animations for Murphy digging and snapping
1307 * added special Supaplex animations for Murphy being bored and sleeping
1310 * added four new yam yams with explicit start direction for EMC engine
1311 * fixed bug in src/libgame/text.c with printing text outside the window
1314 * fixed small bug in EMC level loader (copyright sign in EM II levels)
1317 * added delayed ignition of EM style dynamite when used in R'n'D engine
1318 * added limited movement range to EMC engine when focus on all players
1321 * fixed bug with missing (zero) score values for native Supaplex levels
1324 * added "continuous snapping" (snapping many elements while holding the
1325 snap key pressed, without releasing the snap key after each element)
1326 as a new player setting for more compatibility with the classic games
1329 * finished scrolling for "focus on all players" in EMC graphics engine
1332 * level sets with "levels: 0" are ignored for levels, but not artwork
1333 * fixed bug when scanning empty level group directories (endless loop)
1336 * fixed bug with explosion graphic for player using "Murphy" graphic
1337 * fixed bug with explosion graphic if player leaves explosion in time
1338 * changed some descriptive text in setup menu to use medium-width font
1339 * added key shortcut settings for switching player focus to setup menu
1342 * fixed bug with random value initialization when recording tapes
1343 * fixed bug with playing single player tapes when team mode activated
1346 * fixed little bug when trying to switch to player that does not exist
1349 * added player switching (visual and quick) to R'n'D and EM game engine
1350 * added setup option to select visual or quick in-game player switching
1353 * added use of "Home" and "End" keys to handle element list in editor
1356 * fixed bug with adding score when playing tape with EMC game engine
1357 * added steel wall border for levels using EMC engine without border
1358 * finally fixed delayed scrolling in EMC engine also for small levels
1361 * fixed potential crash bug in WarnBuggyBase() (missing boundary check)
1364 * fixed bug with CE change order in TestIfElementTouchesCustomElement()
1365 * fixed bug when displaying info element without action, but direction
1368 * fixed minor graphical problems with springs smashing and slurping
1369 (when using R'n'D style graphics instead of EMC style graphics)
1372 * added scroll delay (as configured in setup) to EMC graphics engine
1375 * improved screen redraw for EMC graphics engine (faster and smoother)
1376 * when not scrolling, do not redraw the whole playfield if not needed
1379 * added multi-player mode for EMC game engine (with up to four players)
1382 * added android (can clone elements) from EMC engine to R'n'D engine
1385 * added spring bumper (reflects spring) from EMC engine to R'n'D engine
1388 * added selectbox for initial player speed to player settings in editor
1391 * version 3.1.2 created that is basically version 3.1.1, but with a
1392 major bug fixed that prevented editing your own private levels
1393 * version 3.1.2 released
1396 * added magic ball (creates elements) from EMC engine to R'n'D engine
1399 * uploaded fixed pre-release version 3.2.0-6 binary and source code
1402 * fixed bug when using "CE can leave behind <trigger element>"
1403 * added new change condition "(after/when) creation of <element>"
1404 * added new change condition "(after/when) digging <element>"
1405 * fixed bug accessing invalid gadget that caused crashes under Windows
1406 * deactivated new possibility for multiple CE changes per frame
1409 * uploaded pre-release (test) version 3.2.0-6 binary and source code
1412 * added animation types "ce_value" and "ce_score" to graphicsinfo.conf
1413 * fixed bug with not keeping CE value for moving CEs with only action
1414 * changed CE action selectboxes in editor to be only reset when needed
1417 * added option "use artwork from element" for custom player artwork
1418 * added option "use explosion from element" for player explosions
1421 * added cascaded element lists in the level editor
1422 * added persistence for cascaded element lists by "editorcascade.conf"
1423 * added dynamic element list with all elements used in current level
1424 * added possibility for multiple CE changes per frame (experimental)
1427 * uploaded pre-release (test) version 3.2.0-5 binary and source code
1430 * changed "score for each 10 seconds/steps left" to "1 second/step"
1431 * added own score for collecting "extra time" instead of sharing it
1432 * added change events "switched by player" and "player switches <e>"
1433 * added change events "snapped by player" and "player snaps <e>"
1434 * added "set player artwork: <element choice>" to CE action options
1435 * added change event "move of <element>"
1438 * added "set player shield: off / normal / deadly" to CE action options
1439 * added new player option "use level start element" in level editor
1440 to set the correct focus at level start to elements from which the
1441 player is created later (this did not work before for cascaded CE
1442 changes resulting in creation of the player; it is now also possible
1443 to create the player from a yam yam which is smashed at level start)
1446 * added "set player speed: frozen (not moving)" to CE action options
