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.)
7 * added displaying of most game panel control elements (not animated)
10 * added new configuration directives to display additional game engine
11 values on the game control panel, like the following examples:
12 - game.panel.time_hh/time_mm/time_ss - level time in HH/MM/SS format
13 - game.panel.penguins - number of penguins to rescue
14 - game.panel.level_name - level name of current level
17 * added support for preview tile sizes "1" and "2" (1x1 and 2x2 pixels)
20 * added new player option "no centering when relocating" for "invisible"
21 teleportations to level areas that look exactly the same, giving the
22 illusion that the player did not relocate at all (this was the default
23 since 3.2.3, but caused visual problems with room creation in "Zelda")
24 * added new menu fading effect "melt", shamelessly stolen from "DOOM"
27 * improved menu fading, adding separate fading definitions for entering
28 and leaving a menu and for fading between menu and "content" screens
29 * fixed small bug with recognizing also ".font_xyz" style definitions
32 * improved menu fading, adding separate fading definitions for fading
33 between menu screens and fading between menu and "destination" screens
36 * titlemessage_initial_x and titlemessage_x set to "[DEFAULT]" in static
37 configuration (set from "[titlemessage_initial]" and "[titlemessage]")
38 * fading settings of "[titlemessage_initial]" and "[titlemessage]" set
39 to "[DEFAULT]" in static configuration (set from "[title_initial]" and
41 * improved title fading, allowing fading animation types "none", "fade"
42 and "crossfade" (including cross-fading of last title to main menu)
45 * added configurability of graphics, sounds and music for title screens,
46 which are separated into initial title screens (only shown once at
47 program startup) and title screens shown for a given level set; these
48 title screens can be composed of up to five title images and up to
49 five title text messages (each drawn using an optional background
50 image), also using background music and/or sounds; aspects like
51 background images, sounds and music of title screens can either be
52 defined generally (valid for all title screens) or specifically (and
53 therefore differently for each title screen) using these directives:
55 to define a background image, sound or music file for all screens:
56 - background.TITLE_INITIAL (for all title screens for game startup)
57 - background.TITLE (for all title screens for level sets)
59 to define a background image, sound or music file for a single screen:
60 - background.titlescreen_initial_x (with x in 1,2,3,4,5)
61 - background.titlescreen_x (with x in 1,2,3,4,5)
62 - background.titlemessage_initial_x (with x in 1,2,3,4,5)
63 - background.titlemessage_x (with x in 1,2,3,4,5)
65 to define the title screen images:
66 - titlescreen_initial_x (with x in 1,2,3,4,5)
67 - titlescreen_x (with x in 1,2,3,4,5)
69 to define the title text messages, place text files into the level set
70 directory that have the following file names:
71 - titlemessage_initial_x.txt (with x in 1,2,3,4,5)
72 - titlemessage_x.txt (with x in 1,2,3,4,5)
74 to define the properties of the text messages, either use directives
75 that affect all text messages:
76 - [titlemessage_initial].<suffix>
77 - [titlemessage].<suffix>
78 or use directives that affect single text messages:
79 - titlemessage_initial_x.<suffix> (with x in 1,2,3,4,5)
80 - titlemessage_x.<suffix> (with x in 1,2,3,4,5)
82 valid values for <suffix> are the same as for readme.<suffix> below;
83 use ".sort_priority" (default: 0) to define an arbitrary order for
84 title images and title messages (which can therefore be mixed)
87 * added full configurability of "readme.txt" screen appearance:
88 - readme.x: <left position used with alignment>
89 - readme.y: <top position>
90 - readme.width: <maximim text width in pixels>
91 - readme.height: <maximum text height in pixels>
92 - readme.chars: <maximum number of chars per line>
93 - readme.lines: <maximum number of lines displayed>
94 - readme.align: left,center,right (default: center)
95 - readme.top: top,middle,bottom (default: top)
96 - readme.font: font name
97 - readme.autowrap: true,false (default: true)
98 - readme.centered: true,false (default: false)
99 - readme.parse_comments: true,false (default: true)
100 - readme.sort_priority: (not used here, but only for title screens)
101 when "readme.chars" and/or "readme.lines" is set to "-1" (this is the
102 default), they are automatically determined from "readme.width" and
103 "readme.height" accordingly; when they are not "-1", they have
104 precedence over "readme.width" and "readme.height"
105 * added internal ad-hoc config settings for displaying text files like
106 title messages or "readme.txt" style level set info files:
107 - .font: font name (default: readme.font)
108 - .autowrap: true,false (default: readme.autowrap)
109 - .centered: true,false (default: readme.centered)
110 - .parse_comments: true,false (default: readme.parse_comments)
111 (the leading '.' and the separating ':' are mandatory here); to use
112 these ad-hoc settings, they have to be written inside a comment, like
113 "# .autowrap: false" or "# .centered: true"; these settings then
114 override the above global settings (they can even be used more than
115 once, like "# .centered: true", then some text that should be drawn
116 centered, then "# .centered: false" to go back to non-centered text;
117 important note: after using "# .parse_comments: false", or when using
118 "readme.parse_comments: false", detecting and parsing comments inside
119 the file is disabled and comments are just printed like normal text;
120 also be aware that all automatic text size calculations are done with
121 the font defined in "readme.font", while using different fonts using
122 "# .font: <font>" inside the text file may cause unexpected results
125 * changed some numerical limits in the level editor from 255 to 999
128 * added option "system.sdl_videodriver" to select SDL video driver
129 * added output of SDL video and audio driver to "version info" page
132 * added group element drawing to IntelliDraw drawing functions
133 * fixed animation resetting problem again (last try broke Snake Bite)
134 * fixed diagonal scrolling in screen scrolling (last try broke Pac Man)
137 * added new (special) "include: <filename>" directive that works in all
138 configuration files (like "graphicsinfo.conf") and that has the same
139 effect as if that directive would be replaced with the content of the
140 specified file (this can be useful to split large configuration files
141 into several smaller ones and include them from one main file, or to
142 store configuration settings that always stay the same into a separate
143 file, while including it and only add those parts that really change)
146 * fixed minor bug (screen redraw of player tiles) in EMC graphics engine
149 * fixed bug in "InitMovingField()" where treating an integer array as
150 boolean caused wrong resetting of animations while elements are moving
151 * fixed problem with resetting animations when starting element change
154 * added sort priority for order of title screens and title messages
157 * changed end of game again: do not wait for the user to press a key
158 anymore, but directly ask/confirm tape saving and go to hall of fame
159 * re-enabled quitting of lost game by pressing space or return again
160 * added blanking of mouse pointer when displaying title screens
161 * added remaining menu draw offset definitions for info sub-screens
164 * added setup option to select game speed (from very slow to very fast)
165 * improved handling of title text messages (initial and for level set)
168 * added new options "auto-wrap" and "centered" for DC2 style envelopes
171 * fixed displaying and typing of player name when it is centered
172 * added special characters to be allowed for player name (not only A-Z)
175 * fixed blit in ScrollLevel() to same bitmap to not overlap anymore
176 (newer versions of the SDL library seem to not like this anymore)
179 * added code for configuration directives for control of game panel
182 * fixed small cosmetical bug with underlining property tabs in editor
185 * fixed small drawing bug in X11FadeRectangle
186 * added new elements for newly supported Diamond Caves II levels:
187 - EM/DC style exits that disappear after passing
188 - white key and gate (one white key needed for each white gate)
189 - fake gate (there is no key to open/pass this kind of gate!)
