2 * added additional configuration directives for setup screen draw offset
3 menu.draw_xoffset.SETUP[XXX] and menu.draw_yoffset.SETUP[XXX] with XXX
4 in GAME, EDITOR, GRAPHICS, SOUND, ARTWORK, INPUT, SHORTCUTS_1,
5 SHORTCUTS_2, CHOOSE_ARTWORK, CHOOSE_OTHER (where "CHOOSE_ARTWORK" is
6 used to define draw offset on custom artwork selection screens and
7 "CHOOSE_OTHER" is used on all other list style selection screens, like
8 choosing game speed or screen mode for fullscreen mode)
11 * added support for accessing native Diamond Caves II level packages
12 * fixed displaying of game panel values for Emerald Mine game engine
13 * fixed displaying end-of-level time and score values on new game panel
16 * added game panel control to display arbitrary elements on game panel
17 * added game panel control to display custom element score (globally
18 unique for identical custom elements) either as value or as element
19 * added ".draw_masked" and ".draw_order" to game panel control drawing
22 * fixed some general bugs with handling of ".active" elements and fonts
25 * cleanup of game panel elements (some elements were not really needed)
26 * added displaying of gravity state (on/off) as new game panel control
27 * added animation for game panel elements (similar to game elements)
30 * added new pseudo game mode "PANEL" to define panel fonts and graphics
31 - panel fonts now use ".PANEL" suffix instead of ".PLAYING" suffix
32 - panel graphics now use ".PANEL" suffix instead of ".DOOR" suffix
33 (else graphics would have to use ".PLAYING", which would be confusing)
34 * fixed bug when fading out to game screen with border mask defined
37 * added attribute ".tile_size" for element style game panel controls
40 * added <space> key as additional valid key to use for confirm requester
43 * improved menu fading, adding separate fading definitions for entering
44 and leaving a "content" screen (in general), and optional definitions
45 for the special "content" screens SCORES, EDITOR, INFO and PLAYING
48 * added (currently invisible) setup option to define scroll delay value
49 * fixed small bug in priority handling when auto-detecting level start
50 position in levels without player element (but player from CE etc.)
51 * added option "game.forced_scroll_delay_value" to override user choice
52 of scroll delay value for certain level sets with "graphicsinfo.conf"
53 * replaced setup option "scroll delay: on/off" by new setup option that
54 directly allows selecting the desired scroll delay value from 0 to 8
57 * added displaying of most game panel control elements (not animated)
60 * added new configuration directives to display additional game engine
61 values on the game control panel, like the following examples:
62 - game.panel.time_hh/time_mm/time_ss - level time in HH/MM/SS format
63 - game.panel.penguins - number of penguins to rescue
64 - game.panel.level_name - level name of current level
67 * added support for preview tile sizes "1" and "2" (1x1 and 2x2 pixels)
70 * added new player option "no centering when relocating" for "invisible"
71 teleportations to level areas that look exactly the same, giving the
72 illusion that the player did not relocate at all (this was the default
73 since 3.2.3, but caused visual problems with room creation in "Zelda")
74 * added new menu fading effect "melt", shamelessly stolen from "DOOM"
77 * improved menu fading, adding separate fading definitions for entering
78 and leaving a menu and for fading between menu and "content" screens
79 * fixed small bug with recognizing also ".font_xyz" style definitions
82 * improved menu fading, adding separate fading definitions for fading
83 between menu screens and fading between menu and "destination" screens
86 * titlemessage_initial_x and titlemessage_x set to "[DEFAULT]" in static
87 configuration (set from "[titlemessage_initial]" and "[titlemessage]")
88 * fading settings of "[titlemessage_initial]" and "[titlemessage]" set
89 to "[DEFAULT]" in static configuration (set from "[title_initial]" and
91 * improved title fading, allowing fading animation types "none", "fade"
92 and "crossfade" (including cross-fading of last title to main menu)
95 * added configurability of graphics, sounds and music for title screens,
96 which are separated into initial title screens (only shown once at
97 program startup) and title screens shown for a given level set; these
98 title screens can be composed of up to five title images and up to
99 five title text messages (each drawn using an optional background
100 image), also using background music and/or sounds; aspects like
101 background images, sounds and music of title screens can either be
102 defined generally (valid for all title screens) or specifically (and
103 therefore differently for each title screen) using these directives:
105 to define a background image, sound or music file for all screens:
106 - background.TITLE_INITIAL (for all title screens for game startup)
107 - background.TITLE (for all title screens for level sets)
109 to define a background image, sound or music file for a single screen:
110 - background.titlescreen_initial_x (with x in 1,2,3,4,5)
111 - background.titlescreen_x (with x in 1,2,3,4,5)
112 - background.titlemessage_initial_x (with x in 1,2,3,4,5)
113 - background.titlemessage_x (with x in 1,2,3,4,5)
115 to define the title screen images:
116 - titlescreen_initial_x (with x in 1,2,3,4,5)
117 - titlescreen_x (with x in 1,2,3,4,5)
119 to define the title text messages, place text files into the level set
120 directory that have the following file names:
121 - titlemessage_initial_x.txt (with x in 1,2,3,4,5)
122 - titlemessage_x.txt (with x in 1,2,3,4,5)
124 to define the properties of the text messages, either use directives
125 that affect all text messages:
126 - [titlemessage_initial].<suffix>
127 - [titlemessage].<suffix>
128 or use directives that affect single text messages:
129 - titlemessage_initial_x.<suffix> (with x in 1,2,3,4,5)
130 - titlemessage_x.<suffix> (with x in 1,2,3,4,5)
132 valid values for <suffix> are the same as for readme.<suffix> below;
133 use ".sort_priority" (default: 0) to define an arbitrary order for
134 title images and title messages (which can therefore be mixed)
137 * added full configurability of "readme.txt" screen appearance:
138 - readme.x: <left position used with alignment>
139 - readme.y: <top position>
140 - readme.width: <maximim text width in pixels>
141 - readme.height: <maximum text height in pixels>
142 - readme.chars: <maximum number of chars per line>
143 - readme.lines: <maximum number of lines displayed>
144 - readme.align: left,center,right (default: center)
145 - readme.top: top,middle,bottom (default: top)
146 - readme.font: font name
147 - readme.autowrap: true,false (default: true)
148 - readme.centered: true,false (default: false)
149 - readme.parse_comments: true,false (default: true)
150 - readme.sort_priority: (not used here, but only for title screens)
151 when "readme.chars" and/or "readme.lines" is set to "-1" (this is the
152 default), they are automatically determined from "readme.width" and
153 "readme.height" accordingly; when they are not "-1", they have
154 precedence over "readme.width" and "readme.height"
155 * added internal ad-hoc config settings for displaying text files like
156 title messages or "readme.txt" style level set info files:
157 - .font: font name (default: readme.font)
158 - .autowrap: true,false (default: readme.autowrap)
159 - .centered: true,false (default: readme.centered)
160 - .parse_comments: true,false (default: readme.parse_comments)
161 (the leading '.' and the separating ':' are mandatory here); to use
162 these ad-hoc settings, they have to be written inside a comment, like
163 "# .autowrap: false" or "# .centered: true"; these settings then
164 override the above global settings (they can even be used more than
165 once, like "# .centered: true", then some text that should be drawn
166 centered, then "# .centered: false" to go back to non-centered text;
167 important note: after using "# .parse_comments: false", or when using
168 "readme.parse_comments: false", detecting and parsing comments inside
169 the file is disabled and comments are just printed like normal text;
170 also be aware that all automatic text size calculations are done with
171 the font defined in "readme.font", while using different fonts using
172 "# .font: <font>" inside the text file may cause unexpected results
175 * changed some numerical limits in the level editor from 255 to 999
178 * added option "system.sdl_videodriver" to select SDL video driver
179 * added output of SDL video and audio driver to "version info" page
182 * added group element drawing to IntelliDraw drawing functions
183 * fixed animation resetting problem again (last try broke Snake Bite)
184 * fixed diagonal scrolling in screen scrolling (last try broke Pac Man)
187 * added new (special) "include: <filename>" directive that works in all
188 configuration files (like "graphicsinfo.conf") and that has the same
189 effect as if that directive would be replaced with the content of the
190 specified file (this can be useful to split large configuration files
191 into several smaller ones and include them from one main file, or to
192 store configuration settings that always stay the same into a separate
193 file, while including it and only add those parts that really change)
196 * fixed minor bug (screen redraw of player tiles) in EMC graphics engine
199 * fixed bug in "InitMovingField()" where treating an integer array as
200 boolean caused wrong resetting of animations while elements are moving
201 * fixed problem with resetting animations when starting element change
204 * added sort priority for order of title screens and title messages
207 * changed end of game again: do not wait for the user to press a key
208 anymore, but directly ask/confirm tape saving and go to hall of fame
209 * re-enabled quitting of lost game by pressing space or return again
210 * added blanking of mouse pointer when displaying title screens
211 * added remaining menu draw offset definitions for info sub-screens
214 * added setup option to select game speed (from very slow to very fast)
215 * improved handling of title text messages (initial and for level set)
218 * added new options "auto-wrap" and "centered" for DC2 style envelopes
221 * fixed displaying and typing of player name when it is centered
222 * added special characters to be allowed for player name (not only A-Z)
225 * fixed blit in ScrollLevel() to same bitmap to not overlap anymore
226 (newer versions of the SDL library seem to not like this anymore)
229 * added code for configuration directives for control of game panel
232 * fixed small cosmetical bug with underlining property tabs in editor
235 * fixed small drawing bug in X11FadeRectangle
236 * added new elements for newly supported Diamond Caves II levels:
237 - EM/DC style exits that disappear after passing
238 - white key and gate (one white key needed for each white gate)
239 - fake gate (there is no key to open/pass this kind of gate!)
