2 * added (currently invisible) setup option to define scroll delay value
3 * fixed small bug in priority handling when auto-detecting level start
4 position in levels without player element (but player from CE etc.)
5 * added option "game.forced_scroll_delay_value" to override user choice
6 of scroll delay value for certain level sets with "graphicsinfo.conf"
9 * added displaying of most game panel control elements (not animated)
12 * added new configuration directives to display additional game engine
13 values on the game control panel, like the following examples:
14 - game.panel.time_hh/time_mm/time_ss - level time in HH/MM/SS format
15 - game.panel.penguins - number of penguins to rescue
16 - game.panel.level_name - level name of current level
19 * added support for preview tile sizes "1" and "2" (1x1 and 2x2 pixels)
22 * added new player option "no centering when relocating" for "invisible"
23 teleportations to level areas that look exactly the same, giving the
24 illusion that the player did not relocate at all (this was the default
25 since 3.2.3, but caused visual problems with room creation in "Zelda")
26 * added new menu fading effect "melt", shamelessly stolen from "DOOM"
29 * improved menu fading, adding separate fading definitions for entering
30 and leaving a menu and for fading between menu and "content" screens
31 * fixed small bug with recognizing also ".font_xyz" style definitions
34 * improved menu fading, adding separate fading definitions for fading
35 between menu screens and fading between menu and "destination" screens
38 * titlemessage_initial_x and titlemessage_x set to "[DEFAULT]" in static
39 configuration (set from "[titlemessage_initial]" and "[titlemessage]")
40 * fading settings of "[titlemessage_initial]" and "[titlemessage]" set
41 to "[DEFAULT]" in static configuration (set from "[title_initial]" and
43 * improved title fading, allowing fading animation types "none", "fade"
44 and "crossfade" (including cross-fading of last title to main menu)
47 * added configurability of graphics, sounds and music for title screens,
48 which are separated into initial title screens (only shown once at
49 program startup) and title screens shown for a given level set; these
50 title screens can be composed of up to five title images and up to
51 five title text messages (each drawn using an optional background
52 image), also using background music and/or sounds; aspects like
53 background images, sounds and music of title screens can either be
54 defined generally (valid for all title screens) or specifically (and
55 therefore differently for each title screen) using these directives:
57 to define a background image, sound or music file for all screens:
58 - background.TITLE_INITIAL (for all title screens for game startup)
59 - background.TITLE (for all title screens for level sets)
61 to define a background image, sound or music file for a single screen:
62 - background.titlescreen_initial_x (with x in 1,2,3,4,5)
63 - background.titlescreen_x (with x in 1,2,3,4,5)
64 - background.titlemessage_initial_x (with x in 1,2,3,4,5)
65 - background.titlemessage_x (with x in 1,2,3,4,5)
67 to define the title screen images:
68 - titlescreen_initial_x (with x in 1,2,3,4,5)
69 - titlescreen_x (with x in 1,2,3,4,5)
71 to define the title text messages, place text files into the level set
72 directory that have the following file names:
73 - titlemessage_initial_x.txt (with x in 1,2,3,4,5)
74 - titlemessage_x.txt (with x in 1,2,3,4,5)
76 to define the properties of the text messages, either use directives
77 that affect all text messages:
78 - [titlemessage_initial].<suffix>
79 - [titlemessage].<suffix>
80 or use directives that affect single text messages:
81 - titlemessage_initial_x.<suffix> (with x in 1,2,3,4,5)
82 - titlemessage_x.<suffix> (with x in 1,2,3,4,5)
84 valid values for <suffix> are the same as for readme.<suffix> below;
85 use ".sort_priority" (default: 0) to define an arbitrary order for
86 title images and title messages (which can therefore be mixed)
89 * added full configurability of "readme.txt" screen appearance:
90 - readme.x: <left position used with alignment>
91 - readme.y: <top position>
92 - readme.width: <maximim text width in pixels>
93 - readme.height: <maximum text height in pixels>
94 - readme.chars: <maximum number of chars per line>
95 - readme.lines: <maximum number of lines displayed>
96 - readme.align: left,center,right (default: center)
97 - readme.top: top,middle,bottom (default: top)
98 - readme.font: font name
99 - readme.autowrap: true,false (default: true)
100 - readme.centered: true,false (default: false)
101 - readme.parse_comments: true,false (default: true)
102 - readme.sort_priority: (not used here, but only for title screens)
103 when "readme.chars" and/or "readme.lines" is set to "-1" (this is the
104 default), they are automatically determined from "readme.width" and
105 "readme.height" accordingly; when they are not "-1", they have
106 precedence over "readme.width" and "readme.height"
107 * added internal ad-hoc config settings for displaying text files like
108 title messages or "readme.txt" style level set info files:
109 - .font: font name (default: readme.font)
110 - .autowrap: true,false (default: readme.autowrap)
111 - .centered: true,false (default: readme.centered)
112 - .parse_comments: true,false (default: readme.parse_comments)
113 (the leading '.' and the separating ':' are mandatory here); to use
114 these ad-hoc settings, they have to be written inside a comment, like
115 "# .autowrap: false" or "# .centered: true"; these settings then
116 override the above global settings (they can even be used more than
117 once, like "# .centered: true", then some text that should be drawn
118 centered, then "# .centered: false" to go back to non-centered text;
119 important note: after using "# .parse_comments: false", or when using
120 "readme.parse_comments: false", detecting and parsing comments inside
121 the file is disabled and comments are just printed like normal text;
122 also be aware that all automatic text size calculations are done with
123 the font defined in "readme.font", while using different fonts using
124 "# .font: <font>" inside the text file may cause unexpected results
127 * changed some numerical limits in the level editor from 255 to 999
130 * added option "system.sdl_videodriver" to select SDL video driver
131 * added output of SDL video and audio driver to "version info" page
134 * added group element drawing to IntelliDraw drawing functions
135 * fixed animation resetting problem again (last try broke Snake Bite)
136 * fixed diagonal scrolling in screen scrolling (last try broke Pac Man)
139 * added new (special) "include: <filename>" directive that works in all
140 configuration files (like "graphicsinfo.conf") and that has the same
141 effect as if that directive would be replaced with the content of the
142 specified file (this can be useful to split large configuration files
143 into several smaller ones and include them from one main file, or to
144 store configuration settings that always stay the same into a separate
145 file, while including it and only add those parts that really change)
148 * fixed minor bug (screen redraw of player tiles) in EMC graphics engine
151 * fixed bug in "InitMovingField()" where treating an integer array as
152 boolean caused wrong resetting of animations while elements are moving
153 * fixed problem with resetting animations when starting element change
156 * added sort priority for order of title screens and title messages
159 * changed end of game again: do not wait for the user to press a key
160 anymore, but directly ask/confirm tape saving and go to hall of fame
161 * re-enabled quitting of lost game by pressing space or return again
162 * added blanking of mouse pointer when displaying title screens
163 * added remaining menu draw offset definitions for info sub-screens
166 * added setup option to select game speed (from very slow to very fast)
167 * improved handling of title text messages (initial and for level set)
170 * added new options "auto-wrap" and "centered" for DC2 style envelopes
173 * fixed displaying and typing of player name when it is centered
174 * added special characters to be allowed for player name (not only A-Z)
177 * fixed blit in ScrollLevel() to same bitmap to not overlap anymore
178 (newer versions of the SDL library seem to not like this anymore)
181 * added code for configuration directives for control of game panel
184 * fixed small cosmetical bug with underlining property tabs in editor
187 * fixed small drawing bug in X11FadeRectangle
188 * added new elements for newly supported Diamond Caves II levels:
189 - EM/DC style exits that disappear after passing
190 - white key and gate (one white key needed for each white gate)
191 - fake gate (there is no key to open/pass this kind of gate!)