1447 * added "move player: l/r/u/d/trigger/-trigger" to CE action options
1450 * added new player option "block snap field" (enabled by default) to
1451 make it possible to show a snapping animation like in Emerald Mine
1454 * added dynamic selectboxes to custom element action settings in editor
1455 * added "CE value" counter for custom elements (instead of "CE count")
1456 * added option to use the last "CE value" after custom element change
1457 * added option to use the "CE value" of other elements in CE actions
1458 * fixed odd behaviour when pressing time orb in levels w/o time limit
1459 * added checkbox "use time orb bug" for older levels that use this bug
1462 * added missing configuration settings for the following elements:
1463 - EL_TIMEGATE_SWITCH (time of open time gate)
1464 - EL_LIGHT_SWITCH_ACTIVE (time of light switched on)
1465 - EL_SHIELD_NORMAL (time of shield duration)
1466 - EL_SHIELD_DEADLY (time of shield duration)
1467 - EL_EXTRA_TIME (time added to level time)
1468 - EL_TIME_ORB_FULL (time added to level time)
1471 * added "wind direction" as a movement pattern for custom elements
1472 * added initial wind direction for balloon / custom elements to editor
1473 * added functionality for EL_BALLOON_SWITCH_NONE to R'n'D game engine
1476 * added parameters for "game of life" and "biomaze" elements to editor
1479 * added level file chunk "CONF" for generic level and element settings
1482 * uploaded pre-release (test) version 3.2.0-4 binary and source code
1485 * skip empty level sets (with "levels: 0"; may be artwork base sets)
1486 * added sound action ".page[1]" to ".page[32]" for each CE change page
1489 * added image config suffix ".clone_from" to copy whole image settings
1490 * fixed bug with invalid ("undefined") CE settings in old level files
1493 * fixed graphical bug with smashing elements falling faster than player
1496 * fixed major bug which prevented private levels from being edited
1497 * fixed bug with precedence of general and special font definitions
1500 * fixed graphical bug with player animation when player moves slowly
1503 * uploaded pre-release (test) version 3.2.0-3 binary and source code
1506 * fixed bug which prevented "global.num_toons: 0" from working
1509 * major code cleanup (removed all these annoying "#if 0" blocks)
1512 * added custom element actions for CE change page in level editor
1515 * fixed music initialization bug in init.c (thanks to David Binderman)
1516 * fixed mouse wheel "button" bug in editor (thanks to Tomi Belan)
1517 (this bug must probably be fixed at other places, too)
1520 * fixed buggy '#include "SDL.h"' statements in src/libgame/sdl.h
1521 (should be '#include <SDL.h>' instead)
1524 * fixed bug which prevented "walkable from no direction" from working
1525 (due to compatibility code overwriting this setting after loading)
1528 * fixed bug on Mac OS X (use of reserved name "Random") in EM engine
1531 * version number temporarily set to 3.1.1 (intermediate bugfix release)
1532 * version 3.1.1 released
1535 * changed some va_arg() arguments from 'long' to 'int', fixing problems
1536 on 64-bit architecture systems with LP64 data model
1539 * fixed bug with bombs not exploding when hitting the last level line
1540 (introduced after the release of 3.1.0)
1543 * added support for dumping small-sized level sketches from editor
1546 * added recognition of "trigger element" for "change digged element to"
1547 (this is not really what the "trigger element" was made for, but its
1548 use may seem obvious for leaving back digged elements unchanged)
1551 * fixed multiple warnings about failed joystick device initialization
1554 * fixed bug with dynamite dropped on top of just dropped custom element
1555 (collect dynamite, collect CE, drop CE => dynamite was also dropped);
1556 dynamite can still be dropped, but drop key must be released before
1559 * fixed bug with wrong start directory when started from file browser
1560 (due to this bug, R'n'D could not be started from KDE's Konqueror)
1563 * fixed bug causing "change when impact" on player not working
1564 * fixed wrong priority of "hitting something" over "hitting <element>"
1565 * fixed wrong priority of "hit by something" over "hit by <element>"
1568 * fixed graphical bug which caused the player (being Murphy) to show
1569 collecting animations although the element was collected by penguin
1572 * fixed two bugs causing wrong door background graphics in system.c
1573 (in functions "SetBackgroundBitmap()" and "DrawingOnBackground()")
1576 * fixed graphic bug with exploding bomb and R'n'D graphics in EM engine
1577 * added "no direction" to "walkable/passable from" selectbox options
1580 * enhanced tape autoplay to accept "autoplay <set> [<nr> ...]" format
1581 * in tape autoplay, not only report broken, but also missing tapes
1584 * uploaded pre-release (test) version 3.2.0-2 binary and source code
1587 * fixed small bug with "linear" animation not working for active lamp
1590 * fixed bug with moving up despite gravity due to "block last field"
1591 * fixed small bug with wrong draw offset when typing name in main menu
1592 * when reading user names from "passwd", ignore data after first comma
1593 * when creating new "levelinfo.conf", only write some selected entries
1596 * fixed displaying "imported from/by" on preview with empty string