240 - extended magic wall which also handles pearls and crystals
244 * changed maximum value for endless loop detection to a higher value
245 (some levels really used very deep recursion without being endless)
248 * added new elements for newly supported Diamond Caves II levels:
249 - growing steel walls
250 - snappable land mine
253 * added new elements for newly supported Diamond Caves II levels:
254 - steel text elements
257 * added level file loader for native Diamond Caves II levels
260 * version number set to 3.2.4
263 * version 3.2.3 released
266 * fixed malloc/free bug when updating EMC artwork entries in level list
267 * added workaround (warning and request to quit the current game) when
268 changing elements cause endless recursion loop (which would otherwise
269 freeze the game, causing a crash-like program exit on some systems)
272 * fixed nasty string overflow bug when entering too long envelope text
275 * added feedback sounds for menu navigation "menu.item.activating" and
276 "menu.item.selecting" (for highlighting and executing menu entries)
279 * improved "no scrolling when relocating" to also consider scroll delay
280 (meaning that the player is not automatically centered in this case;
281 this makes it possible to "invisibly" relocate the player to a region
282 of the level playfield which looks the same as the old level region)
283 * fixed bug with not recognizing "main.input.name.align" when active
286 * fixed bug with displaying masked borders over title screens when
287 screen fading is disabled
290 * fixed infinite loop / crash bug when killing the player while having
291 a CE with the setting "kill player X when explosion of <player X>"
292 * added special editor graphic for "char_space" to distinguish it from
293 "empty_space" when editing a level (in-game graphics still the same)
296 * fixed nasty bug with initialization only done for the first player
299 * small change to handle loading empty element/content list micro chunks
302 * uploaded pre-release (test) version 3.2.3-0 binary and source code
305 * some optimizations on startup speed by reducing initial text output
308 * added caching of custom artwork information for faster startup times
311 * fixed graphical bug when using fewer menu entries on level selection
312 screen than usual (with "menu.list_size.LEVELS" directive)
313 * fixed crash bug (Windows/SDL only) caused by BlitBitmap blitting from
314 the backbuffer to the backbuffer by error (with identical rectangle)
317 * fixed bug when displaying titlescreen with size less than element tile
318 * fixed bug that caused elements with "change when digging <e>" event
319 to change for _every_ digged element, not only those specified in <e>
320 * fixed bug that caused impact style collision when dropping element one
321 tile over the player that can both fall down and smash players
322 * fixed bug that caused impact style collision when element changed to
323 falling/smashing element over the player immediately after movement
326 * fixed bug that allowed making engine snapshots from the level editor
329 * fixed bugs with player name and current level positions on main screen
332 * added configuration directives for control of title screens:
333 - "title.fade_delay" for fading time
334 - "title.post_delay" for pause between screens (when not crossfading)
335 - "title.auto_delay" to automatically continue after some time
336 these settings can each be overridden by specifying them with titles:
337 - "titlescreen_initial_{1-5}.{fade_delay,post_delay,auto_delay}"
338 - "titlescreen_{1-5}.{fade_delay,post_delay,auto_delay}"
339 fading mode can also be specified:
340 - "titlescreen_initial_{1-5}.anim_mode: {fade,crossfade}
341 - "titlescreen_{1-5}.anim_mode: {fade,crossfade}
342 default is using normal fading for menues and initial title screens,
343 while using cross-fading for level set title screens
344 * fixed bug with background not drawn in Hall of Fame after game was won
347 * added configuration directives for the remaining main menu items
350 * added additional configuration directives for info screen draw offset:
351 menu.draw_{x,y}offset.INFO[{ELEMENTS,MUSIC,CREDITS,PROGRAM,LEVELSET}]
352 * added additional configuration directives for preview info text
353 * limited mouse wheel sensitive screen area to scrollable screen area
356 * added highlighted menu text entries to menu navigation when selected
359 * fixed bug that prevented player from correctly being created in the
360 top left corner by a custom element change in a level without player
361 * fixed bug that prevented player from being killed when indestructible,
362 non-walkable element is placed on player position by extended change
363 * added configurable menu button, text and input positions to main menu
366 * added page fading effects for remaining info sub-screens
367 * fixed small bug that caused some delays when answering door request
370 * added directives "border.draw_masked.*" for menu/playfield area and
371 door areas to display overlapping/masked borders from "global.border"
374 * fixed bug with CE with move speed "not moving" not being animated
375 * when changing player artwork by CE action, reset animation frame
378 * fixed bug with not unmapping main menu screen gadgets on other screens
379 * fixed bug with un-pausing a paused game by releasing still pressed key
380 * fixed bug with not redrawing screen when toggling to/from fullscreen
381 mode while fast reloading tape (without redrawing playfield contents)
382 * fixed bug with quick-saving tape snapshot despite answering with "no"
385 * version number set to 3.2.3
388 * version 3.2.2 released
391 * fixed bug with redrawing screen in fullscreen mode after quick tape
392 reloading when using the EMC game engine
393 * changed token names from "last_ce_[1-8]" to "prev_ce_[1-8]"
396 * fixed bug in GameWon() when level contains no exit (like in Sokoban)
399 * added engine snapshot functionality for instant tape reloading (this
400 only works for the last tape saved using "quick save", and does not
401 work across program restarts, because it completely works in memory)
404 * version number set to 3.2.2
407 * version 3.2.1 released
410 * fixed nasty bugs with handling error message file on Mac OS X systems
413 * general code cleanup (removing many annoying "#if 0" blocks etc.)
416 * fixed bug that caused broken tapes when manually appending to tapes
417 using the "pause before death" functionality, followed by recording
418 * added setup option to disable fading of screens for faster testing
421 * code cleanup of new fading functions
424 * changed behaviour after solved game -- do not immediately stop engine
425 * added some more smooth screen fadings (game start, hall of fame etc.)
428 * fixed bug with displaying pushed CE with value/score/delay anim_mode
431 * added configurable level preview position, tile size and dimensions
432 * added configurable game panel value positions (gems, time, score etc.)
