2 * fixed problems related to fullscreen switching and window scaling
5 * fixed inconsistent custom artwork contant numbering in src/main.h,
6 src/screen.c and src/conf_gfx.c (this really should be cleaned up)
7 (this bug caused custom artwork definition to set wrong variable)
10 * fixed using fullscreen mode on Android instead of pseudo-window mode
11 * fixed keeping desktop fullscreen mode when changing viewport size
14 * fixed remaining text input problems for non-ASCII keys with modifier
15 * added window scaling options to graphics setup menu
18 * fixed key code problems with certain keys for SDL2
19 (keypad keys not being in numerical order; number of function keys)
20 * fixed text input problems for text characters using modifier keys
23 * fixed fullscreen option for SDL2 (using only desktop fullscreen now)
26 * fixed graphical bugs when using renderer/texture based graphics
29 * fixed playing certain sounds (menu navigation sound and counting
30 score sound after solving a level) when "normal sounds" are disabled
33 * continued porting Rocks'n'Diamonds to Android (levels now playable)
36 * added SDL2 renderer/texture based graphics frame handling to allow for
37 "desktop" style fullscreen mode and scaling of game screen/window
40 * removed limitation of artwork files to selected file types (this means
41 that every file type supported by SDL_image and SDL_mixer can be used)
42 * changed default graphics vom PCX to PNG (needed for Android version to
43 prevent painfully slow loading of images, although not compressing PCX
44 files in the assets directory of the APK package might also work fine)
45 * fixed bug with SDL_BlitSurface creating garbage when source and target
46 surface are the same (this bug also existed in versions of SDL 1.2.x)
49 * started porting Rocks'n'Diamonds to Android (already shows main menu)
52 * ported Rocks'n'Diamonds to SDL2 (first simple version that works)
55 * version number set to 3.3.1.3
58 * version 3.3.1.2 released
61 * improved error handling: display error message on screen (not only in
62 the error file or on the console), and display path of the error file
65 * fixed problem with R'n'D restarting with same level set that may have
66 caused a problem (and therefore failing again and again); after an
67 error, the last level set is now deactivated in file "levelsetup.conf"
68 to restart with default level set (which should work without error)
71 * fixed determining main game data directory on Mac OS X "Mavericks"
74 * version number set to 3.3.1.2
77 * version 3.3.1.1 released
80 * added scripts directory to distribution package to enable building
81 element definitions after editing artwork config source code files
84 * added volume controls for sounds, loops and music to sound setup
87 * version number set to 3.3.1.1
90 * version 3.3.1.0 released
93 * version number set to 3.3.1.0
96 * fixed display of level time switching from ascending to descending
97 when making use of the "time orb bug" (see element setting in editor)
98 (see level 053 of set "rnd_equinox_tetrachloride_ii" for an example)
99 * fixed graphics performance problems (especially on Mac OS X) by using
100 whole-playfield redraw on SDL target, while still using the previous
101 single-tile redraw method on X11 target (using redraw tiles threshold)
104 * fixed code (esp. random/tape handling) when compiled on 64-bit systems
105 (by replacing all "long" types by "int" types)
108 * fixed nasty bug (affecting crumbled graphics) after adding new special
109 graphics suffix ".TAPE" (and messing some things up in src/main.c)
112 * fixed wrong argument order in DrawTextBuffer() in gadgets.c
113 (this caused fonts in envelope config in level editor being invisible)
116 * fixed some problems with half tile size and even tile sized playfields
119 * added level selection screen (when clicking on main menu level number)
120 * added level tracing (played, solved) for use in level selection screen
121 (to display already played or solved levels in different font color)
124 * added alternative game mode for playing with half size playfield tiles
125 * fixed another memory violation bug in the native Supaplex game engine
126 (this potential memory bug was also in the original Megaplex code, but
127 apparently only occured under rare conditions triggered by using the
128 additional added preceding playfield memory area to make a few strange
129 levels using dirty off-playfield tricks (bugs) like "12s033.sp" also
130 solvable (this all worked fine in the classic DOS version, of course))
133 * added graphics performance optimization to native Supaplex game engine
134 * fixed bug with accidentally removing preceding buffer in SP engine
135 * moved some editor graphics from "RocksDoor.pcx" to "RocksMore.pcx"
136 (to prevent compatibility mapping of these newer graphics to older
137 (custom) versions of "RocksDoor.pcx" which did not contain them yet)
140 * added separately configurable game panel background to graphics config
141 * fixed displaying Supaplex time (now based on 35 fps instead of 50 fps)
144 * added tape panel graphics and screen positions to graphics config
147 * added compatibility stuff for redefined "global.door" (which affects
148 all parts of that image that have their own graphics definition now)
151 * added sound button graphics to graphics config
154 * added tape button graphics and screen positions to graphics config
157 * improved single step mode in R'n'D, EM and SP engines
160 * version number set to 3.3.0.2
163 * version 3.3.0.1 released
166 * added configurable key shortcuts for snap+direction player actions
167 (probably most useful for recording tool-assisted speedrun (TAS)
168 tapes using the single-step mode of the tape recorder)
171 * version number set to 3.3.0.1
174 * version 3.3.0.0 released
177 * fixed missing memory allocation in SP engine when saving engine data
178 for non-SP game engine snapshots (which also stores SP engine part)
181 * fixed problem with scrolling in native EM engine in multi-user mode
182 (this bug was just introduced with the experimental viewport stuff)
183 * fixed animation of splashing acid in EM engine with classic artwork
184 * fixed animation of cracking nut in EM engine with classic artwork
185 * fixed (implemented) single step mode in native EM and SP engines
186 * fixed "latest_engine" flag in classic levels (moved to single sets)
187 * updated SDL library DLLs for Windows to the latest release versions
188 (this fixed some mysterious crashes of the game on Windows systems)
189 * replaced EM and SP set in classic level set with native level files
190 * finally added a newly written "CREDITS" file to the game package
191 * removed sampled music loops from classic music set
194 * changed native Emerald Mine engine to support different viewport sizes
197 * changed native Supaplex engine to support different viewport sizes
200 * added initial, experimental support for different viewport properties
201 (with "viewports" being menu/playfield area and doors; currently the
202 size of the menu/playfield area and door positions can be redefined)
205 * added initial, experimental support for different window sizes
208 * added support for native Sokoban solution files in pure 'udlrUDLR'
209 format with extension ".sln" instead of ".tape" for solution tapes
212 * added image config suffix ".class" to be able to define classes of
213 crumbled elements which are then separated against each others when
214 drawing crumbled borders (class names can freely be defined)
215 (Example: "sand.CRUMBLED.class: sand" and "emc_grass.CRUMBLED.class:
216 emc_grass" results in sand and emc_grass being crumbled separately,
217 even if directly adjacent on the playfield.)
218 * added image config suffix ".style" to use two new features for
220 - "accurate_borders": try to draw correctly crumbled corners (which
221 means that a row of crumbled elements does not have two crumbled
222 corners for each element in the row, but only at the "real" corners
223 at the start and the end of the row of elements)
224 - "inner_corners": also draw inner corners in concave constructions
225 of several crumbled elements -- this is currently a big kludge: the
226 number of frames for crumbled graphic must be "2", with the first
227 frame as usual (crumbled graphic), while the second frame contains
228 the graphic with inner (crumbled) corners for the crumbled graphic
229 (These two features are mainly intended for bevelled walls, not for
230 diggable elements like sand; "inner_corners" only works reliably for
231 static walls, not for in-game dynamically changing walls using CEs.)