190 - extended magic wall which also handles pearls and crystals
194 * changed maximum value for endless loop detection to a higher value
195 (some levels really used very deep recursion without being endless)
198 * added new elements for newly supported Diamond Caves II levels:
199 - growing steel walls
200 - snappable land mine
203 * added new elements for newly supported Diamond Caves II levels:
204 - steel text elements
207 * added level file loader for native Diamond Caves II levels
210 * version number set to 3.2.4
213 * version 3.2.3 released
216 * fixed malloc/free bug when updating EMC artwork entries in level list
217 * added workaround (warning and request to quit the current game) when
218 changing elements cause endless recursion loop (which would otherwise
219 freeze the game, causing a crash-like program exit on some systems)
222 * fixed nasty string overflow bug when entering too long envelope text
225 * added feedback sounds for menu navigation "menu.item.activating" and
226 "menu.item.selecting" (for highlighting and executing menu entries)
229 * improved "no scrolling when relocating" to also consider scroll delay
230 (meaning that the player is not automatically centered in this case;
231 this makes it possible to "invisibly" relocate the player to a region
232 of the level playfield which looks the same as the old level region)
233 * fixed bug with not recognizing "main.input.name.align" when active
236 * fixed bug with displaying masked borders over title screens when
237 screen fading is disabled
240 * fixed infinite loop / crash bug when killing the player while having
241 a CE with the setting "kill player X when explosion of <player X>"
242 * added special editor graphic for "char_space" to distinguish it from
243 "empty_space" when editing a level (in-game graphics still the same)
246 * fixed nasty bug with initialization only done for the first player
249 * small change to handle loading empty element/content list micro chunks
252 * uploaded pre-release (test) version 3.2.3-0 binary and source code
255 * some optimizations on startup speed by reducing initial text output
258 * added caching of custom artwork information for faster startup times
261 * fixed graphical bug when using fewer menu entries on level selection
262 screen than usual (with "menu.list_size.LEVELS" directive)
263 * fixed crash bug (Windows/SDL only) caused by BlitBitmap blitting from
264 the backbuffer to the backbuffer by error (with identical rectangle)
267 * fixed bug when displaying titlescreen with size less than element tile
268 * fixed bug that caused elements with "change when digging <e>" event
269 to change for _every_ digged element, not only those specified in <e>
270 * fixed bug that caused impact style collision when dropping element one
271 tile over the player that can both fall down and smash players
272 * fixed bug that caused impact style collision when element changed to
273 falling/smashing element over the player immediately after movement
276 * fixed bug that allowed making engine snapshots from the level editor
279 * fixed bugs with player name and current level positions on main screen
282 * added configuration directives for control of title screens:
283 - "title.fade_delay" for fading time
284 - "title.post_delay" for pause between screens (when not crossfading)
285 - "title.auto_delay" to automatically continue after some time
286 these settings can each be overridden by specifying them with titles:
287 - "titlescreen_initial_{1-5}.{fade_delay,post_delay,auto_delay}"
288 - "titlescreen_{1-5}.{fade_delay,post_delay,auto_delay}"
289 fading mode can also be specified:
290 - "titlescreen_initial_{1-5}.anim_mode: {fade,crossfade}
291 - "titlescreen_{1-5}.anim_mode: {fade,crossfade}
292 default is using normal fading for menues and initial title screens,
293 while using cross-fading for level set title screens
294 * fixed bug with background not drawn in Hall of Fame after game was won
297 * added configuration directives for the remaining main menu items
300 * added additional configuration directives for info screen draw offset:
301 menu.draw_{x,y}offset.INFO[{ELEMENTS,MUSIC,CREDITS,PROGRAM,LEVELSET}]
302 * added additional configuration directives for preview info text
303 * limited mouse wheel sensitive screen area to scrollable screen area
306 * added highlighted menu text entries to menu navigation when selected
309 * fixed bug that prevented player from correctly being created in the
310 top left corner by a custom element change in a level without player
311 * fixed bug that prevented player from being killed when indestructible,
312 non-walkable element is placed on player position by extended change
313 * added configurable menu button, text and input positions to main menu
316 * added page fading effects for remaining info sub-screens
317 * fixed small bug that caused some delays when answering door request
320 * added directives "border.draw_masked.*" for menu/playfield area and
321 door areas to display overlapping/masked borders from "global.border"
324 * fixed bug with CE with move speed "not moving" not being animated
325 * when changing player artwork by CE action, reset animation frame
328 * fixed bug with not unmapping main menu screen gadgets on other screens
329 * fixed bug with un-pausing a paused game by releasing still pressed key
330 * fixed bug with not redrawing screen when toggling to/from fullscreen
331 mode while fast reloading tape (without redrawing playfield contents)
332 * fixed bug with quick-saving tape snapshot despite answering with "no"
335 * version number set to 3.2.3
338 * version 3.2.2 released
341 * fixed bug with redrawing screen in fullscreen mode after quick tape
342 reloading when using the EMC game engine
343 * changed token names from "last_ce_[1-8]" to "prev_ce_[1-8]"
346 * fixed bug in GameWon() when level contains no exit (like in Sokoban)
349 * added engine snapshot functionality for instant tape reloading (this
350 only works for the last tape saved using "quick save", and does not
351 work across program restarts, because it completely works in memory)
354 * version number set to 3.2.2
357 * version 3.2.1 released
360 * fixed nasty bugs with handling error message file on Mac OS X systems
363 * general code cleanup (removing many annoying "#if 0" blocks etc.)
366 * fixed bug that caused broken tapes when manually appending to tapes
367 using the "pause before death" functionality, followed by recording
368 * added setup option to disable fading of screens for faster testing
371 * code cleanup of new fading functions
374 * changed behaviour after solved game -- do not immediately stop engine
375 * added some more smooth screen fadings (game start, hall of fame etc.)
378 * fixed bug with displaying pushed CE with value/score/delay anim_mode
381 * added configurable level preview position, tile size and dimensions
382 * added configurable game panel value positions (gems, time, score etc.)