435 * fixed small bug with time displayed incorrectly when collecting CEs
438 * fixed bug with bumpy scrolling with EM engine in double player mode
441 * added compatibility code to fix "Snake Bite" style levels that were
442 broken due to a bugfix regarding EL_SOKOBAN_FIELD_PLAYER in 3.2.0
445 * fixed bug with scrollbars inside editor when using the Windows mouse
446 enhancement tool "True X-Mouse" (which injects key events to the event
447 queue to insert selected stuff into the Windows clipboard, which gets
448 confused with the "Insert" key for jumping to the last editor cascade
449 block in the element list)
450 * added Rocks'n'Diamonds icon for use as window icon to SDL version
451 * added key shortcut "Alt + Enter" to toggle fullscreen mode at any time
454 * added selection of preferred fullscreen mode to setup / graphics menu
455 (useful if default mode 800 x 600 does not match screen aspect ratio)
458 * improved down-scaling of images for better editor and preview graphics
459 * changed user data directory for Mac OS X from Unix style to new place
462 * improved level number selection in main menu and player selection in
463 setup menu (input devices section) by using standard button gadgets
464 * added support for mouse scroll wheel (caused buggy behaviour before)
465 * added support for scrolling horizontal scrollbars with mouse wheel by
466 holding "Shift" key pressed while scrolling the wheel
467 * added support for single step mouse wheel scrolling by holding "Alt"
468 key pressed while scrolling the wheel (can be combined with "Shift")
469 * changed output file "stderr.txt" on Windows platform now always to be
470 created in the R'n'D sub-directory of the personal documents directory
471 * added Windows message box to direct to "stderr.txt" after error aborts
474 * improved general scrollbar handling (when jump-scrolling scrollbars)
477 * changed scrollbars to always show last line as first after scrolling
478 (that means jumping n - 1 screen lines instead of n screen lines)
481 * fixed level versions of EMC level loader (from V4 to V1, V2 and V3)
482 * fixed level time for EMC levels for V2 engine (V2 and V5 levels)
483 * fixed special handling of vertically stacked acid becoming fake acid
486 * fixed bug (very special case) with CE_SCORE_GETS_ZERO, which can
487 affect multiple instances of the same CE, although this kind of
488 change condition usually only affects one single custom element
491 * version number set to 3.2.1
494 * version 3.2.0 released
497 * reorganized level editor element list a bit to match engines better
500 * fixed newly introduced bug with wrongly initializing clipboard element
503 * fixed bug with displaying visible/invisible level border in editor
506 * reorganized some elements in the level editor element list
509 * fixed bug with displaying any player as "yellow" when moving into acid
510 * fixed bug with displaying running player when player stopped at border
513 * fixed bug with player exploding when moving into acid
514 * fixed bug with level settings being reset in editor and when playing
515 (some compatibility settings being set not only after level loading)
516 * fixed crash bug when number of custom graphic frames was set to zero
517 * fixed bug with teleporting player on walkable tile not working anymore
518 * added partial compatibility support for pre-release-only "CONF" chunk
519 (to make Alan Bond's "color cycle" demo work again :-) )
522 * fixed some bugs when displaying title screens from info screen menu
523 * fixed bug which caused EMC doors #5 to #8 to be passable without keys
526 * changed file major version to 3 to reflect level file format changes
527 * uploaded pre-release (test) version 3.2.0-8 binary and source code
530 * added new chunk "NAME" to level file format for level name settings
531 * added new chunk "NOTE" to level file format for envelope settings
532 * changed name of chunk "CONF" to "ELEM" (for normal element settings)
533 * updated magic(5) file to recognize changed and new level file chunks
534 * removed change events "change when CE value/score changes" as unneeded
537 * changed gravity (which only affects the player) from level property
538 to player property (only makes a difference in multi-player levels)
539 * added change events "change when CE value/score changes"
540 * added change events "change when CE value/score changes of <element>"
543 * added new chunk "INFO" to level file format for global level settings
544 * added all element settings from "HEAD" chunk to "CONF" chunk
545 * added all global level settings from "HEAD" chunk to "INFO" chunk
548 * changed level file format by adding two new chunks "CUSX" (for custom
549 elements, replacing the previous "CUS4" chunk) and "GRPX" (for group
550 elements, replacing the previous "GRP1" chunk); these new IFF style
551 chunks use the new and flexible "micro chunks inside chunks" technique
552 already used with the new "CONF" chunk (for normal element properties)
553 which makes it possible to easily extend the existing level format
554 (instead of using fixed-length chunks like before, which are either
555 too big due to reserved bytes for future use, or too small when those
556 reserved bytes have all been used and even more data should be stored,
557 requiring the replacement by new and larger chunks just like it went
558 with "CUS1" to "CUS4"); this whole problem now does not exist anymore
561 * added credits pages to the "credits" section that were really missing
562 * added some missing element descriptions to the level editor
563 * added down position of switchgate switch to the level editor
564 and allowed the use of both switch positions at the same time
565 * changed use of "Insert" and "Delete" keys to navigate element list in
566 level editor to start of previous or next cascading block of elements
569 * added the possibility to view the title screen to the info screen menu
570 * fixed some minor bugs with viewing title screens
573 * fixed bug with title (cross)fading in/out when using fullscreen mode
576 * fixed bug that forced re-defining of menu settings in local graphics
577 config file which are already defined in existing base config file
578 * fixed small bug that caused door sounds playing when music is enabled
581 * added the possibility to define up to five title screens for each
582 level set that are displayed after loading using (cross)fading in/out
583 (this was added to display the various start images of the EMC sets)
586 * added "CE score gets zero [of]" to custom element trigger conditions
587 * added setup option to display element token name in level editor
590 * added compatibility code for Juergen Bonhagen's menu artwork settings
593 * fixed bug with displaying wrong animation frame 0 after CE changes
594 * fixed bug with creating invisible elements when light switch is on
597 * added selection between ECS and AGA graphics for EMC levels to setup
600 * adjusted font handling for various narrow EMC style fonts
603 * changed EM engine behaviour back to re-allow initial rolling springs
606 * fixed handling of over-large selectboxes (less error-prone now)
607 * fixed bug when creating GE with walkable element under the player
610 * added use of "Insert" and "Delete" keys to navigate element list in
611 level editor to start of custom elements or start of group elements
612 * added virtual elements to access CE value and CE score of elements:
613 - "CE value of triggering element"
614 - "CE score of triggering element"
615 - "CE value of current element"
616 - "CE score of current element"
619 * fixed "grass" to "sand" in older EM levels (up to file version V4)
622 * changed behaviour of network games with internal errors (because of
623 different client frame counters) from immediately terminating R'n'D
624 to displaying an error message requester and stopping only the game
625 (also to prevent impression of crashes under non command-line runs)
626 * fixed playing network games with the EMC engine (did not work before)
627 * fixed bug with not scrolling the screen in multi-player mode with the
628 focus on player 1 when all players are moving in different directions
629 * fixed bug with keeping pointer to gadget even after its deallocation
630 * fixed bug with allowing "focus on all players" in network games
631 * fixed bug with player focus when playing tapes from network games
634 * uploaded pre-release (test) version 3.2.0-7 binary and source code
637 * code cleanup for game action control for R'n'D and EMC game engine
640 * fixed bug in multi-player movement with focus on both players
641 * added option to control only the focussed player with all input
644 * added player focus switching to level tape recording and re-playing
647 * fixed some bugs in player focus switching in EMC and RND game engine
650 * added special Supaplex animations for Murphy digging and snapping
651 * added special Supaplex animations for Murphy being bored and sleeping
654 * added four new yam yams with explicit start direction for EMC engine
655 * fixed bug in src/libgame/text.c with printing text outside the window
658 * fixed small bug in EMC level loader (copyright sign in EM II levels)
661 * added delayed ignition of EM style dynamite when used in R'n'D engine
662 * added limited movement range to EMC engine when focus on all players
665 * fixed bug with missing (zero) score values for native Supaplex levels
668 * added "continuous snapping" (snapping many elements while holding the
669 snap key pressed, without releasing the snap key after each element)
670 as a new player setting for more compatibility with the classic games
673 * finished scrolling for "focus on all players" in EMC graphics engine
676 * level sets with "levels: 0" are ignored for levels, but not artwork
677 * fixed bug when scanning empty level group directories (endless loop)
680 * fixed bug with explosion graphic for player using "Murphy" graphic
681 * fixed bug with explosion graphic if player leaves explosion in time
682 * changed some descriptive text in setup menu to use medium-width font
683 * added key shortcut settings for switching player focus to setup menu
686 * fixed bug with random value initialization when recording tapes
687 * fixed bug with playing single player tapes when team mode activated
690 * fixed little bug when trying to switch to player that does not exist
693 * added player switching (visual and quick) to R'n'D and EM game engine