1597 * fixed ignoring draw offset for fonts used for level preview texts
1600 * fixed a delay problem with SDL and too many mouse motion events
1601 * added setup option "skip levels" and level skipping functionality
1604 * added move speed "not moving" for non-moving CEs, but with direction
1607 * fixed mapping of obsolete element token names in "editorsetup.conf"
1608 * fixed bug with sound "acid.splashing" treated as a loop sound
1609 * fixed some little sound bugs in native EM engine
1612 * fixed small bug when dragging scrollbars to end positions
1615 * added editor element descriptions written by Aaron Davidson
1618 * improved fallback handling when configured artwork is not available
1619 (now using default artwork instead of exiting when files not found)
1622 * fixed bug on level selection screen when dragging scrollbar
1625 * fixed bug which caused broken tapes when appending to EM engine tapes
1628 * uploaded pre-release (test) version 3.2.0-1 binary and source code
1631 * added code to replace changed artwork config tokens with other tokens
1632 (needed for backwards compatibility, so that older tokens still work)
1635 * added native R'n'D graphics for some new EMC elements in EM engine
1638 * fixed some bugs in the EM engine integration code
1639 * changed EM engine code to allow diagonal movement
1640 * changed EM engine code to allow use of separate snap and drop keys
1643 * fixed some redraw bugs when using EM engine
1646 * fixed bug with not converting RND levels which are set to use native
1647 engine to native level structure when loading
1650 * uploaded pre-release (test) version 3.2.0-0 binary and source code
1653 * version number set to 3.2.0
1656 * level data now reset to defaults after attempt to load invalid file
1659 * added use of "editorsetup.conf" for different level sets
1662 * added auto-detection for various types of Emerald Mine level files
1665 * fixed bug with scrollbars getting too small when list is very large
1668 * fixed bug with 3+3 (cross) sized explosion not making explosion sound
1671 * added most level editor configuration gadgets for new EMC elements
1674 * added more element and graphic definitions for new EMC elements
1677 * modified native EM engine to use integrated R'n'D sound system
1680 * added SDL support to graphics functions in native EM engine
1681 (by always using generic libgame interface functions)
1684 * fixed bug in frame synchronization in native EM engine
1687 * added code to convert levels between R'n'D and native EM engine
1690 * new Emerald Mine engine can now play levels selected in main menu
1693 * fixed big memory leak in function "CreateBitmapWithSmallBitmaps()"
1694 (which creates scaled down graphics for level editor and preview);
1695 there's still a memory leak somewhere in the artwork handling code
1696 * added "scale image up" functionality to X11 version of zoom function
1699 * first attempts to integrate new, native Emerald Mine Club engine
1702 * fixed bug in gadget code which caused reset of CEs in level editor
1703 (example: pressing 'b' [grab brush] on CE config page erased values)
1704 (solution: check if gadgets in ClickOnGadget() are really mapped)
1705 * improved level change detection in editor (settings now also checked)
1706 * fixed bug with "can move into acid" and "don't collide with" state
1709 * fixed maze runner style CEs to use the configured move delay value
1712 * added Aaron Davidson's tutorial level set to the "Tutorials" section
1715 * fixed engine change that broke 3.0.8 levels like "Walpurgis Gardens"
1716 * fixed the above fix because it broke level set "machine" (*sigh*)
1717 * fixed random element placement in level editor to work as expected
1718 * fixed undefined graphic of runtime element "EL_AMOEBA_TO_DIAMOND"
1721 * re-recorded tape for BD2K3, level 010 (broken due to bugfix)
1724 * fixed bug (missing array boundary check) which caused broken tapes
1725 * fixed bug (when loading level template) which caused broken levels
1726 * fixed bug with new block last field code when using non-yellow player
1729 * fixed bug when pressing "stop, pause, stop, play" on tape recorder
1730 * internal change of how the player blocks the last field when moving
1731 * fixed blocking delay of last field for EM and SP style block delay
1732 * fixed bug where the player had to wait for the usual move delay after
1733 unsuccessfully trying to move, when he directly could move after that
1734 * the last two changes should make original Supaplex level 93 solvable
1735 * improved use of random number generator to make it less predictable
1736 * fixed behaviour of slippery SP elements to let slip left, then right
1739 * fixed bug with wrong door state after trying to quickload empty tape
1740 * fixed waste of static memory usage of the binary, making it smaller
1741 * fixed very little graphical bug in Supaplex explosion
1744 * version number set to 3.1.1
1747 * version 3.1.0 released
1750 * fixed bug with crash when writing user levelinfo.conf the first time
1753 * added option "convert LEVELDIR [NR]" to command line batch commands
1754 * re-converted Supaplex levels to apply latest engine fixes
1755 * changed "use graphic/sound of element" to "use graphic of element"
1756 due to compatibility problems with some levels ("bug machine" etc.)