192 - extended magic wall which also handles pearls and crystals
196 * changed maximum value for endless loop detection to a higher value
197 (some levels really used very deep recursion without being endless)
200 * added new elements for newly supported Diamond Caves II levels:
201 - growing steel walls
202 - snappable land mine
205 * added new elements for newly supported Diamond Caves II levels:
206 - steel text elements
209 * added level file loader for native Diamond Caves II levels
212 * version number set to 3.2.4
215 * version 3.2.3 released
218 * fixed malloc/free bug when updating EMC artwork entries in level list
219 * added workaround (warning and request to quit the current game) when
220 changing elements cause endless recursion loop (which would otherwise
221 freeze the game, causing a crash-like program exit on some systems)
224 * fixed nasty string overflow bug when entering too long envelope text
227 * added feedback sounds for menu navigation "menu.item.activating" and
228 "menu.item.selecting" (for highlighting and executing menu entries)
231 * improved "no scrolling when relocating" to also consider scroll delay
232 (meaning that the player is not automatically centered in this case;
233 this makes it possible to "invisibly" relocate the player to a region
234 of the level playfield which looks the same as the old level region)
235 * fixed bug with not recognizing "main.input.name.align" when active
238 * fixed bug with displaying masked borders over title screens when
239 screen fading is disabled
242 * fixed infinite loop / crash bug when killing the player while having
243 a CE with the setting "kill player X when explosion of <player X>"
244 * added special editor graphic for "char_space" to distinguish it from
245 "empty_space" when editing a level (in-game graphics still the same)
248 * fixed nasty bug with initialization only done for the first player
251 * small change to handle loading empty element/content list micro chunks
254 * uploaded pre-release (test) version 3.2.3-0 binary and source code
257 * some optimizations on startup speed by reducing initial text output
260 * added caching of custom artwork information for faster startup times
263 * fixed graphical bug when using fewer menu entries on level selection
264 screen than usual (with "menu.list_size.LEVELS" directive)
265 * fixed crash bug (Windows/SDL only) caused by BlitBitmap blitting from
266 the backbuffer to the backbuffer by error (with identical rectangle)
269 * fixed bug when displaying titlescreen with size less than element tile
270 * fixed bug that caused elements with "change when digging <e>" event
271 to change for _every_ digged element, not only those specified in <e>
272 * fixed bug that caused impact style collision when dropping element one
273 tile over the player that can both fall down and smash players
274 * fixed bug that caused impact style collision when element changed to
275 falling/smashing element over the player immediately after movement
278 * fixed bug that allowed making engine snapshots from the level editor
281 * fixed bugs with player name and current level positions on main screen
284 * added configuration directives for control of title screens:
285 - "title.fade_delay" for fading time
286 - "title.post_delay" for pause between screens (when not crossfading)
287 - "title.auto_delay" to automatically continue after some time
288 these settings can each be overridden by specifying them with titles:
289 - "titlescreen_initial_{1-5}.{fade_delay,post_delay,auto_delay}"
290 - "titlescreen_{1-5}.{fade_delay,post_delay,auto_delay}"
291 fading mode can also be specified:
292 - "titlescreen_initial_{1-5}.anim_mode: {fade,crossfade}
293 - "titlescreen_{1-5}.anim_mode: {fade,crossfade}
294 default is using normal fading for menues and initial title screens,
295 while using cross-fading for level set title screens
296 * fixed bug with background not drawn in Hall of Fame after game was won
299 * added configuration directives for the remaining main menu items
302 * added additional configuration directives for info screen draw offset:
303 menu.draw_{x,y}offset.INFO[{ELEMENTS,MUSIC,CREDITS,PROGRAM,LEVELSET}]
304 * added additional configuration directives for preview info text
305 * limited mouse wheel sensitive screen area to scrollable screen area
308 * added highlighted menu text entries to menu navigation when selected
311 * fixed bug that prevented player from correctly being created in the
312 top left corner by a custom element change in a level without player
313 * fixed bug that prevented player from being killed when indestructible,
314 non-walkable element is placed on player position by extended change
315 * added configurable menu button, text and input positions to main menu
318 * added page fading effects for remaining info sub-screens
319 * fixed small bug that caused some delays when answering door request
322 * added directives "border.draw_masked.*" for menu/playfield area and
323 door areas to display overlapping/masked borders from "global.border"
326 * fixed bug with CE with move speed "not moving" not being animated
327 * when changing player artwork by CE action, reset animation frame
330 * fixed bug with not unmapping main menu screen gadgets on other screens
331 * fixed bug with un-pausing a paused game by releasing still pressed key
332 * fixed bug with not redrawing screen when toggling to/from fullscreen
333 mode while fast reloading tape (without redrawing playfield contents)
334 * fixed bug with quick-saving tape snapshot despite answering with "no"
337 * version number set to 3.2.3
340 * version 3.2.2 released
343 * fixed bug with redrawing screen in fullscreen mode after quick tape
344 reloading when using the EMC game engine
345 * changed token names from "last_ce_[1-8]" to "prev_ce_[1-8]"
348 * fixed bug in GameWon() when level contains no exit (like in Sokoban)
351 * added engine snapshot functionality for instant tape reloading (this
352 only works for the last tape saved using "quick save", and does not
353 work across program restarts, because it completely works in memory)
356 * version number set to 3.2.2
359 * version 3.2.1 released
362 * fixed nasty bugs with handling error message file on Mac OS X systems
365 * general code cleanup (removing many annoying "#if 0" blocks etc.)
368 * fixed bug that caused broken tapes when manually appending to tapes
369 using the "pause before death" functionality, followed by recording
370 * added setup option to disable fading of screens for faster testing
373 * code cleanup of new fading functions
376 * changed behaviour after solved game -- do not immediately stop engine
377 * added some more smooth screen fadings (game start, hall of fame etc.)
380 * fixed bug with displaying pushed CE with value/score/delay anim_mode
383 * added configurable level preview position, tile size and dimensions
384 * added configurable game panel value positions (gems, time, score etc.)