694 * added setup option to select visual or quick in-game player switching
697 * added use of "Home" and "End" keys to handle element list in editor
700 * fixed bug with adding score when playing tape with EMC game engine
701 * added steel wall border for levels using EMC engine without border
702 * finally fixed delayed scrolling in EMC engine also for small levels
705 * fixed potential crash bug in WarnBuggyBase() (missing boundary check)
708 * fixed bug with CE change order in TestIfElementTouchesCustomElement()
709 * fixed bug when displaying info element without action, but direction
712 * fixed minor graphical problems with springs smashing and slurping
713 (when using R'n'D style graphics instead of EMC style graphics)
716 * added scroll delay (as configured in setup) to EMC graphics engine
719 * improved screen redraw for EMC graphics engine (faster and smoother)
720 * when not scrolling, do not redraw the whole playfield if not needed
723 * added multi-player mode for EMC game engine (with up to four players)
726 * added android (can clone elements) from EMC engine to R'n'D engine
729 * added spring bumper (reflects spring) from EMC engine to R'n'D engine
732 * added selectbox for initial player speed to player settings in editor
735 * version 3.1.2 created that is basically version 3.1.1, but with a
736 major bug fixed that prevented editing your own private levels
737 * version 3.1.2 released
740 * added magic ball (creates elements) from EMC engine to R'n'D engine
743 * uploaded fixed pre-release version 3.2.0-6 binary and source code
746 * fixed bug when using "CE can leave behind <trigger element>"
747 * added new change condition "(after/when) creation of <element>"
748 * added new change condition "(after/when) digging <element>"
749 * fixed bug accessing invalid gadget that caused crashes under Windows
750 * deactivated new possibility for multiple CE changes per frame
753 * uploaded pre-release (test) version 3.2.0-6 binary and source code
756 * added animation types "ce_value" and "ce_score" to graphicsinfo.conf
757 * fixed bug with not keeping CE value for moving CEs with only action
758 * changed CE action selectboxes in editor to be only reset when needed
761 * added option "use artwork from element" for custom player artwork
762 * added option "use explosion from element" for player explosions
765 * added cascaded element lists in the level editor
766 * added persistence for cascaded element lists by "editorcascade.conf"
767 * added dynamic element list with all elements used in current level
768 * added possibility for multiple CE changes per frame (experimental)
771 * uploaded pre-release (test) version 3.2.0-5 binary and source code
774 * changed "score for each 10 seconds/steps left" to "1 second/step"
775 * added own score for collecting "extra time" instead of sharing it
776 * added change events "switched by player" and "player switches <e>"
777 * added change events "snapped by player" and "player snaps <e>"
778 * added "set player artwork: <element choice>" to CE action options
779 * added change event "move of <element>"
782 * added "set player shield: off / normal / deadly" to CE action options
783 * added new player option "use level start element" in level editor
784 to set the correct focus at level start to elements from which the
785 player is created later (this did not work before for cascaded CE
786 changes resulting in creation of the player; it is now also possible
787 to create the player from a yam yam which is smashed at level start)
790 * added "set player speed: frozen (not moving)" to CE action options
791 * added "move player: l/r/u/d/trigger/-trigger" to CE action options
794 * added new player option "block snap field" (enabled by default) to
795 make it possible to show a snapping animation like in Emerald Mine
798 * added dynamic selectboxes to custom element action settings in editor
799 * added "CE value" counter for custom elements (instead of "CE count")
800 * added option to use the last "CE value" after custom element change
801 * added option to use the "CE value" of other elements in CE actions
802 * fixed odd behaviour when pressing time orb in levels w/o time limit
803 * added checkbox "use time orb bug" for older levels that use this bug
806 * added missing configuration settings for the following elements:
807 - EL_TIMEGATE_SWITCH (time of open time gate)
808 - EL_LIGHT_SWITCH_ACTIVE (time of light switched on)
809 - EL_SHIELD_NORMAL (time of shield duration)
810 - EL_SHIELD_DEADLY (time of shield duration)
811 - EL_EXTRA_TIME (time added to level time)
812 - EL_TIME_ORB_FULL (time added to level time)
815 * added "wind direction" as a movement pattern for custom elements
816 * added initial wind direction for balloon / custom elements to editor
817 * added functionality for EL_BALLOON_SWITCH_NONE to R'n'D game engine
820 * added parameters for "game of life" and "biomaze" elements to editor
823 * added level file chunk "CONF" for generic level and element settings
826 * uploaded pre-release (test) version 3.2.0-4 binary and source code
829 * skip empty level sets (with "levels: 0"; may be artwork base sets)
830 * added sound action ".page[1]" to ".page[32]" for each CE change page
833 * added image config suffix ".clone_from" to copy whole image settings
834 * fixed bug with invalid ("undefined") CE settings in old level files
837 * fixed graphical bug with smashing elements falling faster than player
840 * fixed major bug which prevented private levels from being edited
841 * fixed bug with precedence of general and special font definitions
844 * fixed graphical bug with player animation when player moves slowly
847 * uploaded pre-release (test) version 3.2.0-3 binary and source code
850 * fixed bug which prevented "global.num_toons: 0" from working
853 * major code cleanup (removed all these annoying "#if 0" blocks)
856 * added custom element actions for CE change page in level editor
859 * fixed music initialization bug in init.c (thanks to David Binderman)
860 * fixed mouse wheel "button" bug in editor (thanks to Tomi Belan)
861 (this bug must probably be fixed at other places, too)
864 * fixed buggy '#include "SDL.h"' statements in src/libgame/sdl.h
865 (should be '#include <SDL.h>' instead)
868 * fixed bug which prevented "walkable from no direction" from working
869 (due to compatibility code overwriting this setting after loading)
872 * fixed bug on Mac OS X (use of reserved name "Random") in EM engine
875 * version number temporarily set to 3.1.1 (intermediate bugfix release)
876 * version 3.1.1 released
879 * changed some va_arg() arguments from 'long' to 'int', fixing problems
880 on 64-bit architecture systems with LP64 data model
883 * fixed bug with bombs not exploding when hitting the last level line
884 (introduced after the release of 3.1.0)
887 * added support for dumping small-sized level sketches from editor
890 * added recognition of "trigger element" for "change digged element to"
891 (this is not really what the "trigger element" was made for, but its
892 use may seem obvious for leaving back digged elements unchanged)
895 * fixed multiple warnings about failed joystick device initialization
898 * fixed bug with dynamite dropped on top of just dropped custom element
899 (collect dynamite, collect CE, drop CE => dynamite was also dropped);
900 dynamite can still be dropped, but drop key must be released before
903 * fixed bug with wrong start directory when started from file browser
904 (due to this bug, R'n'D could not be started from KDE's Konqueror)
907 * fixed bug causing "change when impact" on player not working
908 * fixed wrong priority of "hitting something" over "hitting <element>"
909 * fixed wrong priority of "hit by something" over "hit by <element>"
912 * fixed graphical bug which caused the player (being Murphy) to show
913 collecting animations although the element was collected by penguin
916 * fixed two bugs causing wrong door background graphics in system.c
917 (in functions "SetBackgroundBitmap()" and "DrawingOnBackground()")
920 * fixed graphic bug with exploding bomb and R'n'D graphics in EM engine
921 * added "no direction" to "walkable/passable from" selectbox options
924 * enhanced tape autoplay to accept "autoplay <set> [<nr> ...]" format
925 * in tape autoplay, not only report broken, but also missing tapes
928 * uploaded pre-release (test) version 3.2.0-2 binary and source code
931 * fixed small bug with "linear" animation not working for active lamp
934 * fixed bug with moving up despite gravity due to "block last field"
935 * fixed small bug with wrong draw offset when typing name in main menu
936 * when reading user names from "passwd", ignore data after first comma
937 * when creating new "levelinfo.conf", only write some selected entries
940 * fixed displaying "imported from/by" on preview with empty string
941 * fixed ignoring draw offset for fonts used for level preview texts
944 * fixed a delay problem with SDL and too many mouse motion events
945 * added setup option "skip levels" and level skipping functionality
948 * added move speed "not moving" for non-moving CEs, but with direction
951 * fixed mapping of obsolete element token names in "editorsetup.conf"
952 * fixed bug with sound "acid.splashing" treated as a loop sound
953 * fixed some little sound bugs in native EM engine
956 * fixed small bug when dragging scrollbars to end positions
959 * added editor element descriptions written by Aaron Davidson
962 * improved fallback handling when configured artwork is not available
963 (now using default artwork instead of exiting when files not found)
966 * fixed bug on level selection screen when dragging scrollbar
969 * fixed bug which caused broken tapes when appending to EM engine tapes
972 * uploaded pre-release (test) version 3.2.0-1 binary and source code
975 * added code to replace changed artwork config tokens with other tokens
976 (needed for backwards compatibility, so that older tokens still work)
979 * added native R'n'D graphics for some new EMC elements in EM engine
982 * fixed some bugs in the EM engine integration code
983 * changed EM engine code to allow diagonal movement
984 * changed EM engine code to allow use of separate snap and drop keys
987 * fixed some redraw bugs when using EM engine
990 * fixed bug with not converting RND levels which are set to use native
991 engine to native level structure when loading