234 * finished code cleanup of native Supaplex game engine
237 * started code cleanup of native Supaplex game engine
240 * integrated playing sound effects into native Supaplex game engine
243 * added configurable key shortcuts for the tape recorder buttons
246 * added (hidden) function to save native Supaplex levels with tape as
247 native *.sp file containing level with demo (saved with a file name
248 similar to native R'n'D levels, but with ".sp" extension instead of
249 ".level"); to use this functionality, enter ":save-native-level" or
250 ":snl" from the main menu with the native Supaplex level loaded and
251 the appropriate tape loaded to the tape recorder
252 * fixed potential crash bug caused by illegal array access in engine
253 snapshot loading and saving code
254 * changed setting permissions of score files to be world-writable if
255 the program is not installed and running setgid to allow the program
256 to modify existing score files when run as a different user (which
257 allows cheating, of course, as the score files are not protected
258 against modification in this case)
259 * added (commented out) suggestions for RO_GAME_DIR and RW_GAME_DIR to
260 the top level Makefile for Debian / Ubuntu installations
261 * added saving read-only levels from editor into personal level set
262 (thanks to Bela Lubkin for the above four patches)
265 * added updating of game values on the panel to Supaplex game engine
268 * finished integrating R'n'D graphics engine into Supaplex game engine
269 (although some animations do not support full customizability yet)
272 * done integrating R'n'D graphics engine into file "Infotron.c"
273 * done integrating R'n'D graphics engine into file "OrangeDisk.c"
276 * integrated engine snapshot functionality into Supaplex game engine
279 * fixed bug in native Supaplex engine that broke several demo solutions
280 * fixed bug with re-initializing already existing elements in function
281 RelocatePlayer() in src/game.c (causing problems with Sokoban fields
282 counted a second time, making the currently playing level unsolvable)
283 * done integrating R'n'D graphics engine into file "SnikSnaks.c"
284 * done integrating R'n'D graphics engine into file "Electrons.c"
285 * done integrating R'n'D graphics engine into file "Zonk.c"
288 * done integrating R'n'D graphics engine into file "Murphy.c"
289 * done integrating R'n'D graphics engine into file "BugsTerminals.c"
292 * started integrating R'n'D graphics engine into Supaplex game engine
295 * added small kludge that allows transparent pushing animation over
296 non-black background (by using "game.use_masked_pushing: true")
297 * added editor flag to Sokoban field/object elements to automatically
298 finish solved Sokoban style levels (even if they contain non-Sokoban
299 elements, which prevents auto-enabling this feature for such levels)
302 * added new element "from_level_template" which is replaced by element
303 from level template at same playfield position when loaded (currently
304 not accessible from level editor, but only used for special Sokoban
305 level conversion when using "special_flags: load_xsb_to_ces")
306 * added special behaviour for "special_flags: load_xsb_to_ces": global
307 settings of individual level files are overwritten by template level
308 (except playfield size, level name, level author and template flag)
311 * added handling of gravity ports when converting Supaplex style R'n'D
312 levels to native Supaplex levels for playing with Supaplex engine
315 * fixed bug in Supaplex engine regarding initial screen scroll position
318 * fixed EMC style pushing animations in the R'n'D graphics engine (when
319 using ".2nd_movement_tile" for animations having start and end tile)
320 * for this to work (look) properly for two-tile pushing animations with
321 non-black (i.e. opaque) background, the pushing graphics drawing order
322 was changed to first draw the pushed element, then the player (maybe
323 this should be controlled by an ".anim_mode" flag yet to be added)
324 * two-tile animations for moving or pushing should have 7 frames for
325 normal speed, 15 frames for half speed etc. to display correct frames
326 * two-tile animations are also displayed correctly with different speed
327 settings for the player (for pushing animations) or moving elements
330 * added searching for template level (file "template.level") not only
331 inside the level set directory, but also in above level directories;
332 this makes is possible to use the same single template level file
333 (placed in a level group directory) for many level sub-directories
336 * fixed bug with steel exit being destructible during opening phase
337 * added token "special_flags" to "levelinfo.conf" (currently with the
338 only recognized value "load_xsb_to_ces", doing the same as the flag
339 "-Dload_xsb_to_ces" on the command line, but as a permanent flag for
340 converting all elements in native (XSB) Sokoban level files to CEs)
343 * fixed some problems with Supaplex engine when compiling for Windows
346 * added special mode to convert elements of Sokoban XSB levels to CEs
347 by adding "-Dload_xsb_to_ces" to the command line starting the game
348 (also adding a dependency to a template level file "template.level")
351 * added reading native Sokoban levels and level packages (XSB files)
354 * fixed bugs in (auto)scrolling behaviour when passing ports or when
355 wrapping around the playfield through "holes" in the playfield border
358 * changed internal playfield bitmap handling from playfield sized bitmap
359 to screen sized bitmap (visible scrolling area), therefore speeding up
360 graphics operations (by eliminating bitmap updates in invisible areas)
361 and removing playfield size limitations due to increasing bitmap size
362 for larger playfield sizes (while the new implementation always uses
363 a fixed playfield bitmap size for arbitrary internal playfield sizes)
366 * fixed bug with single step mode (there were some cases where the game
367 did not automatically return to pause mode, e.g. when trying to push
368 things that cannot be pushed or when trying to run against a wall)
371 * added support for loading Supaplex levels in MPX level file format
374 * fixed SP engine to set "game over" not before lead out counter done
377 * fixed (potential) compile error when using GCC option "-std=gnu99"
378 (thanks to Tom "spot" Callaway)
381 * fixed array allocation in native Supaplex engine to correctly handle
382 preceding scratch buffers (needed because of missing border checking)
383 * fixed playfield initialization to correctly add raw header bytes as
384 subsequent scratch buffer (needed because of missing border checking)
387 * most important parts of native Supaplex engine integration working:
388 - native Supaplex levels can be played in native Supaplex engine
389 - native Supaplex level/demo files ("*.sp" files) can be re-played
390 - all 111 classic original Supaplex levels automatically solvable
391 - native Supaplex engine can be selected and used from level editor
392 - logic of re-playing Supaplex demos migrated to R'n'D tape logic
395 * fixed another translation problem from VisualBasic to C (where "int"
396 should be "short") causing unsolvable demos with bugs and terminals
397 ("bugs" being related to the Supaplex "buggy base" element here ;-) )
400 * fixed bug when reading Supaplex single level files (preventing loader
401 from seeking to level position like in Supaplex level package files)
404 * first classic Supaplex level running and solved by solution/demo tape
407 * started with integration of native Supaplex engine, using source code
408 of Megaplex from Frank Schindler, based on original Supaplex engine
411 * version number set to 3.2.6.2
414 * version 3.2.6.1 released
417 * fixed bug with element_info[e].gfx_element not being initialized in
418 early game stage, causing native graphics in EMC level sets to be
419 mapped completely to EL_EMPTY (causing a blank screen when playing)
420 (this only happened when starting the program with an EMC set with
421 native graphics, but not when switching to such a set at runtime)
424 * deactivated blit-to-same-surface workaround again (see 2009-03-24)
425 and using self-compiled, patched SDL.dll that solves this problem
426 (interim solution until release of SDL 1.2.14 that should fix this)
429 * extended backwards compatibility mode to allow already fixed bug with
430 change actions (see "2008-02-05") for existing levels (especially the
431 Zelda and Zelda II levels and other cool stuff by Alan Bond like FMV)
434 * reactivated workaround to prevent program crashes due to blitting to
435 the same SDL surface that apparently only occurs on Windows systems
436 (this is no final solution; this problem needs further investigation)
439 * version number set to 3.2.6.1
442 * version 3.2.6.0 released
445 * fixed behaviour of player option "no centering when relocating" which
446 was incorrect when disabled and relocation target inside visible area
447 and "no scrolling when relocating" enabled at the same time
450 * fixed problems with re-mapping players on playfield to input devices:
451 previously, players found on the level playfield were changed to the
452 players connected to input devices (for example, player 3 in the level
453 was changed to player 1 (using artwork of player 3, to be able to use
454 a player with a different color)); this had the disadvantage that CE
455 conditions using player elements did not work (because the players in
456 the level definition are different to those effectively used in-game);