387 * fixed small bug with time displayed incorrectly when collecting CEs
390 * fixed bug with bumpy scrolling with EM engine in double player mode
393 * added compatibility code to fix "Snake Bite" style levels that were
394 broken due to a bugfix regarding EL_SOKOBAN_FIELD_PLAYER in 3.2.0
397 * fixed bug with scrollbars inside editor when using the Windows mouse
398 enhancement tool "True X-Mouse" (which injects key events to the event
399 queue to insert selected stuff into the Windows clipboard, which gets
400 confused with the "Insert" key for jumping to the last editor cascade
401 block in the element list)
402 * added Rocks'n'Diamonds icon for use as window icon to SDL version
403 * added key shortcut "Alt + Enter" to toggle fullscreen mode at any time
406 * added selection of preferred fullscreen mode to setup / graphics menu
407 (useful if default mode 800 x 600 does not match screen aspect ratio)
410 * improved down-scaling of images for better editor and preview graphics
411 * changed user data directory for Mac OS X from Unix style to new place
414 * improved level number selection in main menu and player selection in
415 setup menu (input devices section) by using standard button gadgets
416 * added support for mouse scroll wheel (caused buggy behaviour before)
417 * added support for scrolling horizontal scrollbars with mouse wheel by
418 holding "Shift" key pressed while scrolling the wheel
419 * added support for single step mouse wheel scrolling by holding "Alt"
420 key pressed while scrolling the wheel (can be combined with "Shift")
421 * changed output file "stderr.txt" on Windows platform now always to be
422 created in the R'n'D sub-directory of the personal documents directory
423 * added Windows message box to direct to "stderr.txt" after error aborts
426 * improved general scrollbar handling (when jump-scrolling scrollbars)
429 * changed scrollbars to always show last line as first after scrolling
430 (that means jumping n - 1 screen lines instead of n screen lines)
433 * fixed level versions of EMC level loader (from V4 to V1, V2 and V3)
434 * fixed level time for EMC levels for V2 engine (V2 and V5 levels)
435 * fixed special handling of vertically stacked acid becoming fake acid
438 * fixed bug (very special case) with CE_SCORE_GETS_ZERO, which can
439 affect multiple instances of the same CE, although this kind of
440 change condition usually only affects one single custom element
443 * version number set to 3.2.1
446 * version 3.2.0 released
449 * reorganized level editor element list a bit to match engines better
452 * fixed newly introduced bug with wrongly initializing clipboard element
455 * fixed bug with displaying visible/invisible level border in editor
458 * reorganized some elements in the level editor element list
461 * fixed bug with displaying any player as "yellow" when moving into acid
462 * fixed bug with displaying running player when player stopped at border
465 * fixed bug with player exploding when moving into acid
466 * fixed bug with level settings being reset in editor and when playing
467 (some compatibility settings being set not only after level loading)
468 * fixed crash bug when number of custom graphic frames was set to zero
469 * fixed bug with teleporting player on walkable tile not working anymore
470 * added partial compatibility support for pre-release-only "CONF" chunk
471 (to make Alan Bond's "color cycle" demo work again :-) )
474 * fixed some bugs when displaying title screens from info screen menu
475 * fixed bug which caused EMC doors #5 to #8 to be passable without keys
478 * changed file major version to 3 to reflect level file format changes
479 * uploaded pre-release (test) version 3.2.0-8 binary and source code
482 * added new chunk "NAME" to level file format for level name settings
483 * added new chunk "NOTE" to level file format for envelope settings
484 * changed name of chunk "CONF" to "ELEM" (for normal element settings)
485 * updated magic(5) file to recognize changed and new level file chunks
486 * removed change events "change when CE value/score changes" as unneeded
489 * changed gravity (which only affects the player) from level property
490 to player property (only makes a difference in multi-player levels)
491 * added change events "change when CE value/score changes"
492 * added change events "change when CE value/score changes of <element>"
495 * added new chunk "INFO" to level file format for global level settings
496 * added all element settings from "HEAD" chunk to "CONF" chunk
497 * added all global level settings from "HEAD" chunk to "INFO" chunk
500 * changed level file format by adding two new chunks "CUSX" (for custom
501 elements, replacing the previous "CUS4" chunk) and "GRPX" (for group
502 elements, replacing the previous "GRP1" chunk); these new IFF style
503 chunks use the new and flexible "micro chunks inside chunks" technique
504 already used with the new "CONF" chunk (for normal element properties)
505 which makes it possible to easily extend the existing level format
506 (instead of using fixed-length chunks like before, which are either
507 too big due to reserved bytes for future use, or too small when those
508 reserved bytes have all been used and even more data should be stored,
509 requiring the replacement by new and larger chunks just like it went
510 with "CUS1" to "CUS4"); this whole problem now does not exist anymore
513 * added credits pages to the "credits" section that were really missing
514 * added some missing element descriptions to the level editor
515 * added down position of switchgate switch to the level editor
516 and allowed the use of both switch positions at the same time
517 * changed use of "Insert" and "Delete" keys to navigate element list in
518 level editor to start of previous or next cascading block of elements
521 * added the possibility to view the title screen to the info screen menu
522 * fixed some minor bugs with viewing title screens
525 * fixed bug with title (cross)fading in/out when using fullscreen mode
528 * fixed bug that forced re-defining of menu settings in local graphics
529 config file which are already defined in existing base config file
530 * fixed small bug that caused door sounds playing when music is enabled
533 * added the possibility to define up to five title screens for each
534 level set that are displayed after loading using (cross)fading in/out
535 (this was added to display the various start images of the EMC sets)
538 * added "CE score gets zero [of]" to custom element trigger conditions
539 * added setup option to display element token name in level editor
542 * added compatibility code for Juergen Bonhagen's menu artwork settings
545 * fixed bug with displaying wrong animation frame 0 after CE changes
546 * fixed bug with creating invisible elements when light switch is on
549 * added selection between ECS and AGA graphics for EMC levels to setup
552 * adjusted font handling for various narrow EMC style fonts
555 * changed EM engine behaviour back to re-allow initial rolling springs
558 * fixed handling of over-large selectboxes (less error-prone now)
559 * fixed bug when creating GE with walkable element under the player
562 * added use of "Insert" and "Delete" keys to navigate element list in
563 level editor to start of custom elements or start of group elements
564 * added virtual elements to access CE value and CE score of elements:
565 - "CE value of triggering element"
566 - "CE score of triggering element"
567 - "CE value of current element"
568 - "CE score of current element"
571 * fixed "grass" to "sand" in older EM levels (up to file version V4)
574 * changed behaviour of network games with internal errors (because of
575 different client frame counters) from immediately terminating R'n'D
576 to displaying an error message requester and stopping only the game
577 (also to prevent impression of crashes under non command-line runs)
578 * fixed playing network games with the EMC engine (did not work before)
579 * fixed bug with not scrolling the screen in multi-player mode with the
580 focus on player 1 when all players are moving in different directions
581 * fixed bug with keeping pointer to gadget even after its deallocation
582 * fixed bug with allowing "focus on all players" in network games
583 * fixed bug with player focus when playing tapes from network games
586 * uploaded pre-release (test) version 3.2.0-7 binary and source code
589 * code cleanup for game action control for R'n'D and EMC game engine
592 * fixed bug in multi-player movement with focus on both players
593 * added option to control only the focussed player with all input
596 * added player focus switching to level tape recording and re-playing
599 * fixed some bugs in player focus switching in EMC and RND game engine
602 * added special Supaplex animations for Murphy digging and snapping
603 * added special Supaplex animations for Murphy being bored and sleeping
606 * added four new yam yams with explicit start direction for EMC engine
607 * fixed bug in src/libgame/text.c with printing text outside the window
610 * fixed small bug in EMC level loader (copyright sign in EM II levels)
613 * added delayed ignition of EM style dynamite when used in R'n'D engine
614 * added limited movement range to EMC engine when focus on all players
617 * fixed bug with missing (zero) score values for native Supaplex levels
620 * added "continuous snapping" (snapping many elements while holding the
621 snap key pressed, without releasing the snap key after each element)
622 as a new player setting for more compatibility with the classic games
625 * finished scrolling for "focus on all players" in EMC graphics engine
628 * level sets with "levels: 0" are ignored for levels, but not artwork
629 * fixed bug when scanning empty level group directories (endless loop)
632 * fixed bug with explosion graphic for player using "Murphy" graphic
633 * fixed bug with explosion graphic if player leaves explosion in time
634 * changed some descriptive text in setup menu to use medium-width font
635 * added key shortcut settings for switching player focus to setup menu
638 * fixed bug with random value initialization when recording tapes
639 * fixed bug with playing single player tapes when team mode activated
642 * fixed little bug when trying to switch to player that does not exist
645 * added player switching (visual and quick) to R'n'D and EM game engine