994 * uploaded pre-release (test) version 3.2.0-0 binary and source code
997 * version number set to 3.2.0
1000 * level data now reset to defaults after attempt to load invalid file
1003 * added use of "editorsetup.conf" for different level sets
1006 * added auto-detection for various types of Emerald Mine level files
1009 * fixed bug with scrollbars getting too small when list is very large
1012 * fixed bug with 3+3 (cross) sized explosion not making explosion sound
1015 * added most level editor configuration gadgets for new EMC elements
1018 * added more element and graphic definitions for new EMC elements
1021 * modified native EM engine to use integrated R'n'D sound system
1024 * added SDL support to graphics functions in native EM engine
1025 (by always using generic libgame interface functions)
1028 * fixed bug in frame synchronization in native EM engine
1031 * added code to convert levels between R'n'D and native EM engine
1034 * new Emerald Mine engine can now play levels selected in main menu
1037 * fixed big memory leak in function "CreateBitmapWithSmallBitmaps()"
1038 (which creates scaled down graphics for level editor and preview);
1039 there's still a memory leak somewhere in the artwork handling code
1040 * added "scale image up" functionality to X11 version of zoom function
1043 * first attempts to integrate new, native Emerald Mine Club engine
1046 * fixed bug in gadget code which caused reset of CEs in level editor
1047 (example: pressing 'b' [grab brush] on CE config page erased values)
1048 (solution: check if gadgets in ClickOnGadget() are really mapped)
1049 * improved level change detection in editor (settings now also checked)
1050 * fixed bug with "can move into acid" and "don't collide with" state
1053 * fixed maze runner style CEs to use the configured move delay value
1056 * added Aaron Davidson's tutorial level set to the "Tutorials" section
1059 * fixed engine change that broke 3.0.8 levels like "Walpurgis Gardens"
1060 * fixed the above fix because it broke level set "machine" (*sigh*)
1061 * fixed random element placement in level editor to work as expected
1062 * fixed undefined graphic of runtime element "EL_AMOEBA_TO_DIAMOND"
1065 * re-recorded tape for BD2K3, level 010 (broken due to bugfix)
1068 * fixed bug (missing array boundary check) which caused broken tapes
1069 * fixed bug (when loading level template) which caused broken levels
1070 * fixed bug with new block last field code when using non-yellow player
1073 * fixed bug when pressing "stop, pause, stop, play" on tape recorder
1074 * internal change of how the player blocks the last field when moving
1075 * fixed blocking delay of last field for EM and SP style block delay
1076 * fixed bug where the player had to wait for the usual move delay after
1077 unsuccessfully trying to move, when he directly could move after that
1078 * the last two changes should make original Supaplex level 93 solvable
1079 * improved use of random number generator to make it less predictable
1080 * fixed behaviour of slippery SP elements to let slip left, then right
1083 * fixed bug with wrong door state after trying to quickload empty tape
1084 * fixed waste of static memory usage of the binary, making it smaller
1085 * fixed very little graphical bug in Supaplex explosion
1088 * version number set to 3.1.1
1091 * version 3.1.0 released
1094 * fixed bug with crash when writing user levelinfo.conf the first time
1097 * added option "convert LEVELDIR [NR]" to command line batch commands
1098 * re-converted Supaplex levels to apply latest engine fixes
1099 * changed "use graphic/sound of element" to "use graphic of element"
1100 due to compatibility problems with some levels ("bug machine" etc.)
1103 * fixed bug with CE change replacing player with same or other player
1106 * fixed bug with opaque font in envelope with background graphic when
1107 background graphic is not transparent itself
1110 * added "gravity on" and "gravity off" ports for Supaplex compatibility
1111 * corrected original Supaplex level loading code to use these new ports
1112 * also corrected Supaplex loader to auto-count infotrons if set to zero
1115 * fixed bug with missing initialization of "modified" flag for GEs
1118 * fixed bug that caused endless recursion loop when relocating player
1119 * fixed tape recorder bug in "step mode" when using "pause before end"
1120 * fixed tape recorder bug when changing from "warp forward" mode
1123 * fixed bug with "when touching" for pushed elements at last position
1126 * fixed bug that caused two activated toolbox buttons in level editor
1127 * fixed bug with exploding dynabomb under player due to other explosion
1130 * fixed bug with creating walkable custom element under player (again)
1131 * fixed bug with not copying explosion type when copying CEs in editor
1132 * fixed graphical bug when drawing player in setup menu (input devices)
1133 * fixed graphical bug when the player is pushing an accessible element
1134 * fixed bug with classic switchable elements triggering CE changes
1135 * fixed bug with entering/leaving walkable element in RelocatePlayer()
1136 * fixed crash bug when CE leaves behind the trigger player element
1139 * fixed bug with broken tubes after placing/exploding dynamite in them
1140 * fixed bug with exploding dynamite under player due to other explosion
1141 * fixed bug with not resetting push delay under certain circumstances
1144 * added option "handicap" for "levelinfo.conf" (thanks to Niko Böhm)
1145 * added network multiplayer code for Windows (thanks to Niko Böhm)
1148 * added option "reachable despite gravity" for gravity movement
1149 * changed gravity movement of most classic walkable and passable
1150 elements back to "not reachable" (for compatibility reasons)
1153 * fixed (removed) "indestructible" / "can explode" dependency in editor
1154 * fixed (removed) "accessible inside" / "protected" dependency
1155 * fixed (removed) "step mode" / "shield time" dependency
1158 * fixed dynabombs exploding now into anything diggable
1159 * fixed Supaplex style gravity movement into buggy base now impossible
1160 * added pressing key "space" as valid action to select menu options
1163 * added "replace when walkable" to relocate player to walkable element
1164 * added "enter"/"leave" event for elements affected by relocation
1165 * fixed "direct"/"indirect" change order also for "when change" event
1166 * fixed graphical bug when pushing things from elements walkable inside
1169 * fixed graphic bug when player is snapping while moving in old levels
1170 * fixed bug when a moving custom element leaves a player element behind
1171 * fixed bug with mole not disappearing when moving into acid pool
1172 * fixed bug with incomplete path setting when using "--basepath" option
1173 * moving CE can now leave walkable elements behind under the player
1174 * when relocating, player can be set on walkable element now
1175 * fixed another gravity movement bug
1178 * uploaded pre-release (test) version 3.1.0-2 binary and source code
1181 * added "collectible" and "removable" to extended replacement types
1182 (where "removable" replaces "diggable" and "collectible" elements)
1183 * added "collectible & throwable" (to throw element to the next field)
1184 * fixed bug with CEs digging elements that are just about to explode
1185 * changed mouse cursor now always being visible when game is paused
1188 * added possibility to push/press accessible elements from a side that
1190 * fixed bug with not setting actual date when appending to tape
1193 * fixed bug with incorrectly initialized custom element editor graphics
1196 * corrected set "Contributions_1995-2000/rnd_kjell_kristiansson":
1197 - number of levels corrected from 18 to 17 in "levelinfo.conf"
1200 * fixed bug with destroyed robot wheel still attracting robots forever
1201 * fixed bug with time gate switch deactivating after robot wheel time
1202 (while the time gate itself is not affected by this misbehaviour)
1203 * changed behaviour of BD style amoeba to always get blocked by player
1204 (before it was different when there were non-BD elements in level)
1205 * fixed bug with player destroying indestructable elements with shield
1208 * added option to make growing elements grow into anything diggable
1209 (for the various amoeba types, biomaze and "game of life")
1212 * fixed bug with movable elements not moving after left behind by CEs
1213 * changed gravity movement to anything diggable, not only sand/base
1214 * optionally allowing passing to walkable element, not only empty space
1215 * added option "can pass to walkable element" for players
1216 * finally fixed gravity movement (hopefully)
1219 * fixed bug with movable elements not moving anymore after falling down
1222 * fixed another bug with custom elements digging and leaving elements
1223 * fixed bug with "along left/right side" and automatic start direction
1224 * trigger elements now also displayed when "more custom" deactivated
1225 * fixed bug with clipboard element initialized when loading new level
1226 * added option "drop delay" to set delay before dropping next element
1229 * uploaded pre-release (test) version 3.1.0-1 binary and source code
1232 * added copy and paste functions for custom change pages
1233 * enhanced graphical display and functionality of tape recorder
1234 * fixed bug with custom elements digging and leaving elements
1237 * added move speed faster than "very fast" for custom elements
1238 * fixed bug with 3+3 style explosions and missing border content
1239 * fixed little bug when copying custom elements in the editor
1240 * enhanced custom element changes by more side trigger actions
1243 * added option "no scrolling when relocating" for instant teleporting
1244 * uploaded pre-release (test) version 3.1.0-0 binary and source code
1247 * added trigger element and trigger player to use as target elements
1248 * added copy and paste functions for custom and group elements
1251 * fixed graphical bug when displaying explosion animations
1252 * fixed bug when appending to tapes, resulting in broken tapes
1253 * re-recorded a few tapes broken by fixing gravity checking bug
1256 * "can move into acid" property now for all elements independently
1257 * "can fall into acid" property for player stored in same bitfield now
1258 * added option for deadliness of Supaplex 'sniksnak' and 'electron'
1259 * version number set to 3.1.0 (finally!)