1759 * fixed bug with CE change replacing player with same or other player
1762 * fixed bug with opaque font in envelope with background graphic when
1763 background graphic is not transparent itself
1766 * added "gravity on" and "gravity off" ports for Supaplex compatibility
1767 * corrected original Supaplex level loading code to use these new ports
1768 * also corrected Supaplex loader to auto-count infotrons if set to zero
1771 * fixed bug with missing initialization of "modified" flag for GEs
1774 * fixed bug that caused endless recursion loop when relocating player
1775 * fixed tape recorder bug in "step mode" when using "pause before end"
1776 * fixed tape recorder bug when changing from "warp forward" mode
1779 * fixed bug with "when touching" for pushed elements at last position
1782 * fixed bug that caused two activated toolbox buttons in level editor
1783 * fixed bug with exploding dynabomb under player due to other explosion
1786 * fixed bug with creating walkable custom element under player (again)
1787 * fixed bug with not copying explosion type when copying CEs in editor
1788 * fixed graphical bug when drawing player in setup menu (input devices)
1789 * fixed graphical bug when the player is pushing an accessible element
1790 * fixed bug with classic switchable elements triggering CE changes
1791 * fixed bug with entering/leaving walkable element in RelocatePlayer()
1792 * fixed crash bug when CE leaves behind the trigger player element
1795 * fixed bug with broken tubes after placing/exploding dynamite in them
1796 * fixed bug with exploding dynamite under player due to other explosion
1797 * fixed bug with not resetting push delay under certain circumstances
1800 * added option "handicap" for "levelinfo.conf" (thanks to Niko Böhm)
1801 * added network multiplayer code for Windows (thanks to Niko Böhm)
1804 * added option "reachable despite gravity" for gravity movement
1805 * changed gravity movement of most classic walkable and passable
1806 elements back to "not reachable" (for compatibility reasons)
1809 * fixed (removed) "indestructible" / "can explode" dependency in editor
1810 * fixed (removed) "accessible inside" / "protected" dependency
1811 * fixed (removed) "step mode" / "shield time" dependency
1814 * fixed dynabombs exploding now into anything diggable
1815 * fixed Supaplex style gravity movement into buggy base now impossible
1816 * added pressing key "space" as valid action to select menu options
1819 * added "replace when walkable" to relocate player to walkable element
1820 * added "enter"/"leave" event for elements affected by relocation
1821 * fixed "direct"/"indirect" change order also for "when change" event
1822 * fixed graphical bug when pushing things from elements walkable inside
1825 * fixed graphic bug when player is snapping while moving in old levels
1826 * fixed bug when a moving custom element leaves a player element behind
1827 * fixed bug with mole not disappearing when moving into acid pool
1828 * fixed bug with incomplete path setting when using "--basepath" option
1829 * moving CE can now leave walkable elements behind under the player
1830 * when relocating, player can be set on walkable element now
1831 * fixed another gravity movement bug
1834 * uploaded pre-release (test) version 3.1.0-2 binary and source code
1837 * added "collectible" and "removable" to extended replacement types
1838 (where "removable" replaces "diggable" and "collectible" elements)
1839 * added "collectible & throwable" (to throw element to the next field)
1840 * fixed bug with CEs digging elements that are just about to explode
1841 * changed mouse cursor now always being visible when game is paused
1844 * added possibility to push/press accessible elements from a side that
1846 * fixed bug with not setting actual date when appending to tape
1849 * fixed bug with incorrectly initialized custom element editor graphics
1852 * corrected set "Contributions_1995-2000/rnd_kjell_kristiansson":
1853 - number of levels corrected from 18 to 17 in "levelinfo.conf"
1856 * fixed bug with destroyed robot wheel still attracting robots forever
1857 * fixed bug with time gate switch deactivating after robot wheel time
1858 (while the time gate itself is not affected by this misbehaviour)
1859 * changed behaviour of BD style amoeba to always get blocked by player
1860 (before it was different when there were non-BD elements in level)
1861 * fixed bug with player destroying indestructable elements with shield
1864 * added option to make growing elements grow into anything diggable
1865 (for the various amoeba types, biomaze and "game of life")
1868 * fixed bug with movable elements not moving after left behind by CEs
1869 * changed gravity movement to anything diggable, not only sand/base
1870 * optionally allowing passing to walkable element, not only empty space
1871 * added option "can pass to walkable element" for players
1872 * finally fixed gravity movement (hopefully)
1875 * fixed bug with movable elements not moving anymore after falling down
1878 * fixed another bug with custom elements digging and leaving elements
1879 * fixed bug with "along left/right side" and automatic start direction
1880 * trigger elements now also displayed when "more custom" deactivated
1881 * fixed bug with clipboard element initialized when loading new level
1882 * added option "drop delay" to set delay before dropping next element
1885 * uploaded pre-release (test) version 3.1.0-1 binary and source code
1888 * added copy and paste functions for custom change pages
1889 * enhanced graphical display and functionality of tape recorder
1890 * fixed bug with custom elements digging and leaving elements
1893 * added move speed faster than "very fast" for custom elements
1894 * fixed bug with 3+3 style explosions and missing border content
1895 * fixed little bug when copying custom elements in the editor
1896 * enhanced custom element changes by more side trigger actions
1899 * added option "no scrolling when relocating" for instant teleporting
1900 * uploaded pre-release (test) version 3.1.0-0 binary and source code
1903 * added trigger element and trigger player to use as target elements
1904 * added copy and paste functions for custom and group elements
1907 * fixed graphical bug when displaying explosion animations
1908 * fixed bug when appending to tapes, resulting in broken tapes
1909 * re-recorded a few tapes broken by fixing gravity checking bug
1912 * "can move into acid" property now for all elements independently
1913 * "can fall into acid" property for player stored in same bitfield now
1914 * added option for deadliness of Supaplex 'sniksnak' and 'electron'
1915 * version number set to 3.1.0 (finally!)