646 * added setup option to select visual or quick in-game player switching
649 * added use of "Home" and "End" keys to handle element list in editor
652 * fixed bug with adding score when playing tape with EMC game engine
653 * added steel wall border for levels using EMC engine without border
654 * finally fixed delayed scrolling in EMC engine also for small levels
657 * fixed potential crash bug in WarnBuggyBase() (missing boundary check)
660 * fixed bug with CE change order in TestIfElementTouchesCustomElement()
661 * fixed bug when displaying info element without action, but direction
664 * fixed minor graphical problems with springs smashing and slurping
665 (when using R'n'D style graphics instead of EMC style graphics)
668 * added scroll delay (as configured in setup) to EMC graphics engine
671 * improved screen redraw for EMC graphics engine (faster and smoother)
672 * when not scrolling, do not redraw the whole playfield if not needed
675 * added multi-player mode for EMC game engine (with up to four players)
678 * added android (can clone elements) from EMC engine to R'n'D engine
681 * added spring bumper (reflects spring) from EMC engine to R'n'D engine
684 * added selectbox for initial player speed to player settings in editor
687 * version 3.1.2 created that is basically version 3.1.1, but with a
688 major bug fixed that prevented editing your own private levels
689 * version 3.1.2 released
692 * added magic ball (creates elements) from EMC engine to R'n'D engine
695 * uploaded fixed pre-release version 3.2.0-6 binary and source code
698 * fixed bug when using "CE can leave behind <trigger element>"
699 * added new change condition "(after/when) creation of <element>"
700 * added new change condition "(after/when) digging <element>"
701 * fixed bug accessing invalid gadget that caused crashes under Windows
702 * deactivated new possibility for multiple CE changes per frame
705 * uploaded pre-release (test) version 3.2.0-6 binary and source code
708 * added animation types "ce_value" and "ce_score" to graphicsinfo.conf
709 * fixed bug with not keeping CE value for moving CEs with only action
710 * changed CE action selectboxes in editor to be only reset when needed
713 * added option "use artwork from element" for custom player artwork
714 * added option "use explosion from element" for player explosions
717 * added cascaded element lists in the level editor
718 * added persistence for cascaded element lists by "editorcascade.conf"
719 * added dynamic element list with all elements used in current level
720 * added possibility for multiple CE changes per frame (experimental)
723 * uploaded pre-release (test) version 3.2.0-5 binary and source code
726 * changed "score for each 10 seconds/steps left" to "1 second/step"
727 * added own score for collecting "extra time" instead of sharing it
728 * added change events "switched by player" and "player switches <e>"
729 * added change events "snapped by player" and "player snaps <e>"
730 * added "set player artwork: <element choice>" to CE action options
731 * added change event "move of <element>"
734 * added "set player shield: off / normal / deadly" to CE action options
735 * added new player option "use level start element" in level editor
736 to set the correct focus at level start to elements from which the
737 player is created later (this did not work before for cascaded CE
738 changes resulting in creation of the player; it is now also possible
739 to create the player from a yam yam which is smashed at level start)
742 * added "set player speed: frozen (not moving)" to CE action options
743 * added "move player: l/r/u/d/trigger/-trigger" to CE action options
746 * added new player option "block snap field" (enabled by default) to
747 make it possible to show a snapping animation like in Emerald Mine
750 * added dynamic selectboxes to custom element action settings in editor
751 * added "CE value" counter for custom elements (instead of "CE count")
752 * added option to use the last "CE value" after custom element change
753 * added option to use the "CE value" of other elements in CE actions
754 * fixed odd behaviour when pressing time orb in levels w/o time limit
755 * added checkbox "use time orb bug" for older levels that use this bug
758 * added missing configuration settings for the following elements:
759 - EL_TIMEGATE_SWITCH (time of open time gate)
760 - EL_LIGHT_SWITCH_ACTIVE (time of light switched on)
761 - EL_SHIELD_NORMAL (time of shield duration)
762 - EL_SHIELD_DEADLY (time of shield duration)
763 - EL_EXTRA_TIME (time added to level time)
764 - EL_TIME_ORB_FULL (time added to level time)
767 * added "wind direction" as a movement pattern for custom elements
768 * added initial wind direction for balloon / custom elements to editor
769 * added functionality for EL_BALLOON_SWITCH_NONE to R'n'D game engine
772 * added parameters for "game of life" and "biomaze" elements to editor
775 * added level file chunk "CONF" for generic level and element settings
778 * uploaded pre-release (test) version 3.2.0-4 binary and source code
781 * skip empty level sets (with "levels: 0"; may be artwork base sets)
782 * added sound action ".page[1]" to ".page[32]" for each CE change page
785 * added image config suffix ".clone_from" to copy whole image settings
786 * fixed bug with invalid ("undefined") CE settings in old level files
789 * fixed graphical bug with smashing elements falling faster than player
792 * fixed major bug which prevented private levels from being edited
793 * fixed bug with precedence of general and special font definitions
796 * fixed graphical bug with player animation when player moves slowly
799 * uploaded pre-release (test) version 3.2.0-3 binary and source code
802 * fixed bug which prevented "global.num_toons: 0" from working
805 * major code cleanup (removed all these annoying "#if 0" blocks)
808 * added custom element actions for CE change page in level editor
811 * fixed music initialization bug in init.c (thanks to David Binderman)
812 * fixed mouse wheel "button" bug in editor (thanks to Tomi Belan)
813 (this bug must probably be fixed at other places, too)
816 * fixed buggy '#include "SDL.h"' statements in src/libgame/sdl.h
817 (should be '#include <SDL.h>' instead)
820 * fixed bug which prevented "walkable from no direction" from working
821 (due to compatibility code overwriting this setting after loading)
824 * fixed bug on Mac OS X (use of reserved name "Random") in EM engine
827 * version number temporarily set to 3.1.1 (intermediate bugfix release)
828 * version 3.1.1 released
831 * changed some va_arg() arguments from 'long' to 'int', fixing problems
832 on 64-bit architecture systems with LP64 data model
835 * fixed bug with bombs not exploding when hitting the last level line
836 (introduced after the release of 3.1.0)
839 * added support for dumping small-sized level sketches from editor
842 * added recognition of "trigger element" for "change digged element to"
843 (this is not really what the "trigger element" was made for, but its
844 use may seem obvious for leaving back digged elements unchanged)
847 * fixed multiple warnings about failed joystick device initialization
850 * fixed bug with dynamite dropped on top of just dropped custom element
851 (collect dynamite, collect CE, drop CE => dynamite was also dropped);
852 dynamite can still be dropped, but drop key must be released before
855 * fixed bug with wrong start directory when started from file browser
856 (due to this bug, R'n'D could not be started from KDE's Konqueror)
859 * fixed bug causing "change when impact" on player not working
860 * fixed wrong priority of "hitting something" over "hitting <element>"
861 * fixed wrong priority of "hit by something" over "hit by <element>"
864 * fixed graphical bug which caused the player (being Murphy) to show
865 collecting animations although the element was collected by penguin
868 * fixed two bugs causing wrong door background graphics in system.c
869 (in functions "SetBackgroundBitmap()" and "DrawingOnBackground()")
872 * fixed graphic bug with exploding bomb and R'n'D graphics in EM engine
873 * added "no direction" to "walkable/passable from" selectbox options
876 * enhanced tape autoplay to accept "autoplay <set> [<nr> ...]" format
877 * in tape autoplay, not only report broken, but also missing tapes
880 * uploaded pre-release (test) version 3.2.0-2 binary and source code
883 * fixed small bug with "linear" animation not working for active lamp
886 * fixed bug with moving up despite gravity due to "block last field"
887 * fixed small bug with wrong draw offset when typing name in main menu
888 * when reading user names from "passwd", ignore data after first comma
889 * when creating new "levelinfo.conf", only write some selected entries
892 * fixed displaying "imported from/by" on preview with empty string
893 * fixed ignoring draw offset for fonts used for level preview texts
896 * fixed a delay problem with SDL and too many mouse motion events
897 * added setup option "skip levels" and level skipping functionality
900 * added move speed "not moving" for non-moving CEs, but with direction
903 * fixed mapping of obsolete element token names in "editorsetup.conf"
904 * fixed bug with sound "acid.splashing" treated as a loop sound
905 * fixed some little sound bugs in native EM engine
908 * fixed small bug when dragging scrollbars to end positions
911 * added editor element descriptions written by Aaron Davidson
914 * improved fallback handling when configured artwork is not available
915 (now using default artwork instead of exiting when files not found)
918 * fixed bug on level selection screen when dragging scrollbar
921 * fixed bug which caused broken tapes when appending to EM engine tapes
924 * uploaded pre-release (test) version 3.2.0-1 binary and source code
927 * added code to replace changed artwork config tokens with other tokens
928 (needed for backwards compatibility, so that older tokens still work)
931 * added native R'n'D graphics for some new EMC elements in EM engine
934 * fixed some bugs in the EM engine integration code
935 * changed EM engine code to allow diagonal movement
936 * changed EM engine code to allow use of separate snap and drop keys
939 * fixed some redraw bugs when using EM engine
942 * fixed bug with not converting RND levels which are set to use native
943 engine to native level structure when loading