1262 * changed tape recording to only record input, not programmed actions
1265 * fixed totally broken (every 8th frame skipped) step-by-step recording
1266 * fixed bug with requester not displayed when quick-loading interrupted
1267 * added option "can fall into acid (with gravity)" for players
1268 * fixed bug with player not falling when snapping down with gravity
1271 * fixed bug which messed up key config when using keypad number keys
1274 * fixed bug which allowed moving upwards even when gravity was active
1275 * fixed bug with missing error handling when dumping levels or tapes
1278 * added different colored editor graphics for Supaplex gravity tubes
1281 * fixed bug that allowed solvable tapes for unsolvable levels
1284 * use unlimited number of droppable elements when "count" set to zero
1285 * added option to use step limit instead of time limit for level
1288 * added player and change page as trigger for custom element change
1291 * fixed bug with exploding amoeba (explosion 3x3 instead of 1x1)
1294 * fixed bug with dark yamyam changing to acid when moving over acid
1295 * fixed handling of levels with more than 999 seconds level time
1296 (example: level 76 of "Denmine")
1299 * "spring push bug" reintroduced as configurable element property
1300 * fixed bug with missing properties for "mole"
1301 * fixed bug that showed up when fixing the above "mole" properties bug
1302 * added option "can move into acid" for all movable elements
1303 * fixed graphical bug for elements moving into acid
1304 * changed event handling to handle all pending events before going on
1307 * fixed bug which caused all CE change pages to be ignored which had
1308 the same change event, but used a different element side
1309 (reported by Simon Forsberg)
1311 * fixed bug which caused elements that can move and fall and that are
1312 transported by a conveyor belt to continue moving into that direction
1313 after leaving the conveyor belt, regardless of their own movement
1314 type; only elements which can not move are transported now
1315 (reported by Simon Forsberg)
1317 * fixed bug which could cause an array overflow in RelocatePlayer()
1318 (reported by Niko Böhm)
1320 * changed Emerald Mine style "passable / over" elements to "protected"
1321 (fixing unsolvable level 10 of "Bondmine 9" with bug beside gate)
1323 * added new option to select from which side a "walkable/passable"
1324 element can be entered
1327 * added explosion and ignition delay for elements that can explode
1330 * fixed bug which caused player not being protected against enemies
1331 when a CE was "walkable / inside" and was not "indestructible"
1332 * added "walkable/passable" fields to be "protected/unprotected"
1333 against enemies, even if not accessible "inside" but "over/under"
1336 * corrected move pattern to 32 bit and initial move direction to 8 bit
1339 * added second custom element base configuration page
1342 * added some special EMC mappings to Emerald Mine level loader
1343 (also covering previously unknown element in level 0 of "Bondmine 8")
1346 * added option to block last field when player is moving (for Supaplex)
1347 * adjusted push delay of Supaplex elements
1348 * removed delays for envelopes etc. when replaying with maximum speed
1349 * fixed bug when dropping element on a field that just changed to empty
1352 * fixed bug: infotrons can now smash yellow disks
1353 * fixed bug: when gravity active, port above player can now be entered
1354 * removed "one white dot" mouse pointer which irritated some people
1357 * added "choice type" for group element selection
1360 * fixed bug with initial invulnerability of non-yellow player
1363 * added level loader for loading native Supaplex packed levels
1364 (including multi-part levels like the "splvls99" levels)
1367 * fixed bug which allowed creating emeralds by escaping explosions
1370 * custom elements can change (limited) or leave (unlimited) elements
1371 * finally added multiple matches using group elements
1372 * added shortcut to dump brush (type ":DB" in editor) for use in forum
1375 * added new start movement type "previous" for continued CE movement
1376 * added new start movement type "random" for random CE movement start
1379 * added new element "sokoban_field_player" needed for Sokoban levels
1380 (thanks to Ed Booker for pointing this out!)
1383 * added elements that can be digged or left behind by custom elements
1386 * added group elements for multiple matches and random element creation
1389 * fixed some graphical errors displayed in old levels
1392 * fixed wrong double speed movement after passing closing gates
1395 * added level loader for loading native Emerald Mine levels
1398 * changes for "shooting" style CE movement
1401 * Happy New Year! ;-)
1404 * changed default snap/drop keys from left/right Shift to Control keys
1407 * fixed bug with dead player getting reanimated from custom element
1410 * fixed bug with wrong penguin graphics (when entering exit)
1413 * fixed bug with wrong "Murphy" graphics (when digging etc.)