457 the new system uses the same player elements as defined in the level
458 playfield and re-maps the input devices of connected players to the
459 corresponding player elements when playing the level (in the above
460 example, player 3 now really exists in the game and is moved using the
461 events from input device 1); level tapes still store the events from
462 input devices 1 to 4, which are then re-mapped to players accordingly
463 when re-playing the tape (just as it is done when playing the level)
466 * fixed bug with player relocation while the player switches an element
469 * fixed bug with EM/DC style exit and EM/DC style steel exit which was
470 not walkable (and did not let the player enter) when in process of
471 opening, but not fully open yet (which can cause the player not being
472 able to enter the exit in EM/DC style levels in time)
475 * fixed some bugs regarding the new level/CE random seed reset options
478 * moved "level settings" and "editor settings" to two tabbed screens in
479 level editor to gain space for additional level property settings
480 * added level setting to start a level with always the same random seed
481 * added CE action "set random seed" to re-initialize random seed in game
482 (this is the only CE action that gets executed before the CE changes,
483 which is needed to use the newly set random seed during the CE change)
486 * fixed redraw problem of special editor door when playing from editor
489 * fixed initialization of gfx_element for level sketch image creation
492 * added switch for EM style dynamite "[ ] explodes with chain reaction"
493 (with default set to "on" for existing levels, but "off" for all new
494 levels), as EM style dynamite does not chain-explode in original EM
497 * added optional initial inventory for players (pre-collected elements)
498 * added change page actions "set player inventory" and "set CE artwork"
499 * added recognition of "player" parameter on change pages when player
500 actions are defined, but no trigger player in corresponding condition
501 (this resulted in actions that only affected the first player before)
502 * fixed bug with change actions being executed for newly created custom
503 elements resulting from custom element changes, when the intention was
504 only to check for change actions for the previous custom element
507 * changed design and size of element drawing area in level editor
508 * added "element used as action parameter" to element change actions
511 * added possibility to reanimate player immediately after his death
512 (for example, by "change to <player> when explosion of <player>")
515 * fixed bug with "gray" white door not being uncovered by magnifier
516 * added score for collecting (any) key to the white key config page
519 * added condition "deadly when <getting hit by>" for custom elements
520 that behaves a bit like the existing "deadly when <colliding with>",
521 but with the following differences:
522 - it only kills players or friends when it was moving before it hits
523 - it does not kill players or friends that try to run into it
526 * fixed the following change conditions where a player element is used
527 as the "element that is triggering the custom element change":
530 - explosion of <element>
532 (the last two conditions already worked partially, but only for the
533 first player, and not for the "Murphy" player when using "move of")
536 * fixed crash bug caused by accessing invalid element (with value -1)
537 in UpdateGameControlValues()
538 * fixed graphical bug when using two-tile movement animations with EMC
539 game engine without explicitly using native EMC graphics engine
542 * fixed bug in new "can dig" feature (see below) so that an unsuccessful
543 try to push something (due to push delay) does not cause a dig action
546 * fixed bug with reference elements used as trigger elements on custom
547 element change pages not being recognized
548 * fixed bug with reference elements not being removed from the playfield
549 * added engine functionality that allows custom elements that "can dig"
550 other elements not only to do so when moving by themselves, but also
551 when being pushed by the player (therefore adding the functionality to
552 push one element over another element, replacing it with the new one)
555 * added command line function to write level sketch images to directory
558 * merged override and auto-override options into new override options
559 with a new data type than can take the values "no", "yes" and "auto"
562 * fixed growing steel wall to also leave behind steel wall instead of
563 normal, destructible wall
564 * fixed handling of rocks falling through stacks of quicksand with
565 different speed (before, the rocks just got stuck in the quicksand)
568 * fixed nasty bug with auto-override and normal override not working on
569 program startup (especially when current level set has custom artwork)
572 * version 3.2.5 released as special edition "R'n'D jue"
575 * fixed X11 crash bug when blitting masked title screens over background
578 * changed build system to support special editions (like "R'n'D jue")
579 * added (hardcoded) loading graphics for "R'n'D jue" special edition
580 * fixed X11 crash bug when scaling images with width/height less than 32
583 * added "background.PLAYING" (only visible as two-pixel border in game)
584 * added default level set for first start of special R'n'D version
585 * changed door animations for editor always behaving like "quick doors"
588 * added new custom artwork setup option "auto-override non-CE sets" for
589 automatic artwork override that is only used for level sets without
590 custom element artwork (as it does not make much sense to override
591 any artwork that redefines custom element artwork for sets using CEs)
592 * fixed default artwork for "special" R'n'D versions always using the
593 "classic" artwork as the base if base artwork is not explicitly
594 defined in "levelinfo.conf", regardless of different default artwork
595 used by the special R'n'D version -- this is needed because any such
596 custom artwork is designed using the "classic" artwork definitions as
597 the base (including menu definitions and screen positions etc., which
598 would otherwise be taken from the different special default artwork)
601 * fixed drawing of animated "quicksand.filling" and "quicksand.emptying"
602 for both EMC and R'n'D graphics engine (heavy workarounds needed due
603 to massively broken handling of quicksand in R'n'D game engine)
604 * fixed off-limits access to array in DrawLevelFieldCrumbledSandExt()
605 * fixed crash bug (hopefully) when scrolling with cursor keys in editor
608 * fixed small bug in toon drawing (introduced when fixing the crash bug)
611 * added graphics definition "game.panel.highscore" to display the
612 current levels current high score in the game panel
615 * version number set to 3.2.5
618 * version 3.2.4 released
621 * fixed crash bug in toon drawing functions for large step offset values
624 * fixed some problems with displaying game panel when quick-loading tape
627 * fixed (experimental only) redrawing of every tile per frame (even if
628 unneeded) for the extended (R'n'D based) EMC graphics engine
629 * added optimization to only calculate element count for panel display
630 if really needed (that is, if element count values defined on panel)
631 * fixed problem with special editor door redraw when entering main menu
634 * fixed bug with displaying background for title messages on info screen
635 * some code cleanup for the extended (R'n'D based) EMC graphics engine
638 * fixed bug with CE action "move player" always resulting in player 4
639 if there was a CE action with no trigger player (because the player
640 element was calculated by using log_2() from trigger player bits with
641 the value PLAYER_BITS_ANY) -- this is now fixed by also storing the
642 triggering player bit mask and handling all players in "move player"
643 * fixed bug when defined artwork cannot be found for artwork that has
644 default artwork cloned from other artwork (without default filename)
645 * added several fixes to the extended (R'n'D based) EMC graphics engine
648 * fixed broken editor copy and paste for custom elements between levels
651 * title messages are now also searched in graphics artwork directory;
652 those found in graphics directory have precendence over those found
653 in level directory -- this handles title messages stored in graphics
654 directories as part of the artwork set, just like title images; this
655 makes sense, as corresponding special font definitions for messages
656 are usually defined in the same graphics artwork directory, and also
657 because title images and title messages that are combined in a level
658 set introduction should usually not be separated when the level set
659 is used with a different artwork set (e.g. using "override graphics")
660 * fixed problem with door borders on main screen by first drawing doors
661 and then the corresponding border masks, but not vice versa
662 * fixed problem with artwork config entries using the value "[DEFAULT]";
663 this does not what one might expect, but sets the value to an invalid
664 value -- solution: simply ignore such entries, which results in this
665 value keeping its previous (real) default value (in general, entries
666 that should use their default value should just not be defined here)
667 * fixed problem with wrong fading area size from main menu to setup menu