946 * uploaded pre-release (test) version 3.2.0-0 binary and source code
949 * version number set to 3.2.0
952 * level data now reset to defaults after attempt to load invalid file
955 * added use of "editorsetup.conf" for different level sets
958 * added auto-detection for various types of Emerald Mine level files
961 * fixed bug with scrollbars getting too small when list is very large
964 * fixed bug with 3+3 (cross) sized explosion not making explosion sound
967 * added most level editor configuration gadgets for new EMC elements
970 * added more element and graphic definitions for new EMC elements
973 * modified native EM engine to use integrated R'n'D sound system
976 * added SDL support to graphics functions in native EM engine
977 (by always using generic libgame interface functions)
980 * fixed bug in frame synchronization in native EM engine
983 * added code to convert levels between R'n'D and native EM engine
986 * new Emerald Mine engine can now play levels selected in main menu
989 * fixed big memory leak in function "CreateBitmapWithSmallBitmaps()"
990 (which creates scaled down graphics for level editor and preview);
991 there's still a memory leak somewhere in the artwork handling code
992 * added "scale image up" functionality to X11 version of zoom function
995 * first attempts to integrate new, native Emerald Mine Club engine
998 * fixed bug in gadget code which caused reset of CEs in level editor
999 (example: pressing 'b' [grab brush] on CE config page erased values)
1000 (solution: check if gadgets in ClickOnGadget() are really mapped)
1001 * improved level change detection in editor (settings now also checked)
1002 * fixed bug with "can move into acid" and "don't collide with" state
1005 * fixed maze runner style CEs to use the configured move delay value
1008 * added Aaron Davidson's tutorial level set to the "Tutorials" section
1011 * fixed engine change that broke 3.0.8 levels like "Walpurgis Gardens"
1012 * fixed the above fix because it broke level set "machine" (*sigh*)
1013 * fixed random element placement in level editor to work as expected
1014 * fixed undefined graphic of runtime element "EL_AMOEBA_TO_DIAMOND"
1017 * re-recorded tape for BD2K3, level 010 (broken due to bugfix)
1020 * fixed bug (missing array boundary check) which caused broken tapes
1021 * fixed bug (when loading level template) which caused broken levels
1022 * fixed bug with new block last field code when using non-yellow player
1025 * fixed bug when pressing "stop, pause, stop, play" on tape recorder
1026 * internal change of how the player blocks the last field when moving
1027 * fixed blocking delay of last field for EM and SP style block delay
1028 * fixed bug where the player had to wait for the usual move delay after
1029 unsuccessfully trying to move, when he directly could move after that
1030 * the last two changes should make original Supaplex level 93 solvable
1031 * improved use of random number generator to make it less predictable
1032 * fixed behaviour of slippery SP elements to let slip left, then right
1035 * fixed bug with wrong door state after trying to quickload empty tape
1036 * fixed waste of static memory usage of the binary, making it smaller
1037 * fixed very little graphical bug in Supaplex explosion
1040 * version number set to 3.1.1
1043 * version 3.1.0 released
1046 * fixed bug with crash when writing user levelinfo.conf the first time
1049 * added option "convert LEVELDIR [NR]" to command line batch commands
1050 * re-converted Supaplex levels to apply latest engine fixes
1051 * changed "use graphic/sound of element" to "use graphic of element"
1052 due to compatibility problems with some levels ("bug machine" etc.)
1055 * fixed bug with CE change replacing player with same or other player
1058 * fixed bug with opaque font in envelope with background graphic when
1059 background graphic is not transparent itself
1062 * added "gravity on" and "gravity off" ports for Supaplex compatibility
1063 * corrected original Supaplex level loading code to use these new ports
1064 * also corrected Supaplex loader to auto-count infotrons if set to zero
1067 * fixed bug with missing initialization of "modified" flag for GEs
1070 * fixed bug that caused endless recursion loop when relocating player
1071 * fixed tape recorder bug in "step mode" when using "pause before end"
1072 * fixed tape recorder bug when changing from "warp forward" mode
1075 * fixed bug with "when touching" for pushed elements at last position
1078 * fixed bug that caused two activated toolbox buttons in level editor
1079 * fixed bug with exploding dynabomb under player due to other explosion
1082 * fixed bug with creating walkable custom element under player (again)
1083 * fixed bug with not copying explosion type when copying CEs in editor
1084 * fixed graphical bug when drawing player in setup menu (input devices)
1085 * fixed graphical bug when the player is pushing an accessible element
1086 * fixed bug with classic switchable elements triggering CE changes
1087 * fixed bug with entering/leaving walkable element in RelocatePlayer()
1088 * fixed crash bug when CE leaves behind the trigger player element
1091 * fixed bug with broken tubes after placing/exploding dynamite in them
1092 * fixed bug with exploding dynamite under player due to other explosion
1093 * fixed bug with not resetting push delay under certain circumstances
1096 * added option "handicap" for "levelinfo.conf" (thanks to Niko Böhm)
1097 * added network multiplayer code for Windows (thanks to Niko Böhm)
1100 * added option "reachable despite gravity" for gravity movement
1101 * changed gravity movement of most classic walkable and passable
1102 elements back to "not reachable" (for compatibility reasons)
1105 * fixed (removed) "indestructible" / "can explode" dependency in editor
1106 * fixed (removed) "accessible inside" / "protected" dependency
1107 * fixed (removed) "step mode" / "shield time" dependency
1110 * fixed dynabombs exploding now into anything diggable
1111 * fixed Supaplex style gravity movement into buggy base now impossible
1112 * added pressing key "space" as valid action to select menu options
1115 * added "replace when walkable" to relocate player to walkable element
1116 * added "enter"/"leave" event for elements affected by relocation
1117 * fixed "direct"/"indirect" change order also for "when change" event
1118 * fixed graphical bug when pushing things from elements walkable inside
1121 * fixed graphic bug when player is snapping while moving in old levels
1122 * fixed bug when a moving custom element leaves a player element behind
1123 * fixed bug with mole not disappearing when moving into acid pool
1124 * fixed bug with incomplete path setting when using "--basepath" option
1125 * moving CE can now leave walkable elements behind under the player
1126 * when relocating, player can be set on walkable element now
1127 * fixed another gravity movement bug
1130 * uploaded pre-release (test) version 3.1.0-2 binary and source code
1133 * added "collectible" and "removable" to extended replacement types
1134 (where "removable" replaces "diggable" and "collectible" elements)
1135 * added "collectible & throwable" (to throw element to the next field)
1136 * fixed bug with CEs digging elements that are just about to explode
1137 * changed mouse cursor now always being visible when game is paused
1140 * added possibility to push/press accessible elements from a side that
1142 * fixed bug with not setting actual date when appending to tape
1145 * fixed bug with incorrectly initialized custom element editor graphics
1148 * corrected set "Contributions_1995-2000/rnd_kjell_kristiansson":
1149 - number of levels corrected from 18 to 17 in "levelinfo.conf"
1152 * fixed bug with destroyed robot wheel still attracting robots forever
1153 * fixed bug with time gate switch deactivating after robot wheel time
1154 (while the time gate itself is not affected by this misbehaviour)
1155 * changed behaviour of BD style amoeba to always get blocked by player
1156 (before it was different when there were non-BD elements in level)
1157 * fixed bug with player destroying indestructable elements with shield
1160 * added option to make growing elements grow into anything diggable
1161 (for the various amoeba types, biomaze and "game of life")
1164 * fixed bug with movable elements not moving after left behind by CEs
1165 * changed gravity movement to anything diggable, not only sand/base
1166 * optionally allowing passing to walkable element, not only empty space
1167 * added option "can pass to walkable element" for players
1168 * finally fixed gravity movement (hopefully)
1171 * fixed bug with movable elements not moving anymore after falling down
1174 * fixed another bug with custom elements digging and leaving elements
1175 * fixed bug with "along left/right side" and automatic start direction
1176 * trigger elements now also displayed when "more custom" deactivated
1177 * fixed bug with clipboard element initialized when loading new level
1178 * added option "drop delay" to set delay before dropping next element
1181 * uploaded pre-release (test) version 3.1.0-1 binary and source code
1184 * added copy and paste functions for custom change pages
1185 * enhanced graphical display and functionality of tape recorder
1186 * fixed bug with custom elements digging and leaving elements
1189 * added move speed faster than "very fast" for custom elements
1190 * fixed bug with 3+3 style explosions and missing border content
1191 * fixed little bug when copying custom elements in the editor
1192 * enhanced custom element changes by more side trigger actions
1195 * added option "no scrolling when relocating" for instant teleporting
1196 * uploaded pre-release (test) version 3.1.0-0 binary and source code
1199 * added trigger element and trigger player to use as target elements
1200 * added copy and paste functions for custom and group elements
1203 * fixed graphical bug when displaying explosion animations
1204 * fixed bug when appending to tapes, resulting in broken tapes
1205 * re-recorded a few tapes broken by fixing gravity checking bug
1208 * "can move into acid" property now for all elements independently
1209 * "can fall into acid" property for player stored in same bitfield now
1210 * added option for deadliness of Supaplex 'sniksnak' and 'electron'
1211 * version number set to 3.1.0 (finally!)