1416 * version number set to 3.0.9
1419 * version 3.0.8 released
1422 * added function checked_free()
1425 * fixed bug with double nut cracking sound
1426 (by eliminating "default element action sound" assignment in init.c)
1429 * fixed crash when no music info files are available
1432 * fixed boring and sleeping sounds
1435 * added "maze runner" and "maze hunter" movement types
1436 * added extended collision conditions for custom elements
1439 * added warnings for undefined token values in artwork config files
1442 * added menu entry for level set information to the info screen
1445 * fixed bug with wrong default impact sound for colored emeralds
1448 * added several sub-screens for the info screen
1449 * menu text now also clickable (not only blue/red sphere left of it)
1452 * added configurable "bored" and "sleeping" animations for the player
1453 * added "awakening" sound for player when waking up after sleeping
1456 * added "copy" and "exchange" functions for custom elements to editor
1459 * added configurable element animations for info screen
1462 * added configurable music credits for info screen
1465 * finally fixed tape recording when player is created from CE change
1468 * added "editorsetup.conf" for editor element list configuration
1471 * added "musicinfo.conf" for menu and level music configuration
1474 * fixed a very nasty bug in dragon turning code in TurnRoundExt()
1475 (that only showed up on Linux, but not on Windows systems)
1478 * fixed turning movement of butterflies and fireflies (no frame reset)
1479 * enhanced sniksnak turning movement (two steps instead of only one)
1482 * version number set to 3.0.8
1485 * version 3.0.7 released
1488 * fixed reset of player animation frame when, for example,
1489 walking, digging or collecting share the same animation
1490 * fixed CE with "deadly when touching" exploding when touching amoeba
1493 * fixed tape recording when player is created from CE element change
1496 * introduced "turning..." action graphic for elements with move delay
1497 (non-CE: bug, spaceship, sniksnak, mole, pacman, yamyam)
1498 * added turning animations for bug, spaceship and sniksnak
1501 * prevent "extended" changed elements from delay change in same frame
1504 * fixed bug when pushing element that can move away to the side
1505 (like pushing falling elements, but now with moving elements)
1508 * finally fixed serious bug in code for delayed element pushing (again)
1511 * unavailable setup options now marked as "n/a" instead of "off"
1512 * new boolean directive "latest_engine" for "levelinfo.conf": when set
1513 to "true", levels are always played with the latest game engine,
1514 which is desired for levels that are imported from other games; all
1515 other levels are played with the engine version stored in level file
1516 (which is normally the engine version the level was created with)
1519 * fixed serious bug in code for delayed element pushing
1520 * fixed little bug in animation frame selection for pushed elements
1521 * speed-up of reading config file for verbose output
1524 * added configuration option for opening and closing Supaplex exit
1525 * added configuration option for moving up/down animation for Murphy
1526 * fixed incorrectly displayed animation for attacking dragon
1527 * fixed bug with not setting initial gravity for each new game
1528 * fixed bug with teleportation of player by custom element change
1529 * fixed bug with player not getting smashed by rock sometimes
1532 * version number set to 3.0.7
1535 * version 3.0.6 released
1538 * added support for MP3 music for SDL version through SMPEG library
1541 * fixed bug when initializing font graphic structure
1542 * fixed bug with animation mode "pingpong" when using only 1 frame
1543 * fixed bug with extended change target introduced in 3.0.5
1544 * fixed bug where passing over moving element doubles player speed
1545 * fixed bug with elements continuing to move into push direction
1546 * fixed bug with duplicated player when dropping bomb with shield on
1547 * added "switching" event for custom elements ("pressing" only once)
1548 * fixed switching bug (resetting flag when not switching but not idle)
1551 * fixed element tokens for certain file elements with ".active" etc.
1554 * version number set to 3.0.6
1557 * version 3.0.5 released
1560 * now four envelope elements available
1561 * font, background, animation and sound for envelope now configurable
1562 * main menu doors opening/closing animation type now configurable
1565 * active/inactive sides configurable for custom element changes
1566 * new movement type "move when pushed" available for custom elements
1569 * fixed bug in multiple config pages loader code that caused crashes
1572 * enhanced (remaining low-resolution) Supaplex graphics
1575 * version number set to 3.0.5
1578 * version 3.0.4 released
1580 2003-09-12 src/tools.c
1581 * fixed bug in custom definition of crumbled element graphics
1583 2003-09-11 src/files.c
1584 * fixed bug in multiple config pages code that caused crashes
1587 * version number set to 3.0.4
1590 * version 3.0.3 released
1593 * added music to Supaplex classic level set
1595 2003-09-07 src/libgame/misc.c
1596 * added support for loading various music formats through SDL_mixer
1598 2003-09-06 (various source files)
1599 * fixed several nasty bugs that may have caused crashes on some systems
1600 * added envelope content which gets displayed when collecting envelope
1601 * added multiple change event pages for custom elements
1603 2003-08-24 src/game.c
1604 * fixed problem with player animation when snapping and moving
1606 2003-08-23 src/screens.c, src/cartoons.c, src/libgame/toons.c
1607 * fixed problem with flickering when drawing toon animations
1609 2003-08-23 src/libgame/sdl.c
1610 * fixed problem with setting mouse cursor in SDL version in fullscreen
1612 2003-08-23 src/game.c
1613 * fixed bug (missing array boundary check) which could crash the game
1616 * version number set to 3.0.3
1619 * version 3.0.2 released
1621 2003-08-21 src/game.c
1622 * fixed bug with creating inaccessible elements at player position
1624 2003-08-20 src/init.c
1625 * fixed bug with not finding current level artwork directory
1627 2003-08-20 src/files.c
1628 * fixed bug with choosing wrong engine version when playing tapes
1629 * fixed bug with messing up custom element properties in 3.0.0 levels
1632 * version number set to 3.0.2
1635 * version 3.0.1 released
1637 2003-08-17 (no source files affected)
1638 * changed all "classic" PCX image files with 16 colors or less to
1639 256 color (8 bit) storage format, because the Allegro game library
1640 cannot handle PCX files with less than 256 colors (contributed
1641 graphics are not affected and might look wrong in the DOS version)
1643 2003-08-16 src/init.c
1644 * fixed bug which (for example) crashed the level editor when defining
1645 "dynamite.EDITOR: [NONE]", because graphics may not be undefined
1646 (only set to default) -- invalid graphics now set to default graphic
1648 2003-08-16 src/init.c
1649 * fixed graphical bug of player digging/collecting/snapping element
1650 when no corresponding graphic/animation is defined for this action,
1651 resulting in player being drawn as EL_EMPTY (which should only be
1652 done to elements being collected, but not to the player)
1654 2003-08-16 src/game.c
1655 * fixed small graphical bug of player not totally moving into exit
1657 2003-08-16 src/libgame/setup.c
1658 * fixed bug with wrong MS-DOS 8.3 filename conversion
1660 2003-08-16 src/tools.c
1661 * fixed bug with invisible mouse cursor when pressing ESC while playing
1663 2003-08-16 (various source files)
1664 * added another 128 custom elements (disabled in editor by default)
1666 2003-08-16 src/editor.c
1667 * fixed NULL string bug causing Solaris to crash in sprintf()
1669 2003-08-16 src/screen.c
1670 * fixed drawing over scrollbar on level selection with custom fonts
1672 2003-08-15 src/game.c
1673 * cleanup of simple sounds / loop sounds / music settings
1675 2003-08-08 (various source files)
1676 * added custom element property for dropping collected elements
1678 2003-08-08 src/conf_gfx.c
1679 * fixed bug with missing graphic for active red disk bomb
1681 2003-08-07 src/files.c, src/editor.c src/game.c, src/main.h
1682 * extended variable "level.gravity" to "level.initial_gravity" and
1683 "game.current_gravity" to prevent level setting from being changed
1684 by playing the level (keeping the runtime value after playing)
1686 * fixed graphics bug when digging element that has 'crumbled' graphic
1687 definition, but not 'diggable' graphic definition
1690 * version number set to 3.0.1
1693 * version 3.0.0 released
1696 * various bug fixes; among others:
1697 - fixed bug with pushing spring over empty space
1698 - fixed bug with leaving tube while placing dynamite
1699 - fixed bug with explosion of smashed penguins
1700 - allow Murphy player graphic in levels with non-Supaplex elements
1704 * I have forgotten to document changes for some time
1707 * pre-release version 2.2.0rc1 released
1710 * version number set to 2.1.2
1713 * version 2.1.1 released
1716 * version number set to 2.1.1
1719 * version 2.1.0 released
1722 * version number set to 2.1.0
1724 2002-04-03 to 2002-05-19 (various source files)
1725 * graphics, sounds and music now fully configurable
1726 * bug fixed that prevented walking through tubes when gravity on
1728 2002-04-02 src/events.c, src/editor.c
1729 * Make Escape key less aggressive when playing or when editing level.
1730 This can be configured as an option in the setup menu. (Default is
1731 "less aggressive" which means "ask user if something can be lost"
1732 when pressing the Escape key.)
1734 2002-04-02 src/screen.c
1735 * Added "graphics setup" screen.
1737 2002-04-01 src/screen.c
1738 * Changed "choose level" setup screen stuff to be more generic (to
1739 make it easier to add more "choose from generic tree" setup screens).
1741 2002-04-01 src/config.c, src/timestamp.h
1742 * Added source files "src/config.[ch]" and "src/timestamp.h" (which
1743 automatically gets created by "src/Makefile" and contains an actual
1744 compile-time timestamp to identify development versions of the game).