385 * fixed small bug with time displayed incorrectly when collecting CEs
388 * fixed bug with bumpy scrolling with EM engine in double player mode
391 * added compatibility code to fix "Snake Bite" style levels that were
392 broken due to a bugfix regarding EL_SOKOBAN_FIELD_PLAYER in 3.2.0
395 * fixed bug with scrollbars inside editor when using the Windows mouse
396 enhancement tool "True X-Mouse" (which injects key events to the event
397 queue to insert selected stuff into the Windows clipboard, which gets
398 confused with the "Insert" key for jumping to the last editor cascade
399 block in the element list)
400 * added Rocks'n'Diamonds icon for use as window icon to SDL version
401 * added key shortcut "Alt + Enter" to toggle fullscreen mode at any time
404 * added selection of preferred fullscreen mode to setup / graphics menu
405 (useful if default mode 800 x 600 does not match screen aspect ratio)
408 * improved down-scaling of images for better editor and preview graphics
409 * changed user data directory for Mac OS X from Unix style to new place
412 * improved level number selection in main menu and player selection in
413 setup menu (input devices section) by using standard button gadgets
414 * added support for mouse scroll wheel (caused buggy behaviour before)
415 * added support for scrolling horizontal scrollbars with mouse wheel by
416 holding "Shift" key pressed while scrolling the wheel
417 * added support for single step mouse wheel scrolling by holding "Alt"
418 key pressed while scrolling the wheel (can be combined with "Shift")
419 * changed output file "stderr.txt" on Windows platform now always to be
420 created in the R'n'D sub-directory of the personal documents directory
421 * added Windows message box to direct to "stderr.txt" after error aborts
424 * improved general scrollbar handling (when jump-scrolling scrollbars)
427 * changed scrollbars to always show last line as first after scrolling
428 (that means jumping n - 1 screen lines instead of n screen lines)
431 * fixed level versions of EMC level loader (from V4 to V1, V2 and V3)
432 * fixed level time for EMC levels for V2 engine (V2 and V5 levels)
433 * fixed special handling of vertically stacked acid becoming fake acid
436 * fixed bug (very special case) with CE_SCORE_GETS_ZERO, which can
437 affect multiple instances of the same CE, although this kind of
438 change condition usually only affects one single custom element
441 * version number set to 3.2.1
444 * version 3.2.0 released
447 * reorganized level editor element list a bit to match engines better
450 * fixed newly introduced bug with wrongly initializing clipboard element
453 * fixed bug with displaying visible/invisible level border in editor
456 * reorganized some elements in the level editor element list
459 * fixed bug with displaying any player as "yellow" when moving into acid
460 * fixed bug with displaying running player when player stopped at border
463 * fixed bug with player exploding when moving into acid
464 * fixed bug with level settings being reset in editor and when playing
465 (some compatibility settings being set not only after level loading)
466 * fixed crash bug when number of custom graphic frames was set to zero
467 * fixed bug with teleporting player on walkable tile not working anymore
468 * added partial compatibility support for pre-release-only "CONF" chunk
469 (to make Alan Bond's "color cycle" demo work again :-) )
472 * fixed some bugs when displaying title screens from info screen menu
473 * fixed bug which caused EMC doors #5 to #8 to be passable without keys
476 * changed file major version to 3 to reflect level file format changes
477 * uploaded pre-release (test) version 3.2.0-8 binary and source code
480 * added new chunk "NAME" to level file format for level name settings
481 * added new chunk "NOTE" to level file format for envelope settings
482 * changed name of chunk "CONF" to "ELEM" (for normal element settings)
483 * updated magic(5) file to recognize changed and new level file chunks
484 * removed change events "change when CE value/score changes" as unneeded
487 * changed gravity (which only affects the player) from level property
488 to player property (only makes a difference in multi-player levels)
489 * added change events "change when CE value/score changes"
490 * added change events "change when CE value/score changes of <element>"
493 * added new chunk "INFO" to level file format for global level settings
494 * added all element settings from "HEAD" chunk to "CONF" chunk
495 * added all global level settings from "HEAD" chunk to "INFO" chunk
498 * changed level file format by adding two new chunks "CUSX" (for custom
499 elements, replacing the previous "CUS4" chunk) and "GRPX" (for group
500 elements, replacing the previous "GRP1" chunk); these new IFF style
501 chunks use the new and flexible "micro chunks inside chunks" technique
502 already used with the new "CONF" chunk (for normal element properties)
503 which makes it possible to easily extend the existing level format
504 (instead of using fixed-length chunks like before, which are either
505 too big due to reserved bytes for future use, or too small when those
506 reserved bytes have all been used and even more data should be stored,
507 requiring the replacement by new and larger chunks just like it went
508 with "CUS1" to "CUS4"); this whole problem now does not exist anymore
511 * added credits pages to the "credits" section that were really missing
512 * added some missing element descriptions to the level editor
513 * added down position of switchgate switch to the level editor
514 and allowed the use of both switch positions at the same time
515 * changed use of "Insert" and "Delete" keys to navigate element list in
516 level editor to start of previous or next cascading block of elements
519 * added the possibility to view the title screen to the info screen menu
520 * fixed some minor bugs with viewing title screens
523 * fixed bug with title (cross)fading in/out when using fullscreen mode
526 * fixed bug that forced re-defining of menu settings in local graphics
527 config file which are already defined in existing base config file
528 * fixed small bug that caused door sounds playing when music is enabled
531 * added the possibility to define up to five title screens for each
532 level set that are displayed after loading using (cross)fading in/out
533 (this was added to display the various start images of the EMC sets)
536 * added "CE score gets zero [of]" to custom element trigger conditions
537 * added setup option to display element token name in level editor
540 * added compatibility code for Juergen Bonhagen's menu artwork settings
543 * fixed bug with displaying wrong animation frame 0 after CE changes
544 * fixed bug with creating invisible elements when light switch is on
547 * added selection between ECS and AGA graphics for EMC levels to setup
550 * adjusted font handling for various narrow EMC style fonts
553 * changed EM engine behaviour back to re-allow initial rolling springs
556 * fixed handling of over-large selectboxes (less error-prone now)
557 * fixed bug when creating GE with walkable element under the player
560 * added use of "Insert" and "Delete" keys to navigate element list in
561 level editor to start of custom elements or start of group elements
562 * added virtual elements to access CE value and CE score of elements:
563 - "CE value of triggering element"
564 - "CE score of triggering element"
565 - "CE value of current element"
566 - "CE score of current element"
569 * fixed "grass" to "sand" in older EM levels (up to file version V4)
572 * changed behaviour of network games with internal errors (because of
573 different client frame counters) from immediately terminating R'n'D
574 to displaying an error message requester and stopping only the game
575 (also to prevent impression of crashes under non command-line runs)
576 * fixed playing network games with the EMC engine (did not work before)
577 * fixed bug with not scrolling the screen in multi-player mode with the
578 focus on player 1 when all players are moving in different directions
579 * fixed bug with keeping pointer to gadget even after its deallocation
580 * fixed bug with allowing "focus on all players" in network games
581 * fixed bug with player focus when playing tapes from network games
584 * uploaded pre-release (test) version 3.2.0-7 binary and source code
587 * code cleanup for game action control for R'n'D and EMC game engine
590 * fixed bug in multi-player movement with focus on both players
591 * added option to control only the focussed player with all input
594 * added player focus switching to level tape recording and re-playing
597 * fixed some bugs in player focus switching in EMC and RND game engine
600 * added special Supaplex animations for Murphy digging and snapping
601 * added special Supaplex animations for Murphy being bored and sleeping
604 * added four new yam yams with explicit start direction for EMC engine
605 * fixed bug in src/libgame/text.c with printing text outside the window
608 * fixed small bug in EMC level loader (copyright sign in EM II levels)
611 * added delayed ignition of EM style dynamite when used in R'n'D engine
612 * added limited movement range to EMC engine when focus on all players
615 * fixed bug with missing (zero) score values for native Supaplex levels
618 * added "continuous snapping" (snapping many elements while holding the
619 snap key pressed, without releasing the snap key after each element)
620 as a new player setting for more compatibility with the classic games
623 * finished scrolling for "focus on all players" in EMC graphics engine
626 * level sets with "levels: 0" are ignored for levels, but not artwork
627 * fixed bug when scanning empty level group directories (endless loop)
630 * fixed bug with explosion graphic for player using "Murphy" graphic
631 * fixed bug with explosion graphic if player leaves explosion in time
632 * changed some descriptive text in setup menu to use medium-width font
633 * added key shortcut settings for switching player focus to setup menu
636 * fixed bug with random value initialization when recording tapes
637 * fixed bug with playing single player tapes when team mode activated
640 * fixed little bug when trying to switch to player that does not exist
643 * added player switching (visual and quick) to R'n'D and EM game engine