1214 * changed tape recording to only record input, not programmed actions
1217 * fixed totally broken (every 8th frame skipped) step-by-step recording
1218 * fixed bug with requester not displayed when quick-loading interrupted
1219 * added option "can fall into acid (with gravity)" for players
1220 * fixed bug with player not falling when snapping down with gravity
1223 * fixed bug which messed up key config when using keypad number keys
1226 * fixed bug which allowed moving upwards even when gravity was active
1227 * fixed bug with missing error handling when dumping levels or tapes
1230 * added different colored editor graphics for Supaplex gravity tubes
1233 * fixed bug that allowed solvable tapes for unsolvable levels
1236 * use unlimited number of droppable elements when "count" set to zero
1237 * added option to use step limit instead of time limit for level
1240 * added player and change page as trigger for custom element change
1243 * fixed bug with exploding amoeba (explosion 3x3 instead of 1x1)
1246 * fixed bug with dark yamyam changing to acid when moving over acid
1247 * fixed handling of levels with more than 999 seconds level time
1248 (example: level 76 of "Denmine")
1251 * "spring push bug" reintroduced as configurable element property
1252 * fixed bug with missing properties for "mole"
1253 * fixed bug that showed up when fixing the above "mole" properties bug
1254 * added option "can move into acid" for all movable elements
1255 * fixed graphical bug for elements moving into acid
1256 * changed event handling to handle all pending events before going on
1259 * fixed bug which caused all CE change pages to be ignored which had
1260 the same change event, but used a different element side
1261 (reported by Simon Forsberg)
1263 * fixed bug which caused elements that can move and fall and that are
1264 transported by a conveyor belt to continue moving into that direction
1265 after leaving the conveyor belt, regardless of their own movement
1266 type; only elements which can not move are transported now
1267 (reported by Simon Forsberg)
1269 * fixed bug which could cause an array overflow in RelocatePlayer()
1270 (reported by Niko Böhm)
1272 * changed Emerald Mine style "passable / over" elements to "protected"
1273 (fixing unsolvable level 10 of "Bondmine 9" with bug beside gate)
1275 * added new option to select from which side a "walkable/passable"
1276 element can be entered
1279 * added explosion and ignition delay for elements that can explode
1282 * fixed bug which caused player not being protected against enemies
1283 when a CE was "walkable / inside" and was not "indestructible"
1284 * added "walkable/passable" fields to be "protected/unprotected"
1285 against enemies, even if not accessible "inside" but "over/under"
1288 * corrected move pattern to 32 bit and initial move direction to 8 bit
1291 * added second custom element base configuration page
1294 * added some special EMC mappings to Emerald Mine level loader
1295 (also covering previously unknown element in level 0 of "Bondmine 8")
1298 * added option to block last field when player is moving (for Supaplex)
1299 * adjusted push delay of Supaplex elements
1300 * removed delays for envelopes etc. when replaying with maximum speed
1301 * fixed bug when dropping element on a field that just changed to empty
1304 * fixed bug: infotrons can now smash yellow disks
1305 * fixed bug: when gravity active, port above player can now be entered
1306 * removed "one white dot" mouse pointer which irritated some people
1309 * added "choice type" for group element selection
1312 * fixed bug with initial invulnerability of non-yellow player
1315 * added level loader for loading native Supaplex packed levels
1316 (including multi-part levels like the "splvls99" levels)
1319 * fixed bug which allowed creating emeralds by escaping explosions
1322 * custom elements can change (limited) or leave (unlimited) elements
1323 * finally added multiple matches using group elements
1324 * added shortcut to dump brush (type ":DB" in editor) for use in forum
1327 * added new start movement type "previous" for continued CE movement
1328 * added new start movement type "random" for random CE movement start
1331 * added new element "sokoban_field_player" needed for Sokoban levels
1332 (thanks to Ed Booker for pointing this out!)
1335 * added elements that can be digged or left behind by custom elements
1338 * added group elements for multiple matches and random element creation
1341 * fixed some graphical errors displayed in old levels
1344 * fixed wrong double speed movement after passing closing gates
1347 * added level loader for loading native Emerald Mine levels
1350 * changes for "shooting" style CE movement
1353 * Happy New Year! ;-)
1356 * changed default snap/drop keys from left/right Shift to Control keys
1359 * fixed bug with dead player getting reanimated from custom element
1362 * fixed bug with wrong penguin graphics (when entering exit)
1365 * fixed bug with wrong "Murphy" graphics (when digging etc.)
1368 * version number set to 3.0.9
1371 * version 3.0.8 released
1374 * added function checked_free()
1377 * fixed bug with double nut cracking sound
1378 (by eliminating "default element action sound" assignment in init.c)
1381 * fixed crash when no music info files are available
1384 * fixed boring and sleeping sounds
1387 * added "maze runner" and "maze hunter" movement types
1388 * added extended collision conditions for custom elements
1391 * added warnings for undefined token values in artwork config files
1394 * added menu entry for level set information to the info screen
1397 * fixed bug with wrong default impact sound for colored emeralds
1400 * added several sub-screens for the info screen
1401 * menu text now also clickable (not only blue/red sphere left of it)
1404 * added configurable "bored" and "sleeping" animations for the player
1405 * added "awakening" sound for player when waking up after sleeping
1408 * added "copy" and "exchange" functions for custom elements to editor
1411 * added configurable element animations for info screen
1414 * added configurable music credits for info screen
1417 * finally fixed tape recording when player is created from CE change
1420 * added "editorsetup.conf" for editor element list configuration
1423 * added "musicinfo.conf" for menu and level music configuration
1426 * fixed a very nasty bug in dragon turning code in TurnRoundExt()
1427 (that only showed up on Linux, but not on Windows systems)
1430 * fixed turning movement of butterflies and fireflies (no frame reset)
1431 * enhanced sniksnak turning movement (two steps instead of only one)
1434 * version number set to 3.0.8
1437 * version 3.0.7 released
1440 * fixed reset of player animation frame when, for example,
1441 walking, digging or collecting share the same animation
1442 * fixed CE with "deadly when touching" exploding when touching amoeba
1445 * fixed tape recording when player is created from CE element change
1448 * introduced "turning..." action graphic for elements with move delay
1449 (non-CE: bug, spaceship, sniksnak, mole, pacman, yamyam)
1450 * added turning animations for bug, spaceship and sniksnak
1453 * prevent "extended" changed elements from delay change in same frame
1456 * fixed bug when pushing element that can move away to the side
1457 (like pushing falling elements, but now with moving elements)
1460 * finally fixed serious bug in code for delayed element pushing (again)
1463 * unavailable setup options now marked as "n/a" instead of "off"
1464 * new boolean directive "latest_engine" for "levelinfo.conf": when set
1465 to "true", levels are always played with the latest game engine,
1466 which is desired for levels that are imported from other games; all
1467 other levels are played with the engine version stored in level file
1468 (which is normally the engine version the level was created with)
1471 * fixed serious bug in code for delayed element pushing
1472 * fixed little bug in animation frame selection for pushed elements
1473 * speed-up of reading config file for verbose output
1476 * added configuration option for opening and closing Supaplex exit
1477 * added configuration option for moving up/down animation for Murphy
1478 * fixed incorrectly displayed animation for attacking dragon
1479 * fixed bug with not setting initial gravity for each new game
1480 * fixed bug with teleportation of player by custom element change
1481 * fixed bug with player not getting smashed by rock sometimes
1484 * version number set to 3.0.7
1487 * version 3.0.6 released
1490 * added support for MP3 music for SDL version through SMPEG library
1493 * fixed bug when initializing font graphic structure
1494 * fixed bug with animation mode "pingpong" when using only 1 frame
1495 * fixed bug with extended change target introduced in 3.0.5
1496 * fixed bug where passing over moving element doubles player speed
1497 * fixed bug with elements continuing to move into push direction
1498 * fixed bug with duplicated player when dropping bomb with shield on
1499 * added "switching" event for custom elements ("pressing" only once)
1500 * fixed switching bug (resetting flag when not switching but not idle)
1503 * fixed element tokens for certain file elements with ".active" etc.