1746 2002-03-31 src/tape.c, src/events.c
1747 * Added quick game/tape save/load functions to tape stuff which can be
1748 invoked by a keyboard shortcut. Default: "F1" saves game/tape, "F2"
1749 loads previously recorded tape and directly goes into recording mode
1750 from the end of the tape (therefore appending to the tape).
1752 2002-03-31 src/tape.c
1753 * Added "index mark" function to tape recorder. When playing or
1754 recording, "eject" button changes to "index" button. Setting index
1755 mark is not yet implemented, but pressing index button when playing
1756 allows very quick advancing to end of tape (when normal playing),
1757 very fast forward mode (when playing with normal fast forward) or
1758 very fast reaching of "pause before end of tape" (when playing with
1759 "pause before end" playing mode).
1761 2002-03-30 src/cartoons.c
1762 * Moved some stuff from cartoons.c to the new "src/libgame/toons.c".
1764 2002-03-29 src/screen.c
1765 * Changed setup screen stuff to be more generic (to make it easier
1766 to add more setup screens).
1768 2002-03-23 src/main.c, src/main.h
1769 * Various changes due to the introduction of the new libgame files
1770 "setup.c" and "joystick.c".
1772 2002-03-23 src/files.c
1773 * Generic parts of "src/files.c" (mainly setup and level directory
1774 stuff) moved to new libgame file "src/libgame/setup.c".
1776 2002-03-23 src/joystick.c
1777 * File "src/joystick.c" moved to libgame source tree, with
1778 correspondig changes.
1780 2002-03-22 src/screens.c
1781 * "HandleChooseLevel()": Another bug in level series navigation fixed.
1782 (Wrong level series information displayed when entering main group.)
1784 2002-03-22 src/editor.c
1785 * Slight change to support new gadget event "GD_EVENT_INFO_LEAVING".
1787 2002-03-22 src/editor.c
1788 * Changed behaviour of "Escape" key in level editor to be more
1789 intuitive: When in "Element Properties" or "Level Info" mode,
1790 return to "Drawing Mode" instead of leaving the level editor.
1792 2002-03-21 src/game.c, src/editor.c, src/files.c
1793 * 2.0.1 introduced the corrected "Emerald Mine" style behaviour of
1794 gems (emeralds, diamonds, ...) slipping down from normal wall,
1795 steel wall and growing wall (as in E.M.C. style levels). Although
1796 the behaviour of contributed and private levels wasn't changed (due
1797 to the use of "level.game_version"; see previous entry), editing
1798 those levels will (of course) change the behaviour accordingly.
1800 This change seems a bit too hard after thinking about it, because
1801 the EM style behaviour is not the "expected" behaviour (gems would
1802 normally only slip down from "rounded" walls). Therefore this was
1803 now changed to an element property for gem style elements, with the
1804 default setting "off" (which means: no special EM style behaviour).
1805 To fix older converted levels, this flag is set to "on" for pre-2.0
1806 levels that are neither contributed nor private levels.
1808 2002-03-20 src/files.h
1809 * Corrected settings for "level.game_version" depending of level type.
1810 (Contributed and private levels always get played with game engine
1811 version they were created with, while converted levels always get
1812 played with the most recent version of the game engine, to let new
1813 corrections of the emulation behaviour take effect.)
1815 2002-03-20 src/main.h
1816 * Added "#include <time.h>". This seems to be needed by "tape.c" for
1817 compiling the SDL version on some systems.
1818 Thanks to the several people who pointed this out.
1821 * Version number set to 2.0.2.
1824 * Version 2.0.1 released.
1826 2002-03-18 src/screens.c
1827 * "HandleChooseLevel()": Small bug in level series navigation fixed.
1829 2002-03-18 src/files.c [src/libgame/misc.c]
1830 * Moved some common functions from src/files.c to src/libgame/misc.c.
1832 2002-03-18 src/files.c [src/libgame/misc.c]
1833 * Changed permissions for new directories and saved files (especially
1834 score files) according to suggestions of Debian users and mantainers.
1835 Thanks to Drew Parsons <dparsons@emerall.com> for the patch.
1837 2002-03-17 src/files.c
1838 * Changed "{Load|Save}{Level|Tape}()" to IFF style file format:
1839 Replaced "cookie" header string ("ROCKSNDIAMONDS_...\n") with
1840 real IFF style header "RND1....XXXX" (where "XXXX" is "CAVE"
1841 for levels and "TAPE" for tapes). Old "cookie" style format is
1842 still supported for reading. New level and tape files are written
1845 * New IFF chunk "VERS" contains version numbers for file and game
1846 (where "game version" is the version of the program that wrote the
1847 file, and "file version" is a version number to distinguish files
1848 with different format, for example after adding new features).
1850 2002-03-15 src/screen.c
1851 * "DrawHallOfFame()": "FadeSounds()" when entering the hall of fame.
1852 (Before, you heard a mixture of the in-game music and the
1853 hall-of-fame music.)
1855 2002-03-14 src/events.c
1856 * Function "DumpTape()" (files.c) now available by pressing 't' from
1857 main menu (when in DEBUG mode).
1859 2002-03-14 src/game.c
1860 * "GameWon()": When game was won playing a tape, now there is no delay
1861 raising the score and no corresponding sound is played.
1863 2002-03-14 src/files.c
1864 * Changed "LoadTape()" for real chunk support and also adjusted
1865 "SaveTape()" accordingly.
1867 2002-03-14 src/game.c, src/tape.c, src/files.c
1868 * Important changes to tape format: The old tape format stored all
1869 actions with a real effect with a corresponding delay between the
1870 stored actions. This had some major disadvantages (for example,
1871 push delays had to be ignored, pressing a button for some seconds
1872 mutated to several single button presses because of the non-action
1873 delays between two action frames etc.). The new tape format just
1874 stupidly records all device actions and replays them later. I really
1875 don't know why I haven't solved it that way before?! Old-style tapes
1876 (with tape file version less than 2.0) get converted to the new
1877 format on-the-fly when loading and can therefore still be played;
1878 only some minor parts of the old-style tape handling code was needed.
1879 (A perfect conversion is not possible, because there is information
1880 missing about the device actions between two action frames.)
1882 2002-03-14 src/files.c
1883 * New function "DumpTape()" to dump the contents of the current tape
1884 in a human readable format.
1886 2002-03-14 src/game.c
1887 * Small tape bug fixed: When automatically advancing to next level
1888 after a game was won, the tape from the previous level still was
1889 loaded as a tape for the new level.
1891 2002-03-14 src/tape.c
1892 * Small graphical bug fixed: When pressing ""Record" or "Play" on
1893 tape, cartoons did not get completely removed because
1894 StopAnimation() was not called.
1896 2002-03-13 src/files.c
1897 * Changed "LoadLevel()" and "SaveLevel()" to add new chunk "CNT2".
1898 Fixed bug of "CONT" and "BODY" (chunk size was set to 8-bit element
1899 size even when using 16-bit elements). Added new chunk "CNT2" for
1900 16-bit amoeba content (previously written in 8-bit field in "HEAD"
1901 chunk even when content was 16-bit element). "CNT2" should now be
1902 able to store content for arbitrary elements (up to eight blocks of
1903 3 x 3 element arrays). All "CNT2" elements will always be stored as
1904 16-bit elements. "CONT" (with 8/16-bit elements) now obsolete.
1906 2002-03-13 src/files.c
1907 * Changed "LoadLevel()" for real chunk support.
1909 2002-03-12 src/game.c
1910 * Fixed problem (introduced after 2.0.0 release) with penguins
1911 not getting killed by enemies
1913 2002-02-24 src/game.c, src/main.h
1914 * Added "player->is_moving"; now "player->last_move_dir" does
1915 not contain any information if the player is just moving at
1917 Before, "player->last_move_dir" was misused for this purpose
1918 for the robot stuff (robots don't kill players when they are
1919 moving). But setting "player->last_move_dir" to MV_NO_MOVING
1920 broke tapes when walking through pipes!
1921 ("IS_MOVING()" uses "MovPos[][]", but this fails when it is 0
1922 in a continuous movement. This fact is ignored for friends and