1918 * changed tape recording to only record input, not programmed actions
1921 * fixed totally broken (every 8th frame skipped) step-by-step recording
1922 * fixed bug with requester not displayed when quick-loading interrupted
1923 * added option "can fall into acid (with gravity)" for players
1924 * fixed bug with player not falling when snapping down with gravity
1927 * fixed bug which messed up key config when using keypad number keys
1930 * fixed bug which allowed moving upwards even when gravity was active
1931 * fixed bug with missing error handling when dumping levels or tapes
1934 * added different colored editor graphics for Supaplex gravity tubes
1937 * fixed bug that allowed solvable tapes for unsolvable levels
1940 * use unlimited number of droppable elements when "count" set to zero
1941 * added option to use step limit instead of time limit for level
1944 * added player and change page as trigger for custom element change
1947 * fixed bug with exploding amoeba (explosion 3x3 instead of 1x1)
1950 * fixed bug with dark yamyam changing to acid when moving over acid
1951 * fixed handling of levels with more than 999 seconds level time
1952 (example: level 76 of "Denmine")
1955 * "spring push bug" reintroduced as configurable element property
1956 * fixed bug with missing properties for "mole"
1957 * fixed bug that showed up when fixing the above "mole" properties bug
1958 * added option "can move into acid" for all movable elements
1959 * fixed graphical bug for elements moving into acid
1960 * changed event handling to handle all pending events before going on
1963 * fixed bug which caused all CE change pages to be ignored which had
1964 the same change event, but used a different element side
1965 (reported by Simon Forsberg)
1967 * fixed bug which caused elements that can move and fall and that are
1968 transported by a conveyor belt to continue moving into that direction
1969 after leaving the conveyor belt, regardless of their own movement
1970 type; only elements which can not move are transported now
1971 (reported by Simon Forsberg)
1973 * fixed bug which could cause an array overflow in RelocatePlayer()
1974 (reported by Niko Böhm)
1976 * changed Emerald Mine style "passable / over" elements to "protected"
1977 (fixing unsolvable level 10 of "Bondmine 9" with bug beside gate)
1979 * added new option to select from which side a "walkable/passable"
1980 element can be entered
1983 * added explosion and ignition delay for elements that can explode
1986 * fixed bug which caused player not being protected against enemies
1987 when a CE was "walkable / inside" and was not "indestructible"
1988 * added "walkable/passable" fields to be "protected/unprotected"
1989 against enemies, even if not accessible "inside" but "over/under"
1992 * corrected move pattern to 32 bit and initial move direction to 8 bit
1995 * added second custom element base configuration page
1998 * added some special EMC mappings to Emerald Mine level loader
1999 (also covering previously unknown element in level 0 of "Bondmine 8")
2002 * added option to block last field when player is moving (for Supaplex)
2003 * adjusted push delay of Supaplex elements
2004 * removed delays for envelopes etc. when replaying with maximum speed
2005 * fixed bug when dropping element on a field that just changed to empty
2008 * fixed bug: infotrons can now smash yellow disks
2009 * fixed bug: when gravity active, port above player can now be entered
2010 * removed "one white dot" mouse pointer which irritated some people
2013 * added "choice type" for group element selection
2016 * fixed bug with initial invulnerability of non-yellow player
2019 * added level loader for loading native Supaplex packed levels
2020 (including multi-part levels like the "splvls99" levels)
2023 * fixed bug which allowed creating emeralds by escaping explosions
2026 * custom elements can change (limited) or leave (unlimited) elements
2027 * finally added multiple matches using group elements
2028 * added shortcut to dump brush (type ":DB" in editor) for use in forum
2031 * added new start movement type "previous" for continued CE movement
2032 * added new start movement type "random" for random CE movement start
2035 * added new element "sokoban_field_player" needed for Sokoban levels
2036 (thanks to Ed Booker for pointing this out!)
2039 * added elements that can be digged or left behind by custom elements
2042 * added group elements for multiple matches and random element creation
2045 * fixed some graphical errors displayed in old levels
2048 * fixed wrong double speed movement after passing closing gates
2051 * added level loader for loading native Emerald Mine levels
2054 * changes for "shooting" style CE movement
2057 * Happy New Year! ;-)
2060 * changed default snap/drop keys from left/right Shift to Control keys
2063 * fixed bug with dead player getting reanimated from custom element
2066 * fixed bug with wrong penguin graphics (when entering exit)
2069 * fixed bug with wrong "Murphy" graphics (when digging etc.)
2072 * version number set to 3.0.9
2075 * version 3.0.8 released
2078 * added function checked_free()
2081 * fixed bug with double nut cracking sound
2082 (by eliminating "default element action sound" assignment in init.c)
2085 * fixed crash when no music info files are available
2088 * fixed boring and sleeping sounds
2091 * added "maze runner" and "maze hunter" movement types
2092 * added extended collision conditions for custom elements
2095 * added warnings for undefined token values in artwork config files
2098 * added menu entry for level set information to the info screen
2101 * fixed bug with wrong default impact sound for colored emeralds
2104 * added several sub-screens for the info screen
2105 * menu text now also clickable (not only blue/red sphere left of it)
2108 * added configurable "bored" and "sleeping" animations for the player
2109 * added "awakening" sound for player when waking up after sleeping
2112 * added "copy" and "exchange" functions for custom elements to editor