1506 * version number set to 3.0.6
1509 * version 3.0.5 released
1512 * now four envelope elements available
1513 * font, background, animation and sound for envelope now configurable
1514 * main menu doors opening/closing animation type now configurable
1517 * active/inactive sides configurable for custom element changes
1518 * new movement type "move when pushed" available for custom elements
1521 * fixed bug in multiple config pages loader code that caused crashes
1524 * enhanced (remaining low-resolution) Supaplex graphics
1527 * version number set to 3.0.5
1530 * version 3.0.4 released
1532 2003-09-12 src/tools.c
1533 * fixed bug in custom definition of crumbled element graphics
1535 2003-09-11 src/files.c
1536 * fixed bug in multiple config pages code that caused crashes
1539 * version number set to 3.0.4
1542 * version 3.0.3 released
1545 * added music to Supaplex classic level set
1547 2003-09-07 src/libgame/misc.c
1548 * added support for loading various music formats through SDL_mixer
1550 2003-09-06 (various source files)
1551 * fixed several nasty bugs that may have caused crashes on some systems
1552 * added envelope content which gets displayed when collecting envelope
1553 * added multiple change event pages for custom elements
1555 2003-08-24 src/game.c
1556 * fixed problem with player animation when snapping and moving
1558 2003-08-23 src/screens.c, src/cartoons.c, src/libgame/toons.c
1559 * fixed problem with flickering when drawing toon animations
1561 2003-08-23 src/libgame/sdl.c
1562 * fixed problem with setting mouse cursor in SDL version in fullscreen
1564 2003-08-23 src/game.c
1565 * fixed bug (missing array boundary check) which could crash the game
1568 * version number set to 3.0.3
1571 * version 3.0.2 released
1573 2003-08-21 src/game.c
1574 * fixed bug with creating inaccessible elements at player position
1576 2003-08-20 src/init.c
1577 * fixed bug with not finding current level artwork directory
1579 2003-08-20 src/files.c
1580 * fixed bug with choosing wrong engine version when playing tapes
1581 * fixed bug with messing up custom element properties in 3.0.0 levels
1584 * version number set to 3.0.2
1587 * version 3.0.1 released
1589 2003-08-17 (no source files affected)
1590 * changed all "classic" PCX image files with 16 colors or less to
1591 256 color (8 bit) storage format, because the Allegro game library
1592 cannot handle PCX files with less than 256 colors (contributed
1593 graphics are not affected and might look wrong in the DOS version)
1595 2003-08-16 src/init.c
1596 * fixed bug which (for example) crashed the level editor when defining
1597 "dynamite.EDITOR: [NONE]", because graphics may not be undefined
1598 (only set to default) -- invalid graphics now set to default graphic
1600 2003-08-16 src/init.c
1601 * fixed graphical bug of player digging/collecting/snapping element
1602 when no corresponding graphic/animation is defined for this action,
1603 resulting in player being drawn as EL_EMPTY (which should only be
1604 done to elements being collected, but not to the player)
1606 2003-08-16 src/game.c
1607 * fixed small graphical bug of player not totally moving into exit
1609 2003-08-16 src/libgame/setup.c
1610 * fixed bug with wrong MS-DOS 8.3 filename conversion
1612 2003-08-16 src/tools.c
1613 * fixed bug with invisible mouse cursor when pressing ESC while playing
1615 2003-08-16 (various source files)
1616 * added another 128 custom elements (disabled in editor by default)
1618 2003-08-16 src/editor.c
1619 * fixed NULL string bug causing Solaris to crash in sprintf()
1621 2003-08-16 src/screen.c
1622 * fixed drawing over scrollbar on level selection with custom fonts
1624 2003-08-15 src/game.c
1625 * cleanup of simple sounds / loop sounds / music settings
1627 2003-08-08 (various source files)
1628 * added custom element property for dropping collected elements
1630 2003-08-08 src/conf_gfx.c
1631 * fixed bug with missing graphic for active red disk bomb
1633 2003-08-07 src/files.c, src/editor.c src/game.c, src/main.h
1634 * extended variable "level.gravity" to "level.initial_gravity" and
1635 "game.current_gravity" to prevent level setting from being changed
1636 by playing the level (keeping the runtime value after playing)
1638 * fixed graphics bug when digging element that has 'crumbled' graphic
1639 definition, but not 'diggable' graphic definition
1642 * version number set to 3.0.1
1645 * version 3.0.0 released
1648 * various bug fixes; among others:
1649 - fixed bug with pushing spring over empty space
1650 - fixed bug with leaving tube while placing dynamite
1651 - fixed bug with explosion of smashed penguins
1652 - allow Murphy player graphic in levels with non-Supaplex elements
1656 * I have forgotten to document changes for some time
1659 * pre-release version 2.2.0rc1 released
1662 * version number set to 2.1.2
1665 * version 2.1.1 released
1668 * version number set to 2.1.1
1671 * version 2.1.0 released
1674 * version number set to 2.1.0
1676 2002-04-03 to 2002-05-19 (various source files)
1677 * graphics, sounds and music now fully configurable
1678 * bug fixed that prevented walking through tubes when gravity on
1680 2002-04-02 src/events.c, src/editor.c
1681 * Make Escape key less aggressive when playing or when editing level.
1682 This can be configured as an option in the setup menu. (Default is
1683 "less aggressive" which means "ask user if something can be lost"
1684 when pressing the Escape key.)
1686 2002-04-02 src/screen.c
1687 * Added "graphics setup" screen.
1689 2002-04-01 src/screen.c
1690 * Changed "choose level" setup screen stuff to be more generic (to
1691 make it easier to add more "choose from generic tree" setup screens).
1693 2002-04-01 src/config.c, src/timestamp.h
1694 * Added source files "src/config.[ch]" and "src/timestamp.h" (which
1695 automatically gets created by "src/Makefile" and contains an actual
1696 compile-time timestamp to identify development versions of the game).
1698 2002-03-31 src/tape.c, src/events.c
1699 * Added quick game/tape save/load functions to tape stuff which can be
1700 invoked by a keyboard shortcut. Default: "F1" saves game/tape, "F2"
1701 loads previously recorded tape and directly goes into recording mode
1702 from the end of the tape (therefore appending to the tape).