644 * added setup option to select visual or quick in-game player switching
647 * added use of "Home" and "End" keys to handle element list in editor
650 * fixed bug with adding score when playing tape with EMC game engine
651 * added steel wall border for levels using EMC engine without border
652 * finally fixed delayed scrolling in EMC engine also for small levels
655 * fixed potential crash bug in WarnBuggyBase() (missing boundary check)
658 * fixed bug with CE change order in TestIfElementTouchesCustomElement()
659 * fixed bug when displaying info element without action, but direction
662 * fixed minor graphical problems with springs smashing and slurping
663 (when using R'n'D style graphics instead of EMC style graphics)
666 * added scroll delay (as configured in setup) to EMC graphics engine
669 * improved screen redraw for EMC graphics engine (faster and smoother)
670 * when not scrolling, do not redraw the whole playfield if not needed
673 * added multi-player mode for EMC game engine (with up to four players)
676 * added android (can clone elements) from EMC engine to R'n'D engine
679 * added spring bumper (reflects spring) from EMC engine to R'n'D engine
682 * added selectbox for initial player speed to player settings in editor
685 * version 3.1.2 created that is basically version 3.1.1, but with a
686 major bug fixed that prevented editing your own private levels
687 * version 3.1.2 released
690 * added magic ball (creates elements) from EMC engine to R'n'D engine
693 * uploaded fixed pre-release version 3.2.0-6 binary and source code
696 * fixed bug when using "CE can leave behind <trigger element>"
697 * added new change condition "(after/when) creation of <element>"
698 * added new change condition "(after/when) digging <element>"
699 * fixed bug accessing invalid gadget that caused crashes under Windows
700 * deactivated new possibility for multiple CE changes per frame
703 * uploaded pre-release (test) version 3.2.0-6 binary and source code
706 * added animation types "ce_value" and "ce_score" to graphicsinfo.conf
707 * fixed bug with not keeping CE value for moving CEs with only action
708 * changed CE action selectboxes in editor to be only reset when needed
711 * added option "use artwork from element" for custom player artwork
712 * added option "use explosion from element" for player explosions
715 * added cascaded element lists in the level editor
716 * added persistence for cascaded element lists by "editorcascade.conf"
717 * added dynamic element list with all elements used in current level
718 * added possibility for multiple CE changes per frame (experimental)
721 * uploaded pre-release (test) version 3.2.0-5 binary and source code
724 * changed "score for each 10 seconds/steps left" to "1 second/step"
725 * added own score for collecting "extra time" instead of sharing it
726 * added change events "switched by player" and "player switches <e>"
727 * added change events "snapped by player" and "player snaps <e>"
728 * added "set player artwork: <element choice>" to CE action options
729 * added change event "move of <element>"
732 * added "set player shield: off / normal / deadly" to CE action options
733 * added new player option "use level start element" in level editor
734 to set the correct focus at level start to elements from which the
735 player is created later (this did not work before for cascaded CE
736 changes resulting in creation of the player; it is now also possible
737 to create the player from a yam yam which is smashed at level start)
740 * added "set player speed: frozen (not moving)" to CE action options
741 * added "move player: l/r/u/d/trigger/-trigger" to CE action options
744 * added new player option "block snap field" (enabled by default) to
745 make it possible to show a snapping animation like in Emerald Mine
748 * added dynamic selectboxes to custom element action settings in editor
749 * added "CE value" counter for custom elements (instead of "CE count")
750 * added option to use the last "CE value" after custom element change
751 * added option to use the "CE value" of other elements in CE actions
752 * fixed odd behaviour when pressing time orb in levels w/o time limit
753 * added checkbox "use time orb bug" for older levels that use this bug
756 * added missing configuration settings for the following elements:
757 - EL_TIMEGATE_SWITCH (time of open time gate)
758 - EL_LIGHT_SWITCH_ACTIVE (time of light switched on)
759 - EL_SHIELD_NORMAL (time of shield duration)
760 - EL_SHIELD_DEADLY (time of shield duration)
761 - EL_EXTRA_TIME (time added to level time)
762 - EL_TIME_ORB_FULL (time added to level time)
765 * added "wind direction" as a movement pattern for custom elements
766 * added initial wind direction for balloon / custom elements to editor
767 * added functionality for EL_BALLOON_SWITCH_NONE to R'n'D game engine
770 * added parameters for "game of life" and "biomaze" elements to editor
773 * added level file chunk "CONF" for generic level and element settings
776 * uploaded pre-release (test) version 3.2.0-4 binary and source code
779 * skip empty level sets (with "levels: 0"; may be artwork base sets)
780 * added sound action ".page[1]" to ".page[32]" for each CE change page
783 * added image config suffix ".clone_from" to copy whole image settings
784 * fixed bug with invalid ("undefined") CE settings in old level files
787 * fixed graphical bug with smashing elements falling faster than player
790 * fixed major bug which prevented private levels from being edited
791 * fixed bug with precedence of general and special font definitions
794 * fixed graphical bug with player animation when player moves slowly
797 * uploaded pre-release (test) version 3.2.0-3 binary and source code
800 * fixed bug which prevented "global.num_toons: 0" from working
803 * major code cleanup (removed all these annoying "#if 0" blocks)
806 * added custom element actions for CE change page in level editor
809 * fixed music initialization bug in init.c (thanks to David Binderman)
810 * fixed mouse wheel "button" bug in editor (thanks to Tomi Belan)
811 (this bug must probably be fixed at other places, too)
814 * fixed buggy '#include "SDL.h"' statements in src/libgame/sdl.h
815 (should be '#include <SDL.h>' instead)
818 * fixed bug which prevented "walkable from no direction" from working
819 (due to compatibility code overwriting this setting after loading)
822 * fixed bug on Mac OS X (use of reserved name "Random") in EM engine
825 * version number temporarily set to 3.1.1 (intermediate bugfix release)
826 * version 3.1.1 released
829 * changed some va_arg() arguments from 'long' to 'int', fixing problems
830 on 64-bit architecture systems with LP64 data model
833 * fixed bug with bombs not exploding when hitting the last level line
834 (introduced after the release of 3.1.0)
837 * added support for dumping small-sized level sketches from editor
840 * added recognition of "trigger element" for "change digged element to"
841 (this is not really what the "trigger element" was made for, but its
842 use may seem obvious for leaving back digged elements unchanged)
845 * fixed multiple warnings about failed joystick device initialization
848 * fixed bug with dynamite dropped on top of just dropped custom element
849 (collect dynamite, collect CE, drop CE => dynamite was also dropped);
850 dynamite can still be dropped, but drop key must be released before
853 * fixed bug with wrong start directory when started from file browser
854 (due to this bug, R'n'D could not be started from KDE's Konqueror)
857 * fixed bug causing "change when impact" on player not working
858 * fixed wrong priority of "hitting something" over "hitting <element>"
859 * fixed wrong priority of "hit by something" over "hit by <element>"
862 * fixed graphical bug which caused the player (being Murphy) to show
863 collecting animations although the element was collected by penguin
866 * fixed two bugs causing wrong door background graphics in system.c
867 (in functions "SetBackgroundBitmap()" and "DrawingOnBackground()")
870 * fixed graphic bug with exploding bomb and R'n'D graphics in EM engine
871 * added "no direction" to "walkable/passable from" selectbox options
874 * enhanced tape autoplay to accept "autoplay <set> [<nr> ...]" format
875 * in tape autoplay, not only report broken, but also missing tapes
878 * uploaded pre-release (test) version 3.2.0-2 binary and source code
881 * fixed small bug with "linear" animation not working for active lamp
884 * fixed bug with moving up despite gravity due to "block last field"
885 * fixed small bug with wrong draw offset when typing name in main menu
886 * when reading user names from "passwd", ignore data after first comma
887 * when creating new "levelinfo.conf", only write some selected entries
890 * fixed displaying "imported from/by" on preview with empty string
891 * fixed ignoring draw offset for fonts used for level preview texts
894 * fixed a delay problem with SDL and too many mouse motion events
895 * added setup option "skip levels" and level skipping functionality
898 * added move speed "not moving" for non-moving CEs, but with direction
901 * fixed mapping of obsolete element token names in "editorsetup.conf"
902 * fixed bug with sound "acid.splashing" treated as a loop sound
903 * fixed some little sound bugs in native EM engine
906 * fixed small bug when dragging scrollbars to end positions
909 * added editor element descriptions written by Aaron Davidson
912 * improved fallback handling when configured artwork is not available
913 (now using default artwork instead of exiting when files not found)
916 * fixed bug on level selection screen when dragging scrollbar
919 * fixed bug which caused broken tapes when appending to EM engine tapes
922 * uploaded pre-release (test) version 3.2.0-1 binary and source code
925 * added code to replace changed artwork config tokens with other tokens
926 (needed for backwards compatibility, so that older tokens still work)
929 * added native R'n'D graphics for some new EMC elements in EM engine
932 * fixed some bugs in the EM engine integration code
933 * changed EM engine code to allow diagonal movement
934 * changed EM engine code to allow use of separate snap and drop keys
937 * fixed some redraw bugs when using EM engine
940 * fixed bug with not converting RND levels which are set to use native
941 engine to native level structure when loading