2115 * added configurable element animations for info screen
2118 * added configurable music credits for info screen
2121 * finally fixed tape recording when player is created from CE change
2124 * added "editorsetup.conf" for editor element list configuration
2127 * added "musicinfo.conf" for menu and level music configuration
2130 * fixed a very nasty bug in dragon turning code in TurnRoundExt()
2131 (that only showed up on Linux, but not on Windows systems)
2134 * fixed turning movement of butterflies and fireflies (no frame reset)
2135 * enhanced sniksnak turning movement (two steps instead of only one)
2138 * version number set to 3.0.8
2141 * version 3.0.7 released
2144 * fixed reset of player animation frame when, for example,
2145 walking, digging or collecting share the same animation
2146 * fixed CE with "deadly when touching" exploding when touching amoeba
2149 * fixed tape recording when player is created from CE element change
2152 * introduced "turning..." action graphic for elements with move delay
2153 (non-CE: bug, spaceship, sniksnak, mole, pacman, yamyam)
2154 * added turning animations for bug, spaceship and sniksnak
2157 * prevent "extended" changed elements from delay change in same frame
2160 * fixed bug when pushing element that can move away to the side
2161 (like pushing falling elements, but now with moving elements)
2164 * finally fixed serious bug in code for delayed element pushing (again)
2167 * unavailable setup options now marked as "n/a" instead of "off"
2168 * new boolean directive "latest_engine" for "levelinfo.conf": when set
2169 to "true", levels are always played with the latest game engine,
2170 which is desired for levels that are imported from other games; all
2171 other levels are played with the engine version stored in level file
2172 (which is normally the engine version the level was created with)
2175 * fixed serious bug in code for delayed element pushing
2176 * fixed little bug in animation frame selection for pushed elements
2177 * speed-up of reading config file for verbose output
2180 * added configuration option for opening and closing Supaplex exit
2181 * added configuration option for moving up/down animation for Murphy
2182 * fixed incorrectly displayed animation for attacking dragon
2183 * fixed bug with not setting initial gravity for each new game
2184 * fixed bug with teleportation of player by custom element change
2185 * fixed bug with player not getting smashed by rock sometimes
2188 * version number set to 3.0.7
2191 * version 3.0.6 released
2194 * added support for MP3 music for SDL version through SMPEG library
2197 * fixed bug when initializing font graphic structure
2198 * fixed bug with animation mode "pingpong" when using only 1 frame
2199 * fixed bug with extended change target introduced in 3.0.5
2200 * fixed bug where passing over moving element doubles player speed
2201 * fixed bug with elements continuing to move into push direction
2202 * fixed bug with duplicated player when dropping bomb with shield on
2203 * added "switching" event for custom elements ("pressing" only once)
2204 * fixed switching bug (resetting flag when not switching but not idle)
2207 * fixed element tokens for certain file elements with ".active" etc.
2210 * version number set to 3.0.6
2213 * version 3.0.5 released
2216 * now four envelope elements available
2217 * font, background, animation and sound for envelope now configurable
2218 * main menu doors opening/closing animation type now configurable
2221 * active/inactive sides configurable for custom element changes
2222 * new movement type "move when pushed" available for custom elements
2225 * fixed bug in multiple config pages loader code that caused crashes
2228 * enhanced (remaining low-resolution) Supaplex graphics
2231 * version number set to 3.0.5
2234 * version 3.0.4 released
2236 2003-09-12 src/tools.c
2237 * fixed bug in custom definition of crumbled element graphics
2239 2003-09-11 src/files.c
2240 * fixed bug in multiple config pages code that caused crashes
2243 * version number set to 3.0.4
2246 * version 3.0.3 released
2249 * added music to Supaplex classic level set
2251 2003-09-07 src/libgame/misc.c
2252 * added support for loading various music formats through SDL_mixer
2254 2003-09-06 (various source files)
2255 * fixed several nasty bugs that may have caused crashes on some systems
2256 * added envelope content which gets displayed when collecting envelope
2257 * added multiple change event pages for custom elements
2259 2003-08-24 src/game.c
2260 * fixed problem with player animation when snapping and moving
2262 2003-08-23 src/screens.c, src/cartoons.c, src/libgame/toons.c
2263 * fixed problem with flickering when drawing toon animations
2265 2003-08-23 src/libgame/sdl.c
2266 * fixed problem with setting mouse cursor in SDL version in fullscreen
2268 2003-08-23 src/game.c
2269 * fixed bug (missing array boundary check) which could crash the game
2272 * version number set to 3.0.3
2275 * version 3.0.2 released
2277 2003-08-21 src/game.c
2278 * fixed bug with creating inaccessible elements at player position
2280 2003-08-20 src/init.c
2281 * fixed bug with not finding current level artwork directory
2283 2003-08-20 src/files.c
2284 * fixed bug with choosing wrong engine version when playing tapes
2285 * fixed bug with messing up custom element properties in 3.0.0 levels
2288 * version number set to 3.0.2
2291 * version 3.0.1 released
2293 2003-08-17 (no source files affected)
2294 * changed all "classic" PCX image files with 16 colors or less to
2295 256 color (8 bit) storage format, because the Allegro game library
2296 cannot handle PCX files with less than 256 colors (contributed
2297 graphics are not affected and might look wrong in the DOS version)
2299 2003-08-16 src/init.c
2300 * fixed bug which (for example) crashed the level editor when defining
2301 "dynamite.EDITOR: [NONE]", because graphics may not be undefined
2302 (only set to default) -- invalid graphics now set to default graphic