1704 2002-03-31 src/tape.c
1705 * Added "index mark" function to tape recorder. When playing or
1706 recording, "eject" button changes to "index" button. Setting index
1707 mark is not yet implemented, but pressing index button when playing
1708 allows very quick advancing to end of tape (when normal playing),
1709 very fast forward mode (when playing with normal fast forward) or
1710 very fast reaching of "pause before end of tape" (when playing with
1711 "pause before end" playing mode).
1713 2002-03-30 src/cartoons.c
1714 * Moved some stuff from cartoons.c to the new "src/libgame/toons.c".
1716 2002-03-29 src/screen.c
1717 * Changed setup screen stuff to be more generic (to make it easier
1718 to add more setup screens).
1720 2002-03-23 src/main.c, src/main.h
1721 * Various changes due to the introduction of the new libgame files
1722 "setup.c" and "joystick.c".
1724 2002-03-23 src/files.c
1725 * Generic parts of "src/files.c" (mainly setup and level directory
1726 stuff) moved to new libgame file "src/libgame/setup.c".
1728 2002-03-23 src/joystick.c
1729 * File "src/joystick.c" moved to libgame source tree, with
1730 correspondig changes.
1732 2002-03-22 src/screens.c
1733 * "HandleChooseLevel()": Another bug in level series navigation fixed.
1734 (Wrong level series information displayed when entering main group.)
1736 2002-03-22 src/editor.c
1737 * Slight change to support new gadget event "GD_EVENT_INFO_LEAVING".
1739 2002-03-22 src/editor.c
1740 * Changed behaviour of "Escape" key in level editor to be more
1741 intuitive: When in "Element Properties" or "Level Info" mode,
1742 return to "Drawing Mode" instead of leaving the level editor.
1744 2002-03-21 src/game.c, src/editor.c, src/files.c
1745 * 2.0.1 introduced the corrected "Emerald Mine" style behaviour of
1746 gems (emeralds, diamonds, ...) slipping down from normal wall,
1747 steel wall and growing wall (as in E.M.C. style levels). Although
1748 the behaviour of contributed and private levels wasn't changed (due
1749 to the use of "level.game_version"; see previous entry), editing
1750 those levels will (of course) change the behaviour accordingly.
1752 This change seems a bit too hard after thinking about it, because
1753 the EM style behaviour is not the "expected" behaviour (gems would
1754 normally only slip down from "rounded" walls). Therefore this was
1755 now changed to an element property for gem style elements, with the
1756 default setting "off" (which means: no special EM style behaviour).
1757 To fix older converted levels, this flag is set to "on" for pre-2.0
1758 levels that are neither contributed nor private levels.
1760 2002-03-20 src/files.h
1761 * Corrected settings for "level.game_version" depending of level type.
1762 (Contributed and private levels always get played with game engine
1763 version they were created with, while converted levels always get
1764 played with the most recent version of the game engine, to let new
1765 corrections of the emulation behaviour take effect.)
1767 2002-03-20 src/main.h
1768 * Added "#include <time.h>". This seems to be needed by "tape.c" for
1769 compiling the SDL version on some systems.
1770 Thanks to the several people who pointed this out.
1773 * Version number set to 2.0.2.
1776 * Version 2.0.1 released.
1778 2002-03-18 src/screens.c
1779 * "HandleChooseLevel()": Small bug in level series navigation fixed.
1781 2002-03-18 src/files.c [src/libgame/misc.c]
1782 * Moved some common functions from src/files.c to src/libgame/misc.c.
1784 2002-03-18 src/files.c [src/libgame/misc.c]
1785 * Changed permissions for new directories and saved files (especially
1786 score files) according to suggestions of Debian users and mantainers.
1787 Thanks to Drew Parsons <dparsons@emerall.com> for the patch.
1789 2002-03-17 src/files.c
1790 * Changed "{Load|Save}{Level|Tape}()" to IFF style file format:
1791 Replaced "cookie" header string ("ROCKSNDIAMONDS_...\n") with
1792 real IFF style header "RND1....XXXX" (where "XXXX" is "CAVE"
1793 for levels and "TAPE" for tapes). Old "cookie" style format is
1794 still supported for reading. New level and tape files are written
1797 * New IFF chunk "VERS" contains version numbers for file and game
1798 (where "game version" is the version of the program that wrote the
1799 file, and "file version" is a version number to distinguish files
1800 with different format, for example after adding new features).
1802 2002-03-15 src/screen.c
1803 * "DrawHallOfFame()": "FadeSounds()" when entering the hall of fame.
1804 (Before, you heard a mixture of the in-game music and the
1805 hall-of-fame music.)
1807 2002-03-14 src/events.c
1808 * Function "DumpTape()" (files.c) now available by pressing 't' from
1809 main menu (when in DEBUG mode).
1811 2002-03-14 src/game.c
1812 * "GameWon()": When game was won playing a tape, now there is no delay
1813 raising the score and no corresponding sound is played.
1815 2002-03-14 src/files.c
1816 * Changed "LoadTape()" for real chunk support and also adjusted
1817 "SaveTape()" accordingly.
1819 2002-03-14 src/game.c, src/tape.c, src/files.c
1820 * Important changes to tape format: The old tape format stored all
1821 actions with a real effect with a corresponding delay between the
1822 stored actions. This had some major disadvantages (for example,
1823 push delays had to be ignored, pressing a button for some seconds
1824 mutated to several single button presses because of the non-action
1825 delays between two action frames etc.). The new tape format just
1826 stupidly records all device actions and replays them later. I really
1827 don't know why I haven't solved it that way before?! Old-style tapes
1828 (with tape file version less than 2.0) get converted to the new
1829 format on-the-fly when loading and can therefore still be played;
1830 only some minor parts of the old-style tape handling code was needed.
1831 (A perfect conversion is not possible, because there is information
1832 missing about the device actions between two action frames.)
1834 2002-03-14 src/files.c
1835 * New function "DumpTape()" to dump the contents of the current tape
1836 in a human readable format.
1838 2002-03-14 src/game.c
1839 * Small tape bug fixed: When automatically advancing to next level
1840 after a game was won, the tape from the previous level still was
1841 loaded as a tape for the new level.
1843 2002-03-14 src/tape.c
1844 * Small graphical bug fixed: When pressing ""Record" or "Play" on
1845 tape, cartoons did not get completely removed because
1846 StopAnimation() was not called.
1848 2002-03-13 src/files.c
1849 * Changed "LoadLevel()" and "SaveLevel()" to add new chunk "CNT2".
1850 Fixed bug of "CONT" and "BODY" (chunk size was set to 8-bit element
1851 size even when using 16-bit elements). Added new chunk "CNT2" for
1852 16-bit amoeba content (previously written in 8-bit field in "HEAD"
1853 chunk even when content was 16-bit element). "CNT2" should now be
1854 able to store content for arbitrary elements (up to eight blocks of
1855 3 x 3 element arrays). All "CNT2" elements will always be stored as
1856 16-bit elements. "CONT" (with 8/16-bit elements) now obsolete.
1858 2002-03-13 src/files.c
1859 * Changed "LoadLevel()" for real chunk support.
1861 2002-03-12 src/game.c
1862 * Fixed problem (introduced after 2.0.0 release) with penguins
1863 not getting killed by enemies
1865 2002-02-24 src/game.c, src/main.h
1866 * Added "player->is_moving"; now "player->last_move_dir" does
1867 not contain any information if the player is just moving at
1869 Before, "player->last_move_dir" was misused for this purpose
1870 for the robot stuff (robots don't kill players when they are
1871 moving). But setting "player->last_move_dir" to MV_NO_MOVING
1872 broke tapes when walking through pipes!
1873 ("IS_MOVING()" uses "MovPos[][]", but this fails when it is 0
1874 in a continuous movement. This fact is ignored for friends and