944 * uploaded pre-release (test) version 3.2.0-0 binary and source code
947 * version number set to 3.2.0
950 * level data now reset to defaults after attempt to load invalid file
953 * added use of "editorsetup.conf" for different level sets
956 * added auto-detection for various types of Emerald Mine level files
959 * fixed bug with scrollbars getting too small when list is very large
962 * fixed bug with 3+3 (cross) sized explosion not making explosion sound
965 * added most level editor configuration gadgets for new EMC elements
968 * added more element and graphic definitions for new EMC elements
971 * modified native EM engine to use integrated R'n'D sound system
974 * added SDL support to graphics functions in native EM engine
975 (by always using generic libgame interface functions)
978 * fixed bug in frame synchronization in native EM engine
981 * added code to convert levels between R'n'D and native EM engine
984 * new Emerald Mine engine can now play levels selected in main menu
987 * fixed big memory leak in function "CreateBitmapWithSmallBitmaps()"
988 (which creates scaled down graphics for level editor and preview);
989 there's still a memory leak somewhere in the artwork handling code
990 * added "scale image up" functionality to X11 version of zoom function
993 * first attempts to integrate new, native Emerald Mine Club engine
996 * fixed bug in gadget code which caused reset of CEs in level editor
997 (example: pressing 'b' [grab brush] on CE config page erased values)
998 (solution: check if gadgets in ClickOnGadget() are really mapped)
999 * improved level change detection in editor (settings now also checked)
1000 * fixed bug with "can move into acid" and "don't collide with" state
1003 * fixed maze runner style CEs to use the configured move delay value
1006 * added Aaron Davidson's tutorial level set to the "Tutorials" section
1009 * fixed engine change that broke 3.0.8 levels like "Walpurgis Gardens"
1010 * fixed the above fix because it broke level set "machine" (*sigh*)
1011 * fixed random element placement in level editor to work as expected
1012 * fixed undefined graphic of runtime element "EL_AMOEBA_TO_DIAMOND"
1015 * re-recorded tape for BD2K3, level 010 (broken due to bugfix)
1018 * fixed bug (missing array boundary check) which caused broken tapes
1019 * fixed bug (when loading level template) which caused broken levels
1020 * fixed bug with new block last field code when using non-yellow player
1023 * fixed bug when pressing "stop, pause, stop, play" on tape recorder
1024 * internal change of how the player blocks the last field when moving
1025 * fixed blocking delay of last field for EM and SP style block delay
1026 * fixed bug where the player had to wait for the usual move delay after
1027 unsuccessfully trying to move, when he directly could move after that
1028 * the last two changes should make original Supaplex level 93 solvable
1029 * improved use of random number generator to make it less predictable
1030 * fixed behaviour of slippery SP elements to let slip left, then right
1033 * fixed bug with wrong door state after trying to quickload empty tape
1034 * fixed waste of static memory usage of the binary, making it smaller
1035 * fixed very little graphical bug in Supaplex explosion
1038 * version number set to 3.1.1
1041 * version 3.1.0 released
1044 * fixed bug with crash when writing user levelinfo.conf the first time
1047 * added option "convert LEVELDIR [NR]" to command line batch commands
1048 * re-converted Supaplex levels to apply latest engine fixes
1049 * changed "use graphic/sound of element" to "use graphic of element"
1050 due to compatibility problems with some levels ("bug machine" etc.)
1053 * fixed bug with CE change replacing player with same or other player
1056 * fixed bug with opaque font in envelope with background graphic when
1057 background graphic is not transparent itself
1060 * added "gravity on" and "gravity off" ports for Supaplex compatibility
1061 * corrected original Supaplex level loading code to use these new ports
1062 * also corrected Supaplex loader to auto-count infotrons if set to zero
1065 * fixed bug with missing initialization of "modified" flag for GEs
1068 * fixed bug that caused endless recursion loop when relocating player
1069 * fixed tape recorder bug in "step mode" when using "pause before end"
1070 * fixed tape recorder bug when changing from "warp forward" mode
1073 * fixed bug with "when touching" for pushed elements at last position
1076 * fixed bug that caused two activated toolbox buttons in level editor
1077 * fixed bug with exploding dynabomb under player due to other explosion
1080 * fixed bug with creating walkable custom element under player (again)
1081 * fixed bug with not copying explosion type when copying CEs in editor
1082 * fixed graphical bug when drawing player in setup menu (input devices)
1083 * fixed graphical bug when the player is pushing an accessible element
1084 * fixed bug with classic switchable elements triggering CE changes
1085 * fixed bug with entering/leaving walkable element in RelocatePlayer()
1086 * fixed crash bug when CE leaves behind the trigger player element
1089 * fixed bug with broken tubes after placing/exploding dynamite in them
1090 * fixed bug with exploding dynamite under player due to other explosion
1091 * fixed bug with not resetting push delay under certain circumstances
1094 * added option "handicap" for "levelinfo.conf" (thanks to Niko Böhm)
1095 * added network multiplayer code for Windows (thanks to Niko Böhm)
1098 * added option "reachable despite gravity" for gravity movement
1099 * changed gravity movement of most classic walkable and passable
1100 elements back to "not reachable" (for compatibility reasons)
1103 * fixed (removed) "indestructible" / "can explode" dependency in editor
1104 * fixed (removed) "accessible inside" / "protected" dependency
1105 * fixed (removed) "step mode" / "shield time" dependency
1108 * fixed dynabombs exploding now into anything diggable
1109 * fixed Supaplex style gravity movement into buggy base now impossible
1110 * added pressing key "space" as valid action to select menu options
1113 * added "replace when walkable" to relocate player to walkable element
1114 * added "enter"/"leave" event for elements affected by relocation
1115 * fixed "direct"/"indirect" change order also for "when change" event
1116 * fixed graphical bug when pushing things from elements walkable inside
1119 * fixed graphic bug when player is snapping while moving in old levels
1120 * fixed bug when a moving custom element leaves a player element behind
1121 * fixed bug with mole not disappearing when moving into acid pool
1122 * fixed bug with incomplete path setting when using "--basepath" option
1123 * moving CE can now leave walkable elements behind under the player
1124 * when relocating, player can be set on walkable element now
1125 * fixed another gravity movement bug
1128 * uploaded pre-release (test) version 3.1.0-2 binary and source code
1131 * added "collectible" and "removable" to extended replacement types
1132 (where "removable" replaces "diggable" and "collectible" elements)
1133 * added "collectible & throwable" (to throw element to the next field)
1134 * fixed bug with CEs digging elements that are just about to explode
1135 * changed mouse cursor now always being visible when game is paused
1138 * added possibility to push/press accessible elements from a side that
1140 * fixed bug with not setting actual date when appending to tape
1143 * fixed bug with incorrectly initialized custom element editor graphics
1146 * corrected set "Contributions_1995-2000/rnd_kjell_kristiansson":
1147 - number of levels corrected from 18 to 17 in "levelinfo.conf"
1150 * fixed bug with destroyed robot wheel still attracting robots forever
1151 * fixed bug with time gate switch deactivating after robot wheel time
1152 (while the time gate itself is not affected by this misbehaviour)
1153 * changed behaviour of BD style amoeba to always get blocked by player
1154 (before it was different when there were non-BD elements in level)
1155 * fixed bug with player destroying indestructable elements with shield
1158 * added option to make growing elements grow into anything diggable
1159 (for the various amoeba types, biomaze and "game of life")
1162 * fixed bug with movable elements not moving after left behind by CEs
1163 * changed gravity movement to anything diggable, not only sand/base
1164 * optionally allowing passing to walkable element, not only empty space
1165 * added option "can pass to walkable element" for players
1166 * finally fixed gravity movement (hopefully)
1169 * fixed bug with movable elements not moving anymore after falling down
1172 * fixed another bug with custom elements digging and leaving elements
1173 * fixed bug with "along left/right side" and automatic start direction
1174 * trigger elements now also displayed when "more custom" deactivated
1175 * fixed bug with clipboard element initialized when loading new level
1176 * added option "drop delay" to set delay before dropping next element
1179 * uploaded pre-release (test) version 3.1.0-1 binary and source code
1182 * added copy and paste functions for custom change pages
1183 * enhanced graphical display and functionality of tape recorder
1184 * fixed bug with custom elements digging and leaving elements
1187 * added move speed faster than "very fast" for custom elements
1188 * fixed bug with 3+3 style explosions and missing border content
1189 * fixed little bug when copying custom elements in the editor
1190 * enhanced custom element changes by more side trigger actions
1193 * added option "no scrolling when relocating" for instant teleporting
1194 * uploaded pre-release (test) version 3.1.0-0 binary and source code
1197 * added trigger element and trigger player to use as target elements
1198 * added copy and paste functions for custom and group elements
1201 * fixed graphical bug when displaying explosion animations
1202 * fixed bug when appending to tapes, resulting in broken tapes
1203 * re-recorded a few tapes broken by fixing gravity checking bug
1206 * "can move into acid" property now for all elements independently
1207 * "can fall into acid" property for player stored in same bitfield now
1208 * added option for deadliness of Supaplex 'sniksnak' and 'electron'
1209 * version number set to 3.1.0 (finally!)