670 * fixed problem with broken crumbled graphics after level set changes
671 when using R'n'D custom artwork with level sets using the EMC engine
674 * fixed invisible "joysticks deactivated ..." text on setup input screen
677 * added use of hashes created from static lists (element tokens, image
678 config, font tokens) to speed up lookup of configuration parameters
679 * fixed bug where element and graphic config token lookup was mixed up
682 * added "busy" animation when initializing program and loading artwork
683 * added initialization profiling for program startup (debugging only)
686 * fixed(?) very strange bug apparently triggered by memset() when code
687 was cross-compiled with MinGW cross-compiler for Windows XP platform
688 (this only happened when using SDL.dll also self-compiled with MinGW)
691 * added graphics engine directive "border.draw_masked_when_fading" that
692 enables/disables drawing of border mask over screen that is just faded
695 * fixed small problem with separate fading definition for game screen
698 * added additional configuration directives for setup screen draw offset
699 menu.draw_xoffset.SETUP[XXX] and menu.draw_yoffset.SETUP[XXX] with XXX
700 in GAME, EDITOR, GRAPHICS, SOUND, ARTWORK, INPUT, SHORTCUTS_1,
701 SHORTCUTS_2, CHOOSE_ARTWORK, CHOOSE_OTHER (where "CHOOSE_ARTWORK" is
702 used to define draw offset on custom artwork selection screens and
703 "CHOOSE_OTHER" is used on all other list style selection screens, like
704 choosing game speed or screen mode for fullscreen mode)
705 * added additional configuration directives to define main menu buttons:
706 - menu.button_name and menu.button_name.active
707 - menu.button_levels and menu.button_levels.active
708 - menu.button_scores and menu.button_scores.active
709 - menu.button_editor and menu.button_editor.active
710 - menu.button_info and menu.button_info.active
711 - menu.button_game and menu.button_game.active
712 - menu.button_setup and menu.button_setup.active
713 - menu.button_quit and menu.button_quit.active
714 * added eight pure decoration graphic definitions for the game panel
717 * added support for accessing native Diamond Caves II level packages
718 * fixed displaying of game panel values for Emerald Mine game engine
719 * fixed displaying end-of-level time and score values on new game panel
722 * added game panel control to display arbitrary elements on game panel
723 * added game panel control to display custom element score (globally
724 unique for identical custom elements) either as value or as element
725 * added ".draw_masked" and ".draw_order" to game panel control drawing
728 * fixed some general bugs with handling of ".active" elements and fonts
731 * cleanup of game panel elements (some elements were not really needed)
732 * added displaying of gravity state (on/off) as new game panel control
733 * added animation for game panel elements (similar to game elements)
736 * added new pseudo game mode "PANEL" to define panel fonts and graphics
737 - panel fonts now use ".PANEL" suffix instead of ".PLAYING" suffix
738 - panel graphics now use ".PANEL" suffix instead of ".DOOR" suffix
739 (else graphics would have to use ".PLAYING", which would be confusing)
740 * fixed bug when fading out to game screen with border mask defined
743 * added attribute ".tile_size" for element style game panel controls
746 * added <space> key as additional valid key to use for confirm requester
749 * improved menu fading, adding separate fading definitions for entering
750 and leaving a "content" screen (in general), and optional definitions
751 for the special "content" screens SCORES, EDITOR, INFO and PLAYING
754 * added (currently invisible) setup option to define scroll delay value
755 * fixed small bug in priority handling when auto-detecting level start
756 position in levels without player element (but player from CE etc.)
757 * added option "game.forced_scroll_delay_value" to override user choice
758 of scroll delay value for certain level sets with "graphicsinfo.conf"
759 * replaced setup option "scroll delay: on/off" by new setup option that
760 directly allows selecting the desired scroll delay value from 0 to 8
763 * added displaying of most game panel control elements (not animated)
766 * added new configuration directives to display additional game engine
767 values on the game control panel, like the following examples:
768 - game.panel.time_hh/time_mm/time_ss - level time in HH/MM/SS format
769 - game.panel.penguins - number of penguins to rescue
770 - game.panel.level_name - level name of current level
773 * added support for preview tile sizes "1" and "2" (1x1 and 2x2 pixels)
776 * added new player option "no centering when relocating" for "invisible"
777 teleportations to level areas that look exactly the same, giving the
778 illusion that the player did not relocate at all (this was the default
779 since 3.2.3, but caused visual problems with room creation in "Zelda")
780 * added new menu fading effect "melt", shamelessly stolen from "DOOM"
783 * improved menu fading, adding separate fading definitions for entering
784 and leaving a menu and for fading between menu and "content" screens
785 * fixed small bug with recognizing also ".font_xyz" style definitions
788 * improved menu fading, adding separate fading definitions for fading
789 between menu screens and fading between menu and "destination" screens
792 * titlemessage_initial_x and titlemessage_x set to "[DEFAULT]" in static
793 configuration (set from "[titlemessage_initial]" and "[titlemessage]")
794 * fading settings of "[titlemessage_initial]" and "[titlemessage]" set
795 to "[DEFAULT]" in static configuration (set from "[title_initial]" and
797 * improved title fading, allowing fading animation types "none", "fade"
798 and "crossfade" (including cross-fading of last title to main menu)
801 * added configurability of graphics, sounds and music for title screens,
802 which are separated into initial title screens (only shown once at
803 program startup) and title screens shown for a given level set; these
804 title screens can be composed of up to five title images and up to
805 five title text messages (each drawn using an optional background
806 image), also using background music and/or sounds; aspects like
807 background images, sounds and music of title screens can either be
808 defined generally (valid for all title screens) or specifically (and
809 therefore differently for each title screen) using these directives:
811 to define a background image, sound or music file for all screens:
812 - background.TITLE_INITIAL (for all title screens for game startup)
813 - background.TITLE (for all title screens for level sets)
815 to define a background image, sound or music file for a single screen:
816 - background.titlescreen_initial_x (with x in 1,2,3,4,5)
817 - background.titlescreen_x (with x in 1,2,3,4,5)
818 - background.titlemessage_initial_x (with x in 1,2,3,4,5)
819 - background.titlemessage_x (with x in 1,2,3,4,5)
821 to define the title screen images:
822 - titlescreen_initial_x (with x in 1,2,3,4,5)
823 - titlescreen_x (with x in 1,2,3,4,5)
825 to define the title text messages, place text files into the level set
826 directory that have the following file names:
827 - titlemessage_initial_x.txt (with x in 1,2,3,4,5)
828 - titlemessage_x.txt (with x in 1,2,3,4,5)
830 to define the properties of the text messages, either use directives
831 that affect all text messages:
832 - [titlemessage_initial].<suffix>
833 - [titlemessage].<suffix>
834 or use directives that affect single text messages:
835 - titlemessage_initial_x.<suffix> (with x in 1,2,3,4,5)
836 - titlemessage_x.<suffix> (with x in 1,2,3,4,5)
838 valid values for <suffix> are the same as for readme.<suffix> below;
839 use ".sort_priority" (default: 0) to define an arbitrary order for
840 title images and title messages (which can therefore be mixed)
843 * added full configurability of "readme.txt" screen appearance:
844 - readme.x: <left position used with alignment>
845 - readme.y: <top position>
846 - readme.width: <maximim text width in pixels>
847 - readme.height: <maximum text height in pixels>
848 - readme.chars: <maximum number of chars per line>
849 - readme.lines: <maximum number of lines displayed>
850 - readme.align: left,center,right (default: center)
851 - readme.top: top,middle,bottom (default: top)
852 - readme.font: font name
853 - readme.autowrap: true,false (default: true)
854 - readme.centered: true,false (default: false)
855 - readme.parse_comments: true,false (default: true)
856 - readme.sort_priority: (not used here, but only for title screens)
857 when "readme.chars" and/or "readme.lines" is set to "-1" (this is the
858 default), they are automatically determined from "readme.width" and
859 "readme.height" accordingly; when they are not "-1", they have
860 precedence over "readme.width" and "readme.height"
861 * added internal ad-hoc config settings for displaying text files like
862 title messages or "readme.txt" style level set info files:
863 - .font: font name (default: readme.font)
864 - .autowrap: true,false (default: readme.autowrap)
865 - .centered: true,false (default: readme.centered)
866 - .parse_comments: true,false (default: readme.parse_comments)
867 (the leading '.' and the separating ':' are mandatory here); to use
868 these ad-hoc settings, they have to be written inside a comment, like
869 "# .autowrap: false" or "# .centered: true"; these settings then
870 override the above global settings (they can even be used more than
871 once, like "# .centered: true", then some text that should be drawn