2304 2003-08-16 src/init.c
2305 * fixed graphical bug of player digging/collecting/snapping element
2306 when no corresponding graphic/animation is defined for this action,
2307 resulting in player being drawn as EL_EMPTY (which should only be
2308 done to elements being collected, but not to the player)
2310 2003-08-16 src/game.c
2311 * fixed small graphical bug of player not totally moving into exit
2313 2003-08-16 src/libgame/setup.c
2314 * fixed bug with wrong MS-DOS 8.3 filename conversion
2316 2003-08-16 src/tools.c
2317 * fixed bug with invisible mouse cursor when pressing ESC while playing
2319 2003-08-16 (various source files)
2320 * added another 128 custom elements (disabled in editor by default)
2322 2003-08-16 src/editor.c
2323 * fixed NULL string bug causing Solaris to crash in sprintf()
2325 2003-08-16 src/screen.c
2326 * fixed drawing over scrollbar on level selection with custom fonts
2328 2003-08-15 src/game.c
2329 * cleanup of simple sounds / loop sounds / music settings
2331 2003-08-08 (various source files)
2332 * added custom element property for dropping collected elements
2334 2003-08-08 src/conf_gfx.c
2335 * fixed bug with missing graphic for active red disk bomb
2337 2003-08-07 src/files.c, src/editor.c src/game.c, src/main.h
2338 * extended variable "level.gravity" to "level.initial_gravity" and
2339 "game.current_gravity" to prevent level setting from being changed
2340 by playing the level (keeping the runtime value after playing)
2342 * fixed graphics bug when digging element that has 'crumbled' graphic
2343 definition, but not 'diggable' graphic definition
2346 * version number set to 3.0.1
2349 * version 3.0.0 released
2352 * various bug fixes; among others:
2353 - fixed bug with pushing spring over empty space
2354 - fixed bug with leaving tube while placing dynamite
2355 - fixed bug with explosion of smashed penguins
2356 - allow Murphy player graphic in levels with non-Supaplex elements
2360 * I have forgotten to document changes for some time
2363 * pre-release version 2.2.0rc1 released
2366 * version number set to 2.1.2
2369 * version 2.1.1 released
2372 * version number set to 2.1.1
2375 * version 2.1.0 released
2378 * version number set to 2.1.0
2380 2002-04-03 to 2002-05-19 (various source files)
2381 * graphics, sounds and music now fully configurable
2382 * bug fixed that prevented walking through tubes when gravity on
2384 2002-04-02 src/events.c, src/editor.c
2385 * Make Escape key less aggressive when playing or when editing level.
2386 This can be configured as an option in the setup menu. (Default is
2387 "less aggressive" which means "ask user if something can be lost"
2388 when pressing the Escape key.)
2390 2002-04-02 src/screen.c
2391 * Added "graphics setup" screen.
2393 2002-04-01 src/screen.c
2394 * Changed "choose level" setup screen stuff to be more generic (to
2395 make it easier to add more "choose from generic tree" setup screens).
2397 2002-04-01 src/config.c, src/timestamp.h
2398 * Added source files "src/config.[ch]" and "src/timestamp.h" (which
2399 automatically gets created by "src/Makefile" and contains an actual
2400 compile-time timestamp to identify development versions of the game).
2402 2002-03-31 src/tape.c, src/events.c
2403 * Added quick game/tape save/load functions to tape stuff which can be
2404 invoked by a keyboard shortcut. Default: "F1" saves game/tape, "F2"
2405 loads previously recorded tape and directly goes into recording mode
2406 from the end of the tape (therefore appending to the tape).
2408 2002-03-31 src/tape.c
2409 * Added "index mark" function to tape recorder. When playing or
2410 recording, "eject" button changes to "index" button. Setting index
2411 mark is not yet implemented, but pressing index button when playing
2412 allows very quick advancing to end of tape (when normal playing),
2413 very fast forward mode (when playing with normal fast forward) or
2414 very fast reaching of "pause before end of tape" (when playing with
2415 "pause before end" playing mode).
2417 2002-03-30 src/cartoons.c
2418 * Moved some stuff from cartoons.c to the new "src/libgame/toons.c".
2420 2002-03-29 src/screen.c
2421 * Changed setup screen stuff to be more generic (to make it easier
2422 to add more setup screens).
2424 2002-03-23 src/main.c, src/main.h
2425 * Various changes due to the introduction of the new libgame files
2426 "setup.c" and "joystick.c".
2428 2002-03-23 src/files.c
2429 * Generic parts of "src/files.c" (mainly setup and level directory
2430 stuff) moved to new libgame file "src/libgame/setup.c".
2432 2002-03-23 src/joystick.c
2433 * File "src/joystick.c" moved to libgame source tree, with
2434 correspondig changes.
2436 2002-03-22 src/screens.c
2437 * "HandleChooseLevel()": Another bug in level series navigation fixed.
2438 (Wrong level series information displayed when entering main group.)
2440 2002-03-22 src/editor.c
2441 * Slight change to support new gadget event "GD_EVENT_INFO_LEAVING".
2443 2002-03-22 src/editor.c
2444 * Changed behaviour of "Escape" key in level editor to be more
2445 intuitive: When in "Element Properties" or "Level Info" mode,
2446 return to "Drawing Mode" instead of leaving the level editor.
2448 2002-03-21 src/game.c, src/editor.c, src/files.c
2449 * 2.0.1 introduced the corrected "Emerald Mine" style behaviour of
2450 gems (emeralds, diamonds, ...) slipping down from normal wall,
2451 steel wall and growing wall (as in E.M.C. style levels). Although
2452 the behaviour of contributed and private levels wasn't changed (due
2453 to the use of "level.game_version"; see previous entry), editing
2454 those levels will (of course) change the behaviour accordingly.
2456 This change seems a bit too hard after thinking about it, because
2457 the EM style behaviour is not the "expected" behaviour (gems would
2458 normally only slip down from "rounded" walls). Therefore this was
2459 now changed to an element property for gem style elements, with the
2460 default setting "off" (which means: no special EM style behaviour).