1212 * changed tape recording to only record input, not programmed actions
1215 * fixed totally broken (every 8th frame skipped) step-by-step recording
1216 * fixed bug with requester not displayed when quick-loading interrupted
1217 * added option "can fall into acid (with gravity)" for players
1218 * fixed bug with player not falling when snapping down with gravity
1221 * fixed bug which messed up key config when using keypad number keys
1224 * fixed bug which allowed moving upwards even when gravity was active
1225 * fixed bug with missing error handling when dumping levels or tapes
1228 * added different colored editor graphics for Supaplex gravity tubes
1231 * fixed bug that allowed solvable tapes for unsolvable levels
1234 * use unlimited number of droppable elements when "count" set to zero
1235 * added option to use step limit instead of time limit for level
1238 * added player and change page as trigger for custom element change
1241 * fixed bug with exploding amoeba (explosion 3x3 instead of 1x1)
1244 * fixed bug with dark yamyam changing to acid when moving over acid
1245 * fixed handling of levels with more than 999 seconds level time
1246 (example: level 76 of "Denmine")
1249 * "spring push bug" reintroduced as configurable element property
1250 * fixed bug with missing properties for "mole"
1251 * fixed bug that showed up when fixing the above "mole" properties bug
1252 * added option "can move into acid" for all movable elements
1253 * fixed graphical bug for elements moving into acid
1254 * changed event handling to handle all pending events before going on
1257 * fixed bug which caused all CE change pages to be ignored which had
1258 the same change event, but used a different element side
1259 (reported by Simon Forsberg)
1261 * fixed bug which caused elements that can move and fall and that are
1262 transported by a conveyor belt to continue moving into that direction
1263 after leaving the conveyor belt, regardless of their own movement
1264 type; only elements which can not move are transported now
1265 (reported by Simon Forsberg)
1267 * fixed bug which could cause an array overflow in RelocatePlayer()
1268 (reported by Niko Böhm)
1270 * changed Emerald Mine style "passable / over" elements to "protected"
1271 (fixing unsolvable level 10 of "Bondmine 9" with bug beside gate)
1273 * added new option to select from which side a "walkable/passable"
1274 element can be entered
1277 * added explosion and ignition delay for elements that can explode
1280 * fixed bug which caused player not being protected against enemies
1281 when a CE was "walkable / inside" and was not "indestructible"
1282 * added "walkable/passable" fields to be "protected/unprotected"
1283 against enemies, even if not accessible "inside" but "over/under"
1286 * corrected move pattern to 32 bit and initial move direction to 8 bit
1289 * added second custom element base configuration page
1292 * added some special EMC mappings to Emerald Mine level loader
1293 (also covering previously unknown element in level 0 of "Bondmine 8")
1296 * added option to block last field when player is moving (for Supaplex)
1297 * adjusted push delay of Supaplex elements
1298 * removed delays for envelopes etc. when replaying with maximum speed
1299 * fixed bug when dropping element on a field that just changed to empty
1302 * fixed bug: infotrons can now smash yellow disks
1303 * fixed bug: when gravity active, port above player can now be entered
1304 * removed "one white dot" mouse pointer which irritated some people
1307 * added "choice type" for group element selection
1310 * fixed bug with initial invulnerability of non-yellow player
1313 * added level loader for loading native Supaplex packed levels
1314 (including multi-part levels like the "splvls99" levels)
1317 * fixed bug which allowed creating emeralds by escaping explosions
1320 * custom elements can change (limited) or leave (unlimited) elements
1321 * finally added multiple matches using group elements
1322 * added shortcut to dump brush (type ":DB" in editor) for use in forum
1325 * added new start movement type "previous" for continued CE movement
1326 * added new start movement type "random" for random CE movement start
1329 * added new element "sokoban_field_player" needed for Sokoban levels
1330 (thanks to Ed Booker for pointing this out!)
1333 * added elements that can be digged or left behind by custom elements
1336 * added group elements for multiple matches and random element creation
1339 * fixed some graphical errors displayed in old levels
1342 * fixed wrong double speed movement after passing closing gates
1345 * added level loader for loading native Emerald Mine levels
1348 * changes for "shooting" style CE movement
1351 * Happy New Year! ;-)
1354 * changed default snap/drop keys from left/right Shift to Control keys
1357 * fixed bug with dead player getting reanimated from custom element
1360 * fixed bug with wrong penguin graphics (when entering exit)
1363 * fixed bug with wrong "Murphy" graphics (when digging etc.)
1366 * version number set to 3.0.9
1369 * version 3.0.8 released
1372 * added function checked_free()
1375 * fixed bug with double nut cracking sound
1376 (by eliminating "default element action sound" assignment in init.c)
1379 * fixed crash when no music info files are available
1382 * fixed boring and sleeping sounds
1385 * added "maze runner" and "maze hunter" movement types
1386 * added extended collision conditions for custom elements
1389 * added warnings for undefined token values in artwork config files
1392 * added menu entry for level set information to the info screen
1395 * fixed bug with wrong default impact sound for colored emeralds
1398 * added several sub-screens for the info screen
1399 * menu text now also clickable (not only blue/red sphere left of it)
1402 * added configurable "bored" and "sleeping" animations for the player
1403 * added "awakening" sound for player when waking up after sleeping
1406 * added "copy" and "exchange" functions for custom elements to editor
1409 * added configurable element animations for info screen
1412 * added configurable music credits for info screen
1415 * finally fixed tape recording when player is created from CE change
1418 * added "editorsetup.conf" for editor element list configuration
1421 * added "musicinfo.conf" for menu and level music configuration
1424 * fixed a very nasty bug in dragon turning code in TurnRoundExt()
1425 (that only showed up on Linux, but not on Windows systems)
1428 * fixed turning movement of butterflies and fireflies (no frame reset)
1429 * enhanced sniksnak turning movement (two steps instead of only one)
1432 * version number set to 3.0.8
1435 * version 3.0.7 released
1438 * fixed reset of player animation frame when, for example,
1439 walking, digging or collecting share the same animation
1440 * fixed CE with "deadly when touching" exploding when touching amoeba
1443 * fixed tape recording when player is created from CE element change
1446 * introduced "turning..." action graphic for elements with move delay
1447 (non-CE: bug, spaceship, sniksnak, mole, pacman, yamyam)
1448 * added turning animations for bug, spaceship and sniksnak
1451 * prevent "extended" changed elements from delay change in same frame
1454 * fixed bug when pushing element that can move away to the side
1455 (like pushing falling elements, but now with moving elements)
1458 * finally fixed serious bug in code for delayed element pushing (again)
1461 * unavailable setup options now marked as "n/a" instead of "off"
1462 * new boolean directive "latest_engine" for "levelinfo.conf": when set
1463 to "true", levels are always played with the latest game engine,
1464 which is desired for levels that are imported from other games; all
1465 other levels are played with the engine version stored in level file
1466 (which is normally the engine version the level was created with)
1469 * fixed serious bug in code for delayed element pushing
1470 * fixed little bug in animation frame selection for pushed elements
1471 * speed-up of reading config file for verbose output
1474 * added configuration option for opening and closing Supaplex exit
1475 * added configuration option for moving up/down animation for Murphy
1476 * fixed incorrectly displayed animation for attacking dragon
1477 * fixed bug with not setting initial gravity for each new game
1478 * fixed bug with teleportation of player by custom element change
1479 * fixed bug with player not getting smashed by rock sometimes
1482 * version number set to 3.0.7
1485 * version 3.0.6 released
1488 * added support for MP3 music for SDL version through SMPEG library
1491 * fixed bug when initializing font graphic structure
1492 * fixed bug with animation mode "pingpong" when using only 1 frame
1493 * fixed bug with extended change target introduced in 3.0.5
1494 * fixed bug where passing over moving element doubles player speed
1495 * fixed bug with elements continuing to move into push direction
1496 * fixed bug with duplicated player when dropping bomb with shield on
1497 * added "switching" event for custom elements ("pressing" only once)
1498 * fixed switching bug (resetting flag when not switching but not idle)
1501 * fixed element tokens for certain file elements with ".active" etc.