872 centered, then "# .centered: false" to go back to non-centered text;
873 important note: after using "# .parse_comments: false", or when using
874 "readme.parse_comments: false", detecting and parsing comments inside
875 the file is disabled and comments are just printed like normal text;
876 also be aware that all automatic text size calculations are done with
877 the font defined in "readme.font", while using different fonts using
878 "# .font: <font>" inside the text file may cause unexpected results
881 * changed some numerical limits in the level editor from 255 to 999
884 * added option "system.sdl_videodriver" to select SDL video driver
885 * added output of SDL video and audio driver to "version info" page
888 * added group element drawing to IntelliDraw drawing functions
889 * fixed animation resetting problem again (last try broke Snake Bite)
890 * fixed diagonal scrolling in screen scrolling (last try broke Pac Man)
893 * added new (special) "include: <filename>" directive that works in all
894 configuration files (like "graphicsinfo.conf") and that has the same
895 effect as if that directive would be replaced with the content of the
896 specified file (this can be useful to split large configuration files
897 into several smaller ones and include them from one main file, or to
898 store configuration settings that always stay the same into a separate
899 file, while including it and only add those parts that really change)
902 * fixed minor bug (screen redraw of player tiles) in EMC graphics engine
905 * fixed bug in "InitMovingField()" where treating an integer array as
906 boolean caused wrong resetting of animations while elements are moving
907 * fixed problem with resetting animations when starting element change
910 * added sort priority for order of title screens and title messages
913 * changed end of game again: do not wait for the user to press a key
914 anymore, but directly ask/confirm tape saving and go to hall of fame
915 * re-enabled quitting of lost game by pressing space or return again
916 * added blanking of mouse pointer when displaying title screens
917 * added remaining menu draw offset definitions for info sub-screens
920 * added setup option to select game speed (from very slow to very fast)
921 * improved handling of title text messages (initial and for level set)
924 * added new options "auto-wrap" and "centered" for DC2 style envelopes
927 * fixed displaying and typing of player name when it is centered
928 * added special characters to be allowed for player name (not only A-Z)
931 * fixed blit in ScrollLevel() to same bitmap to not overlap anymore
932 (newer versions of the SDL library seem to not like this anymore)
935 * added code for configuration directives for control of game panel
938 * fixed small cosmetical bug with underlining property tabs in editor
941 * fixed small drawing bug in X11FadeRectangle
942 * added new elements for newly supported Diamond Caves II levels:
943 - EM/DC style exits that disappear after passing
944 - white key and gate (one white key needed for each white gate)
945 - fake gate (there is no key to open/pass this kind of gate!)
946 - extended magic wall which also handles pearls and crystals
950 * changed maximum value for endless loop detection to a higher value
951 (some levels really used very deep recursion without being endless)
954 * added new elements for newly supported Diamond Caves II levels:
955 - growing steel walls
956 - snappable land mine
959 * added new elements for newly supported Diamond Caves II levels:
960 - steel text elements
963 * added level file loader for native Diamond Caves II levels
966 * version number set to 3.2.4
969 * version 3.2.3 released
972 * fixed malloc/free bug when updating EMC artwork entries in level list
973 * added workaround (warning and request to quit the current game) when
974 changing elements cause endless recursion loop (which would otherwise
975 freeze the game, causing a crash-like program exit on some systems)
978 * fixed nasty string overflow bug when entering too long envelope text
981 * added feedback sounds for menu navigation "menu.item.activating" and
982 "menu.item.selecting" (for highlighting and executing menu entries)
985 * improved "no scrolling when relocating" to also consider scroll delay
986 (meaning that the player is not automatically centered in this case;
987 this makes it possible to "invisibly" relocate the player to a region
988 of the level playfield which looks the same as the old level region)
989 * fixed bug with not recognizing "main.input.name.align" when active
992 * fixed bug with displaying masked borders over title screens when
993 screen fading is disabled
996 * fixed infinite loop / crash bug when killing the player while having
997 a CE with the setting "kill player X when explosion of <player X>"
998 * added special editor graphic for "char_space" to distinguish it from
999 "empty_space" when editing a level (in-game graphics still the same)
1002 * fixed nasty bug with initialization only done for the first player
1005 * small change to handle loading empty element/content list micro chunks
1008 * uploaded pre-release (test) version 3.2.3-0 binary and source code
1011 * some optimizations on startup speed by reducing initial text output
1014 * added caching of custom artwork information for faster startup times
1017 * fixed graphical bug when using fewer menu entries on level selection
1018 screen than usual (with "menu.list_size.LEVELS" directive)
1019 * fixed crash bug (Windows/SDL only) caused by BlitBitmap blitting from
1020 the backbuffer to the backbuffer by error (with identical rectangle)
1023 * fixed bug when displaying titlescreen with size less than element tile
1024 * fixed bug that caused elements with "change when digging <e>" event
1025 to change for _every_ digged element, not only those specified in <e>
1026 * fixed bug that caused impact style collision when dropping element one
1027 tile over the player that can both fall down and smash players
1028 * fixed bug that caused impact style collision when element changed to
1029 falling/smashing element over the player immediately after movement
1032 * fixed bug that allowed making engine snapshots from the level editor
1035 * fixed bugs with player name and current level positions on main screen
1038 * added configuration directives for control of title screens:
1039 - "title.fade_delay" for fading time
1040 - "title.post_delay" for pause between screens (when not crossfading)
1041 - "title.auto_delay" to automatically continue after some time
1042 these settings can each be overridden by specifying them with titles:
1043 - "titlescreen_initial_{1-5}.{fade_delay,post_delay,auto_delay}"
1044 - "titlescreen_{1-5}.{fade_delay,post_delay,auto_delay}"
1045 fading mode can also be specified:
1046 - "titlescreen_initial_{1-5}.anim_mode: {fade,crossfade}
1047 - "titlescreen_{1-5}.anim_mode: {fade,crossfade}
1048 default is using normal fading for menues and initial title screens,
1049 while using cross-fading for level set title screens
1050 * fixed bug with background not drawn in Hall of Fame after game was won
1053 * added configuration directives for the remaining main menu items
1056 * added additional configuration directives for info screen draw offset:
1057 menu.draw_{x,y}offset.INFO[{ELEMENTS,MUSIC,CREDITS,PROGRAM,LEVELSET}]
1058 * added additional configuration directives for preview info text
1059 * limited mouse wheel sensitive screen area to scrollable screen area
1062 * added highlighted menu text entries to menu navigation when selected
1065 * fixed bug that prevented player from correctly being created in the
1066 top left corner by a custom element change in a level without player
1067 * fixed bug that prevented player from being killed when indestructible,
1068 non-walkable element is placed on player position by extended change
1069 * added configurable menu button, text and input positions to main menu
1072 * added page fading effects for remaining info sub-screens
1073 * fixed small bug that caused some delays when answering door request
1076 * added directives "border.draw_masked.*" for menu/playfield area and
1077 door areas to display overlapping/masked borders from "global.border"
1080 * fixed bug with CE with move speed "not moving" not being animated
1081 * when changing player artwork by CE action, reset animation frame
1084 * fixed bug with not unmapping main menu screen gadgets on other screens
1085 * fixed bug with un-pausing a paused game by releasing still pressed key
1086 * fixed bug with not redrawing screen when toggling to/from fullscreen
1087 mode while fast reloading tape (without redrawing playfield contents)
1088 * fixed bug with quick-saving tape snapshot despite answering with "no"
1091 * version number set to 3.2.3
1094 * version 3.2.2 released
1097 * fixed bug with redrawing screen in fullscreen mode after quick tape
1098 reloading when using the EMC game engine
1099 * changed token names from "last_ce_[1-8]" to "prev_ce_[1-8]"
1102 * fixed bug in GameWon() when level contains no exit (like in Sokoban)
1105 * added engine snapshot functionality for instant tape reloading (this
1106 only works for the last tape saved using "quick save", and does not
1107 work across program restarts, because it completely works in memory)
1110 * version number set to 3.2.2
1113 * version 3.2.1 released
1116 * fixed nasty bugs with handling error message file on Mac OS X systems
1119 * general code cleanup (removing many annoying "#if 0" blocks etc.)