2461 To fix older converted levels, this flag is set to "on" for pre-2.0
2462 levels that are neither contributed nor private levels.
2464 2002-03-20 src/files.h
2465 * Corrected settings for "level.game_version" depending of level type.
2466 (Contributed and private levels always get played with game engine
2467 version they were created with, while converted levels always get
2468 played with the most recent version of the game engine, to let new
2469 corrections of the emulation behaviour take effect.)
2471 2002-03-20 src/main.h
2472 * Added "#include <time.h>". This seems to be needed by "tape.c" for
2473 compiling the SDL version on some systems.
2474 Thanks to the several people who pointed this out.
2477 * Version number set to 2.0.2.
2480 * Version 2.0.1 released.
2482 2002-03-18 src/screens.c
2483 * "HandleChooseLevel()": Small bug in level series navigation fixed.
2485 2002-03-18 src/files.c [src/libgame/misc.c]
2486 * Moved some common functions from src/files.c to src/libgame/misc.c.
2488 2002-03-18 src/files.c [src/libgame/misc.c]
2489 * Changed permissions for new directories and saved files (especially
2490 score files) according to suggestions of Debian users and mantainers.
2491 Thanks to Drew Parsons <dparsons@emerall.com> for the patch.
2493 2002-03-17 src/files.c
2494 * Changed "{Load|Save}{Level|Tape}()" to IFF style file format:
2495 Replaced "cookie" header string ("ROCKSNDIAMONDS_...\n") with
2496 real IFF style header "RND1....XXXX" (where "XXXX" is "CAVE"
2497 for levels and "TAPE" for tapes). Old "cookie" style format is
2498 still supported for reading. New level and tape files are written
2501 * New IFF chunk "VERS" contains version numbers for file and game
2502 (where "game version" is the version of the program that wrote the
2503 file, and "file version" is a version number to distinguish files
2504 with different format, for example after adding new features).
2506 2002-03-15 src/screen.c
2507 * "DrawHallOfFame()": "FadeSounds()" when entering the hall of fame.
2508 (Before, you heard a mixture of the in-game music and the
2509 hall-of-fame music.)
2511 2002-03-14 src/events.c
2512 * Function "DumpTape()" (files.c) now available by pressing 't' from
2513 main menu (when in DEBUG mode).
2515 2002-03-14 src/game.c
2516 * "GameWon()": When game was won playing a tape, now there is no delay
2517 raising the score and no corresponding sound is played.
2519 2002-03-14 src/files.c
2520 * Changed "LoadTape()" for real chunk support and also adjusted
2521 "SaveTape()" accordingly.
2523 2002-03-14 src/game.c, src/tape.c, src/files.c
2524 * Important changes to tape format: The old tape format stored all
2525 actions with a real effect with a corresponding delay between the
2526 stored actions. This had some major disadvantages (for example,
2527 push delays had to be ignored, pressing a button for some seconds
2528 mutated to several single button presses because of the non-action
2529 delays between two action frames etc.). The new tape format just
2530 stupidly records all device actions and replays them later. I really
2531 don't know why I haven't solved it that way before?! Old-style tapes
2532 (with tape file version less than 2.0) get converted to the new
2533 format on-the-fly when loading and can therefore still be played;
2534 only some minor parts of the old-style tape handling code was needed.
2535 (A perfect conversion is not possible, because there is information
2536 missing about the device actions between two action frames.)
2538 2002-03-14 src/files.c
2539 * New function "DumpTape()" to dump the contents of the current tape
2540 in a human readable format.
2542 2002-03-14 src/game.c
2543 * Small tape bug fixed: When automatically advancing to next level
2544 after a game was won, the tape from the previous level still was
2545 loaded as a tape for the new level.
2547 2002-03-14 src/tape.c
2548 * Small graphical bug fixed: When pressing ""Record" or "Play" on
2549 tape, cartoons did not get completely removed because
2550 StopAnimation() was not called.
2552 2002-03-13 src/files.c
2553 * Changed "LoadLevel()" and "SaveLevel()" to add new chunk "CNT2".
2554 Fixed bug of "CONT" and "BODY" (chunk size was set to 8-bit element
2555 size even when using 16-bit elements). Added new chunk "CNT2" for
2556 16-bit amoeba content (previously written in 8-bit field in "HEAD"
2557 chunk even when content was 16-bit element). "CNT2" should now be
2558 able to store content for arbitrary elements (up to eight blocks of
2559 3 x 3 element arrays). All "CNT2" elements will always be stored as
2560 16-bit elements. "CONT" (with 8/16-bit elements) now obsolete.
2562 2002-03-13 src/files.c
2563 * Changed "LoadLevel()" for real chunk support.
2565 2002-03-12 src/game.c
2566 * Fixed problem (introduced after 2.0.0 release) with penguins
2567 not getting killed by enemies
2569 2002-02-24 src/game.c, src/main.h
2570 * Added "player->is_moving"; now "player->last_move_dir" does
2571 not contain any information if the player is just moving at
2573 Before, "player->last_move_dir" was misused for this purpose
2574 for the robot stuff (robots don't kill players when they are
2575 moving). But setting "player->last_move_dir" to MV_NO_MOVING
2576 broke tapes when walking through pipes!
2577 ("IS_MOVING()" uses "MovPos[][]", but this fails when it is 0
2578 in a continuous movement. This fact is ignored for friends and