1504 * version number set to 3.0.6
1507 * version 3.0.5 released
1510 * now four envelope elements available
1511 * font, background, animation and sound for envelope now configurable
1512 * main menu doors opening/closing animation type now configurable
1515 * active/inactive sides configurable for custom element changes
1516 * new movement type "move when pushed" available for custom elements
1519 * fixed bug in multiple config pages loader code that caused crashes
1522 * enhanced (remaining low-resolution) Supaplex graphics
1525 * version number set to 3.0.5
1528 * version 3.0.4 released
1530 2003-09-12 src/tools.c
1531 * fixed bug in custom definition of crumbled element graphics
1533 2003-09-11 src/files.c
1534 * fixed bug in multiple config pages code that caused crashes
1537 * version number set to 3.0.4
1540 * version 3.0.3 released
1543 * added music to Supaplex classic level set
1545 2003-09-07 src/libgame/misc.c
1546 * added support for loading various music formats through SDL_mixer
1548 2003-09-06 (various source files)
1549 * fixed several nasty bugs that may have caused crashes on some systems
1550 * added envelope content which gets displayed when collecting envelope
1551 * added multiple change event pages for custom elements
1553 2003-08-24 src/game.c
1554 * fixed problem with player animation when snapping and moving
1556 2003-08-23 src/screens.c, src/cartoons.c, src/libgame/toons.c
1557 * fixed problem with flickering when drawing toon animations
1559 2003-08-23 src/libgame/sdl.c
1560 * fixed problem with setting mouse cursor in SDL version in fullscreen
1562 2003-08-23 src/game.c
1563 * fixed bug (missing array boundary check) which could crash the game
1566 * version number set to 3.0.3
1569 * version 3.0.2 released
1571 2003-08-21 src/game.c
1572 * fixed bug with creating inaccessible elements at player position
1574 2003-08-20 src/init.c
1575 * fixed bug with not finding current level artwork directory
1577 2003-08-20 src/files.c
1578 * fixed bug with choosing wrong engine version when playing tapes
1579 * fixed bug with messing up custom element properties in 3.0.0 levels
1582 * version number set to 3.0.2
1585 * version 3.0.1 released
1587 2003-08-17 (no source files affected)
1588 * changed all "classic" PCX image files with 16 colors or less to
1589 256 color (8 bit) storage format, because the Allegro game library
1590 cannot handle PCX files with less than 256 colors (contributed
1591 graphics are not affected and might look wrong in the DOS version)
1593 2003-08-16 src/init.c
1594 * fixed bug which (for example) crashed the level editor when defining
1595 "dynamite.EDITOR: [NONE]", because graphics may not be undefined
1596 (only set to default) -- invalid graphics now set to default graphic
1598 2003-08-16 src/init.c
1599 * fixed graphical bug of player digging/collecting/snapping element
1600 when no corresponding graphic/animation is defined for this action,
1601 resulting in player being drawn as EL_EMPTY (which should only be
1602 done to elements being collected, but not to the player)
1604 2003-08-16 src/game.c
1605 * fixed small graphical bug of player not totally moving into exit
1607 2003-08-16 src/libgame/setup.c
1608 * fixed bug with wrong MS-DOS 8.3 filename conversion
1610 2003-08-16 src/tools.c
1611 * fixed bug with invisible mouse cursor when pressing ESC while playing
1613 2003-08-16 (various source files)
1614 * added another 128 custom elements (disabled in editor by default)
1616 2003-08-16 src/editor.c
1617 * fixed NULL string bug causing Solaris to crash in sprintf()
1619 2003-08-16 src/screen.c
1620 * fixed drawing over scrollbar on level selection with custom fonts
1622 2003-08-15 src/game.c
1623 * cleanup of simple sounds / loop sounds / music settings
1625 2003-08-08 (various source files)
1626 * added custom element property for dropping collected elements
1628 2003-08-08 src/conf_gfx.c
1629 * fixed bug with missing graphic for active red disk bomb
1631 2003-08-07 src/files.c, src/editor.c src/game.c, src/main.h
1632 * extended variable "level.gravity" to "level.initial_gravity" and
1633 "game.current_gravity" to prevent level setting from being changed
1634 by playing the level (keeping the runtime value after playing)
1636 * fixed graphics bug when digging element that has 'crumbled' graphic
1637 definition, but not 'diggable' graphic definition
1640 * version number set to 3.0.1
1643 * version 3.0.0 released
1646 * various bug fixes; among others:
1647 - fixed bug with pushing spring over empty space
1648 - fixed bug with leaving tube while placing dynamite
1649 - fixed bug with explosion of smashed penguins
1650 - allow Murphy player graphic in levels with non-Supaplex elements
1654 * I have forgotten to document changes for some time
1657 * pre-release version 2.2.0rc1 released
1660 * version number set to 2.1.2
1663 * version 2.1.1 released
1666 * version number set to 2.1.1
1669 * version 2.1.0 released
1672 * version number set to 2.1.0
1674 2002-04-03 to 2002-05-19 (various source files)
1675 * graphics, sounds and music now fully configurable
1676 * bug fixed that prevented walking through tubes when gravity on
1678 2002-04-02 src/events.c, src/editor.c
1679 * Make Escape key less aggressive when playing or when editing level.
1680 This can be configured as an option in the setup menu. (Default is
1681 "less aggressive" which means "ask user if something can be lost"
1682 when pressing the Escape key.)
1684 2002-04-02 src/screen.c
1685 * Added "graphics setup" screen.
1687 2002-04-01 src/screen.c
1688 * Changed "choose level" setup screen stuff to be more generic (to
1689 make it easier to add more "choose from generic tree" setup screens).
1691 2002-04-01 src/config.c, src/timestamp.h
1692 * Added source files "src/config.[ch]" and "src/timestamp.h" (which
1693 automatically gets created by "src/Makefile" and contains an actual
1694 compile-time timestamp to identify development versions of the game).
1696 2002-03-31 src/tape.c, src/events.c
1697 * Added quick game/tape save/load functions to tape stuff which can be
1698 invoked by a keyboard shortcut. Default: "F1" saves game/tape, "F2"
1699 loads previously recorded tape and directly goes into recording mode
1700 from the end of the tape (therefore appending to the tape).