1122 * fixed bug that caused broken tapes when manually appending to tapes
1123 using the "pause before death" functionality, followed by recording
1124 * added setup option to disable fading of screens for faster testing
1127 * code cleanup of new fading functions
1130 * changed behaviour after solved game -- do not immediately stop engine
1131 * added some more smooth screen fadings (game start, hall of fame etc.)
1134 * fixed bug with displaying pushed CE with value/score/delay anim_mode
1137 * added configurable level preview position, tile size and dimensions
1138 * added configurable game panel value positions (gems, time, score etc.)
1141 * fixed small bug with time displayed incorrectly when collecting CEs
1144 * fixed bug with bumpy scrolling with EM engine in double player mode
1147 * added compatibility code to fix "Snake Bite" style levels that were
1148 broken due to a bugfix regarding EL_SOKOBAN_FIELD_PLAYER in 3.2.0
1151 * fixed bug with scrollbars inside editor when using the Windows mouse
1152 enhancement tool "True X-Mouse" (which injects key events to the event
1153 queue to insert selected stuff into the Windows clipboard, which gets
1154 confused with the "Insert" key for jumping to the last editor cascade
1155 block in the element list)
1156 * added Rocks'n'Diamonds icon for use as window icon to SDL version
1157 * added key shortcut "Alt + Enter" to toggle fullscreen mode at any time
1160 * added selection of preferred fullscreen mode to setup / graphics menu
1161 (useful if default mode 800 x 600 does not match screen aspect ratio)
1164 * improved down-scaling of images for better editor and preview graphics
1165 * changed user data directory for Mac OS X from Unix style to new place
1168 * improved level number selection in main menu and player selection in
1169 setup menu (input devices section) by using standard button gadgets
1170 * added support for mouse scroll wheel (caused buggy behaviour before)
1171 * added support for scrolling horizontal scrollbars with mouse wheel by
1172 holding "Shift" key pressed while scrolling the wheel
1173 * added support for single step mouse wheel scrolling by holding "Alt"
1174 key pressed while scrolling the wheel (can be combined with "Shift")
1175 * changed output file "stderr.txt" on Windows platform now always to be
1176 created in the R'n'D sub-directory of the personal documents directory
1177 * added Windows message box to direct to "stderr.txt" after error aborts
1180 * improved general scrollbar handling (when jump-scrolling scrollbars)
1183 * changed scrollbars to always show last line as first after scrolling
1184 (that means jumping n - 1 screen lines instead of n screen lines)
1187 * fixed level versions of EMC level loader (from V4 to V1, V2 and V3)
1188 * fixed level time for EMC levels for V2 engine (V2 and V5 levels)
1189 * fixed special handling of vertically stacked acid becoming fake acid
1192 * fixed bug (very special case) with CE_SCORE_GETS_ZERO, which can
1193 affect multiple instances of the same CE, although this kind of
1194 change condition usually only affects one single custom element
1197 * version number set to 3.2.1
1200 * version 3.2.0 released
1203 * reorganized level editor element list a bit to match engines better
1206 * fixed newly introduced bug with wrongly initializing clipboard element
1209 * fixed bug with displaying visible/invisible level border in editor
1212 * reorganized some elements in the level editor element list
1215 * fixed bug with displaying any player as "yellow" when moving into acid
1216 * fixed bug with displaying running player when player stopped at border
1219 * fixed bug with player exploding when moving into acid
1220 * fixed bug with level settings being reset in editor and when playing
1221 (some compatibility settings being set not only after level loading)
1222 * fixed crash bug when number of custom graphic frames was set to zero
1223 * fixed bug with teleporting player on walkable tile not working anymore
1224 * added partial compatibility support for pre-release-only "CONF" chunk
1225 (to make Alan Bond's "color cycle" demo work again :-) )
1228 * fixed some bugs when displaying title screens from info screen menu
1229 * fixed bug which caused EMC doors #5 to #8 to be passable without keys
1232 * changed file major version to 3 to reflect level file format changes
1233 * uploaded pre-release (test) version 3.2.0-8 binary and source code
1236 * added new chunk "NAME" to level file format for level name settings
1237 * added new chunk "NOTE" to level file format for envelope settings
1238 * changed name of chunk "CONF" to "ELEM" (for normal element settings)
1239 * updated magic(5) file to recognize changed and new level file chunks
1240 * removed change events "change when CE value/score changes" as unneeded
1243 * changed gravity (which only affects the player) from level property
1244 to player property (only makes a difference in multi-player levels)
1245 * added change events "change when CE value/score changes"
1246 * added change events "change when CE value/score changes of <element>"
1249 * added new chunk "INFO" to level file format for global level settings
1250 * added all element settings from "HEAD" chunk to "CONF" chunk
1251 * added all global level settings from "HEAD" chunk to "INFO" chunk
1254 * changed level file format by adding two new chunks "CUSX" (for custom
1255 elements, replacing the previous "CUS4" chunk) and "GRPX" (for group
1256 elements, replacing the previous "GRP1" chunk); these new IFF style
1257 chunks use the new and flexible "micro chunks inside chunks" technique
1258 already used with the new "CONF" chunk (for normal element properties)
1259 which makes it possible to easily extend the existing level format
1260 (instead of using fixed-length chunks like before, which are either
1261 too big due to reserved bytes for future use, or too small when those
1262 reserved bytes have all been used and even more data should be stored,
1263 requiring the replacement by new and larger chunks just like it went
1264 with "CUS1" to "CUS4"); this whole problem now does not exist anymore
1267 * added credits pages to the "credits" section that were really missing
1268 * added some missing element descriptions to the level editor
1269 * added down position of switchgate switch to the level editor
1270 and allowed the use of both switch positions at the same time
1271 * changed use of "Insert" and "Delete" keys to navigate element list in
1272 level editor to start of previous or next cascading block of elements
1275 * added the possibility to view the title screen to the info screen menu
1276 * fixed some minor bugs with viewing title screens
1279 * fixed bug with title (cross)fading in/out when using fullscreen mode
1282 * fixed bug that forced re-defining of menu settings in local graphics
1283 config file which are already defined in existing base config file
1284 * fixed small bug that caused door sounds playing when music is enabled
1287 * added the possibility to define up to five title screens for each
1288 level set that are displayed after loading using (cross)fading in/out
1289 (this was added to display the various start images of the EMC sets)
1292 * added "CE score gets zero [of]" to custom element trigger conditions
1293 * added setup option to display element token name in level editor
1296 * added compatibility code for Juergen Bonhagen's menu artwork settings
1299 * fixed bug with displaying wrong animation frame 0 after CE changes
1300 * fixed bug with creating invisible elements when light switch is on
1303 * added selection between ECS and AGA graphics for EMC levels to setup
1306 * adjusted font handling for various narrow EMC style fonts
1309 * changed EM engine behaviour back to re-allow initial rolling springs
1312 * fixed handling of over-large selectboxes (less error-prone now)
1313 * fixed bug when creating GE with walkable element under the player
1316 * added use of "Insert" and "Delete" keys to navigate element list in
1317 level editor to start of custom elements or start of group elements
1318 * added virtual elements to access CE value and CE score of elements:
1319 - "CE value of triggering element"
1320 - "CE score of triggering element"
1321 - "CE value of current element"
1322 - "CE score of current element"
1325 * fixed "grass" to "sand" in older EM levels (up to file version V4)
1328 * changed behaviour of network games with internal errors (because of
1329 different client frame counters) from immediately terminating R'n'D
1330 to displaying an error message requester and stopping only the game