1702 2002-03-31 src/tape.c
1703 * Added "index mark" function to tape recorder. When playing or
1704 recording, "eject" button changes to "index" button. Setting index
1705 mark is not yet implemented, but pressing index button when playing
1706 allows very quick advancing to end of tape (when normal playing),
1707 very fast forward mode (when playing with normal fast forward) or
1708 very fast reaching of "pause before end of tape" (when playing with
1709 "pause before end" playing mode).
1711 2002-03-30 src/cartoons.c
1712 * Moved some stuff from cartoons.c to the new "src/libgame/toons.c".
1714 2002-03-29 src/screen.c
1715 * Changed setup screen stuff to be more generic (to make it easier
1716 to add more setup screens).
1718 2002-03-23 src/main.c, src/main.h
1719 * Various changes due to the introduction of the new libgame files
1720 "setup.c" and "joystick.c".
1722 2002-03-23 src/files.c
1723 * Generic parts of "src/files.c" (mainly setup and level directory
1724 stuff) moved to new libgame file "src/libgame/setup.c".
1726 2002-03-23 src/joystick.c
1727 * File "src/joystick.c" moved to libgame source tree, with
1728 correspondig changes.
1730 2002-03-22 src/screens.c
1731 * "HandleChooseLevel()": Another bug in level series navigation fixed.
1732 (Wrong level series information displayed when entering main group.)
1734 2002-03-22 src/editor.c
1735 * Slight change to support new gadget event "GD_EVENT_INFO_LEAVING".
1737 2002-03-22 src/editor.c
1738 * Changed behaviour of "Escape" key in level editor to be more
1739 intuitive: When in "Element Properties" or "Level Info" mode,
1740 return to "Drawing Mode" instead of leaving the level editor.
1742 2002-03-21 src/game.c, src/editor.c, src/files.c
1743 * 2.0.1 introduced the corrected "Emerald Mine" style behaviour of
1744 gems (emeralds, diamonds, ...) slipping down from normal wall,
1745 steel wall and growing wall (as in E.M.C. style levels). Although
1746 the behaviour of contributed and private levels wasn't changed (due
1747 to the use of "level.game_version"; see previous entry), editing
1748 those levels will (of course) change the behaviour accordingly.
1750 This change seems a bit too hard after thinking about it, because
1751 the EM style behaviour is not the "expected" behaviour (gems would
1752 normally only slip down from "rounded" walls). Therefore this was
1753 now changed to an element property for gem style elements, with the
1754 default setting "off" (which means: no special EM style behaviour).
1755 To fix older converted levels, this flag is set to "on" for pre-2.0
1756 levels that are neither contributed nor private levels.
1758 2002-03-20 src/files.h
1759 * Corrected settings for "level.game_version" depending of level type.
1760 (Contributed and private levels always get played with game engine
1761 version they were created with, while converted levels always get
1762 played with the most recent version of the game engine, to let new
1763 corrections of the emulation behaviour take effect.)
1765 2002-03-20 src/main.h
1766 * Added "#include <time.h>". This seems to be needed by "tape.c" for
1767 compiling the SDL version on some systems.
1768 Thanks to the several people who pointed this out.
1771 * Version number set to 2.0.2.
1774 * Version 2.0.1 released.
1776 2002-03-18 src/screens.c
1777 * "HandleChooseLevel()": Small bug in level series navigation fixed.
1779 2002-03-18 src/files.c [src/libgame/misc.c]
1780 * Moved some common functions from src/files.c to src/libgame/misc.c.
1782 2002-03-18 src/files.c [src/libgame/misc.c]
1783 * Changed permissions for new directories and saved files (especially
1784 score files) according to suggestions of Debian users and mantainers.
1785 Thanks to Drew Parsons <dparsons@emerall.com> for the patch.
1787 2002-03-17 src/files.c
1788 * Changed "{Load|Save}{Level|Tape}()" to IFF style file format:
1789 Replaced "cookie" header string ("ROCKSNDIAMONDS_...\n") with
1790 real IFF style header "RND1....XXXX" (where "XXXX" is "CAVE"
1791 for levels and "TAPE" for tapes). Old "cookie" style format is
1792 still supported for reading. New level and tape files are written
1795 * New IFF chunk "VERS" contains version numbers for file and game
1796 (where "game version" is the version of the program that wrote the
1797 file, and "file version" is a version number to distinguish files
1798 with different format, for example after adding new features).
1800 2002-03-15 src/screen.c
1801 * "DrawHallOfFame()": "FadeSounds()" when entering the hall of fame.
1802 (Before, you heard a mixture of the in-game music and the
1803 hall-of-fame music.)
1805 2002-03-14 src/events.c
1806 * Function "DumpTape()" (files.c) now available by pressing 't' from
1807 main menu (when in DEBUG mode).
1809 2002-03-14 src/game.c
1810 * "GameWon()": When game was won playing a tape, now there is no delay
1811 raising the score and no corresponding sound is played.
1813 2002-03-14 src/files.c
1814 * Changed "LoadTape()" for real chunk support and also adjusted
1815 "SaveTape()" accordingly.
1817 2002-03-14 src/game.c, src/tape.c, src/files.c
1818 * Important changes to tape format: The old tape format stored all
1819 actions with a real effect with a corresponding delay between the
1820 stored actions. This had some major disadvantages (for example,
1821 push delays had to be ignored, pressing a button for some seconds
1822 mutated to several single button presses because of the non-action
1823 delays between two action frames etc.). The new tape format just
1824 stupidly records all device actions and replays them later. I really
1825 don't know why I haven't solved it that way before?! Old-style tapes
1826 (with tape file version less than 2.0) get converted to the new
1827 format on-the-fly when loading and can therefore still be played;
1828 only some minor parts of the old-style tape handling code was needed.
1829 (A perfect conversion is not possible, because there is information
1830 missing about the device actions between two action frames.)
1832 2002-03-14 src/files.c
1833 * New function "DumpTape()" to dump the contents of the current tape
1834 in a human readable format.
1836 2002-03-14 src/game.c
1837 * Small tape bug fixed: When automatically advancing to next level
1838 after a game was won, the tape from the previous level still was
1839 loaded as a tape for the new level.
1841 2002-03-14 src/tape.c
1842 * Small graphical bug fixed: When pressing ""Record" or "Play" on
1843 tape, cartoons did not get completely removed because
1844 StopAnimation() was not called.
1846 2002-03-13 src/files.c
1847 * Changed "LoadLevel()" and "SaveLevel()" to add new chunk "CNT2".
1848 Fixed bug of "CONT" and "BODY" (chunk size was set to 8-bit element
1849 size even when using 16-bit elements). Added new chunk "CNT2" for
1850 16-bit amoeba content (previously written in 8-bit field in "HEAD"
1851 chunk even when content was 16-bit element). "CNT2" should now be
1852 able to store content for arbitrary elements (up to eight blocks of
1853 3 x 3 element arrays). All "CNT2" elements will always be stored as
1854 16-bit elements. "CONT" (with 8/16-bit elements) now obsolete.
1856 2002-03-13 src/files.c
1857 * Changed "LoadLevel()" for real chunk support.
1859 2002-03-12 src/game.c
1860 * Fixed problem (introduced after 2.0.0 release) with penguins
1861 not getting killed by enemies
1863 2002-02-24 src/game.c, src/main.h
1864 * Added "player->is_moving"; now "player->last_move_dir" does
1865 not contain any information if the player is just moving at
1867 Before, "player->last_move_dir" was misused for this purpose
1868 for the robot stuff (robots don't kill players when they are
1869 moving). But setting "player->last_move_dir" to MV_NO_MOVING
1870 broke tapes when walking through pipes!
1871 ("IS_MOVING()" uses "MovPos[][]", but this fails when it is 0
1872 in a continuous movement. This fact is ignored for friends and