1331 (also to prevent impression of crashes under non command-line runs)
1332 * fixed playing network games with the EMC engine (did not work before)
1333 * fixed bug with not scrolling the screen in multi-player mode with the
1334 focus on player 1 when all players are moving in different directions
1335 * fixed bug with keeping pointer to gadget even after its deallocation
1336 * fixed bug with allowing "focus on all players" in network games
1337 * fixed bug with player focus when playing tapes from network games
1340 * uploaded pre-release (test) version 3.2.0-7 binary and source code
1343 * code cleanup for game action control for R'n'D and EMC game engine
1346 * fixed bug in multi-player movement with focus on both players
1347 * added option to control only the focussed player with all input
1350 * added player focus switching to level tape recording and re-playing
1353 * fixed some bugs in player focus switching in EMC and RND game engine
1356 * added special Supaplex animations for Murphy digging and snapping
1357 * added special Supaplex animations for Murphy being bored and sleeping
1360 * added four new yam yams with explicit start direction for EMC engine
1361 * fixed bug in src/libgame/text.c with printing text outside the window
1364 * fixed small bug in EMC level loader (copyright sign in EM II levels)
1367 * added delayed ignition of EM style dynamite when used in R'n'D engine
1368 * added limited movement range to EMC engine when focus on all players
1371 * fixed bug with missing (zero) score values for native Supaplex levels
1374 * added "continuous snapping" (snapping many elements while holding the
1375 snap key pressed, without releasing the snap key after each element)
1376 as a new player setting for more compatibility with the classic games
1379 * finished scrolling for "focus on all players" in EMC graphics engine
1382 * level sets with "levels: 0" are ignored for levels, but not artwork
1383 * fixed bug when scanning empty level group directories (endless loop)
1386 * fixed bug with explosion graphic for player using "Murphy" graphic
1387 * fixed bug with explosion graphic if player leaves explosion in time
1388 * changed some descriptive text in setup menu to use medium-width font
1389 * added key shortcut settings for switching player focus to setup menu
1392 * fixed bug with random value initialization when recording tapes
1393 * fixed bug with playing single player tapes when team mode activated
1396 * fixed little bug when trying to switch to player that does not exist
1399 * added player switching (visual and quick) to R'n'D and EM game engine
1400 * added setup option to select visual or quick in-game player switching
1403 * added use of "Home" and "End" keys to handle element list in editor
1406 * fixed bug with adding score when playing tape with EMC game engine
1407 * added steel wall border for levels using EMC engine without border
1408 * finally fixed delayed scrolling in EMC engine also for small levels
1411 * fixed potential crash bug in WarnBuggyBase() (missing boundary check)
1414 * fixed bug with CE change order in TestIfElementTouchesCustomElement()
1415 * fixed bug when displaying info element without action, but direction
1418 * fixed minor graphical problems with springs smashing and slurping
1419 (when using R'n'D style graphics instead of EMC style graphics)
1422 * added scroll delay (as configured in setup) to EMC graphics engine
1425 * improved screen redraw for EMC graphics engine (faster and smoother)
1426 * when not scrolling, do not redraw the whole playfield if not needed
1429 * added multi-player mode for EMC game engine (with up to four players)
1432 * added android (can clone elements) from EMC engine to R'n'D engine
1435 * added spring bumper (reflects spring) from EMC engine to R'n'D engine
1438 * added selectbox for initial player speed to player settings in editor
1441 * version 3.1.2 created that is basically version 3.1.1, but with a
1442 major bug fixed that prevented editing your own private levels
1443 * version 3.1.2 released
1446 * added magic ball (creates elements) from EMC engine to R'n'D engine
1449 * uploaded fixed pre-release version 3.2.0-6 binary and source code
1452 * fixed bug when using "CE can leave behind <trigger element>"
1453 * added new change condition "(after/when) creation of <element>"
1454 * added new change condition "(after/when) digging <element>"
1455 * fixed bug accessing invalid gadget that caused crashes under Windows
1456 * deactivated new possibility for multiple CE changes per frame
1459 * uploaded pre-release (test) version 3.2.0-6 binary and source code
1462 * added animation types "ce_value" and "ce_score" to graphicsinfo.conf
1463 * fixed bug with not keeping CE value for moving CEs with only action
1464 * changed CE action selectboxes in editor to be only reset when needed
1467 * added option "use artwork from element" for custom player artwork
1468 * added option "use explosion from element" for player explosions
1471 * added cascaded element lists in the level editor
1472 * added persistence for cascaded element lists by "editorcascade.conf"
1473 * added dynamic element list with all elements used in current level
1474 * added possibility for multiple CE changes per frame (experimental)
1477 * uploaded pre-release (test) version 3.2.0-5 binary and source code
1480 * changed "score for each 10 seconds/steps left" to "1 second/step"
1481 * added own score for collecting "extra time" instead of sharing it
1482 * added change events "switched by player" and "player switches <e>"
1483 * added change events "snapped by player" and "player snaps <e>"
1484 * added "set player artwork: <element choice>" to CE action options
1485 * added change event "move of <element>"
1488 * added "set player shield: off / normal / deadly" to CE action options
1489 * added new player option "use level start element" in level editor
1490 to set the correct focus at level start to elements from which the
1491 player is created later (this did not work before for cascaded CE
1492 changes resulting in creation of the player; it is now also possible
1493 to create the player from a yam yam which is smashed at level start)
1496 * added "set player speed: frozen (not moving)" to CE action options
1497 * added "move player: l/r/u/d/trigger/-trigger" to CE action options
1500 * added new player option "block snap field" (enabled by default) to
1501 make it possible to show a snapping animation like in Emerald Mine
1504 * added dynamic selectboxes to custom element action settings in editor
1505 * added "CE value" counter for custom elements (instead of "CE count")
1506 * added option to use the last "CE value" after custom element change
1507 * added option to use the "CE value" of other elements in CE actions
1508 * fixed odd behaviour when pressing time orb in levels w/o time limit
1509 * added checkbox "use time orb bug" for older levels that use this bug
1512 * added missing configuration settings for the following elements:
1513 - EL_TIMEGATE_SWITCH (time of open time gate)
1514 - EL_LIGHT_SWITCH_ACTIVE (time of light switched on)
1515 - EL_SHIELD_NORMAL (time of shield duration)
1516 - EL_SHIELD_DEADLY (time of shield duration)
1517 - EL_EXTRA_TIME (time added to level time)
1518 - EL_TIME_ORB_FULL (time added to level time)
1521 * added "wind direction" as a movement pattern for custom elements
1522 * added initial wind direction for balloon / custom elements to editor
1523 * added functionality for EL_BALLOON_SWITCH_NONE to R'n'D game engine
1526 * added parameters for "game of life" and "biomaze" elements to editor
1529 * added level file chunk "CONF" for generic level and element settings
1532 * uploaded pre-release (test) version 3.2.0-4 binary and source code
1535 * skip empty level sets (with "levels: 0"; may be artwork base sets)
1536 * added sound action ".page[1]" to ".page[32]" for each CE change page
1539 * added image config suffix ".clone_from" to copy whole image settings
1540 * fixed bug with invalid ("undefined") CE settings in old level files
1543 * fixed graphical bug with smashing elements falling faster than player
1546 * fixed major bug which prevented private levels from being edited
1547 * fixed bug with precedence of general and special font definitions
1550 * fixed graphical bug with player animation when player moves slowly
1553 * uploaded pre-release (test) version 3.2.0-3 binary and source code
1556 * fixed bug which prevented "global.num_toons: 0" from working
1559 * major code cleanup (removed all these annoying "#if 0" blocks)
1562 * added custom element actions for CE change page in level editor
1565 * fixed music initialization bug in init.c (thanks to David Binderman)
1566 * fixed mouse wheel "button" bug in editor (thanks to Tomi Belan)
1567 (this bug must probably be fixed at other places, too)
1570 * fixed buggy '#include "SDL.h"' statements in src/libgame/sdl.h
1571 (should be '#include <SDL.h>' instead)
1574 * fixed bug which prevented "walkable from no direction" from working
1575 (due to compatibility code overwriting this setting after loading)
1578 * fixed bug on Mac OS X (use of reserved name "Random") in EM engine
1581 * version number temporarily set to 3.1.1 (intermediate bugfix release)
1582 * version 3.1.1 released
1585 * changed some va_arg() arguments from 'long' to 'int', fixing problems
1586 on 64-bit architecture systems with LP64 data model
1589 * fixed bug with bombs not exploding when hitting the last level line
1590 (introduced after the release of 3.1.0)
1593 * added support for dumping small-sized level sketches from editor
1596 * added recognition of "trigger element" for "change digged element to"
1597 (this is not really what the "trigger element" was made for, but its
1598 use may seem obvious for leaving back digged elements unchanged)
1601 * fixed multiple warnings about failed joystick device initialization
1604 * fixed bug with dynamite dropped on top of just dropped custom element
1605 (collect dynamite, collect CE, drop CE => dynamite was also dropped);
1606 dynamite can still be dropped, but drop key must be released before
1609 * fixed bug with wrong start directory when started from file browser
1610 (due to this bug, R'n'D could not be started from KDE's Konqueror)
1613 * fixed bug causing "change when impact" on player not working
1614 * fixed wrong priority of "hitting something" over "hitting <element>"
1615 * fixed wrong priority of "hit by something" over "hit by <element>"
1618 * fixed graphical bug which caused the player (being Murphy) to show
1619 collecting animations although the element was collected by penguin
1622 * fixed two bugs causing wrong door background graphics in system.c
1623 (in functions "SetBackgroundBitmap()" and "DrawingOnBackground()")
1626 * fixed graphic bug with exploding bomb and R'n'D graphics in EM engine
1627 * added "no direction" to "walkable/passable from" selectbox options
1630 * enhanced tape autoplay to accept "autoplay <set> [<nr> ...]" format
1631 * in tape autoplay, not only report broken, but also missing tapes
1634 * uploaded pre-release (test) version 3.2.0-2 binary and source code
1637 * fixed small bug with "linear" animation not working for active lamp
1640 * fixed bug with moving up despite gravity due to "block last field"
1641 * fixed small bug with wrong draw offset when typing name in main menu
1642 * when reading user names from "passwd", ignore data after first comma
1643 * when creating new "levelinfo.conf", only write some selected entries
1646 * fixed displaying "imported from/by" on preview with empty string
1647 * fixed ignoring draw offset for fonts used for level preview texts
1650 * fixed a delay problem with SDL and too many mouse motion events
1651 * added setup option "skip levels" and level skipping functionality
1654 * added move speed "not moving" for non-moving CEs, but with direction
1657 * fixed mapping of obsolete element token names in "editorsetup.conf"
1658 * fixed bug with sound "acid.splashing" treated as a loop sound
1659 * fixed some little sound bugs in native EM engine
1662 * fixed small bug when dragging scrollbars to end positions
1665 * added editor element descriptions written by Aaron Davidson
1668 * improved fallback handling when configured artwork is not available
1669 (now using default artwork instead of exiting when files not found)
1672 * fixed bug on level selection screen when dragging scrollbar
1675 * fixed bug which caused broken tapes when appending to EM engine tapes
1678 * uploaded pre-release (test) version 3.2.0-1 binary and source code
1681 * added code to replace changed artwork config tokens with other tokens
1682 (needed for backwards compatibility, so that older tokens still work)
1685 * added native R'n'D graphics for some new EMC elements in EM engine
1688 * fixed some bugs in the EM engine integration code
1689 * changed EM engine code to allow diagonal movement
1690 * changed EM engine code to allow use of separate snap and drop keys
1693 * fixed some redraw bugs when using EM engine
1696 * fixed bug with not converting RND levels which are set to use native
1697 engine to native level structure when loading
1700 * uploaded pre-release (test) version 3.2.0-0 binary and source code
1703 * version number set to 3.2.0
1706 * level data now reset to defaults after attempt to load invalid file
1709 * added use of "editorsetup.conf" for different level sets
1712 * added auto-detection for various types of Emerald Mine level files
1715 * fixed bug with scrollbars getting too small when list is very large
1718 * fixed bug with 3+3 (cross) sized explosion not making explosion sound
1721 * added most level editor configuration gadgets for new EMC elements
1724 * added more element and graphic definitions for new EMC elements
1727 * modified native EM engine to use integrated R'n'D sound system
1730 * added SDL support to graphics functions in native EM engine
1731 (by always using generic libgame interface functions)
1734 * fixed bug in frame synchronization in native EM engine
1737 * added code to convert levels between R'n'D and native EM engine
1740 * new Emerald Mine engine can now play levels selected in main menu
1743 * fixed big memory leak in function "CreateBitmapWithSmallBitmaps()"
1744 (which creates scaled down graphics for level editor and preview);
1745 there's still a memory leak somewhere in the artwork handling code
1746 * added "scale image up" functionality to X11 version of zoom function
1749 * first attempts to integrate new, native Emerald Mine Club engine
1752 * fixed bug in gadget code which caused reset of CEs in level editor
1753 (example: pressing 'b' [grab brush] on CE config page erased values)
1754 (solution: check if gadgets in ClickOnGadget() are really mapped)
1755 * improved level change detection in editor (settings now also checked)
1756 * fixed bug with "can move into acid" and "don't collide with" state
1759 * fixed maze runner style CEs to use the configured move delay value
1762 * added Aaron Davidson's tutorial level set to the "Tutorials" section
1765 * fixed engine change that broke 3.0.8 levels like "Walpurgis Gardens"
1766 * fixed the above fix because it broke level set "machine" (*sigh*)
1767 * fixed random element placement in level editor to work as expected
1768 * fixed undefined graphic of runtime element "EL_AMOEBA_TO_DIAMOND"
1771 * re-recorded tape for BD2K3, level 010 (broken due to bugfix)
1774 * fixed bug (missing array boundary check) which caused broken tapes
1775 * fixed bug (when loading level template) which caused broken levels
1776 * fixed bug with new block last field code when using non-yellow player
1779 * fixed bug when pressing "stop, pause, stop, play" on tape recorder
1780 * internal change of how the player blocks the last field when moving
1781 * fixed blocking delay of last field for EM and SP style block delay
1782 * fixed bug where the player had to wait for the usual move delay after
1783 unsuccessfully trying to move, when he directly could move after that
1784 * the last two changes should make original Supaplex level 93 solvable
1785 * improved use of random number generator to make it less predictable
1786 * fixed behaviour of slippery SP elements to let slip left, then right
1789 * fixed bug with wrong door state after trying to quickload empty tape
1790 * fixed waste of static memory usage of the binary, making it smaller
1791 * fixed very little graphical bug in Supaplex explosion
1794 * version number set to 3.1.1
1797 * version 3.1.0 released
1800 * fixed bug with crash when writing user levelinfo.conf the first time
1803 * added option "convert LEVELDIR [NR]" to command line batch commands
1804 * re-converted Supaplex levels to apply latest engine fixes
1805 * changed "use graphic/sound of element" to "use graphic of element"
1806 due to compatibility problems with some levels ("bug machine" etc.)
1809 * fixed bug with CE change replacing player with same or other player
1812 * fixed bug with opaque font in envelope with background graphic when
1813 background graphic is not transparent itself
1816 * added "gravity on" and "gravity off" ports for Supaplex compatibility
1817 * corrected original Supaplex level loading code to use these new ports
1818 * also corrected Supaplex loader to auto-count infotrons if set to zero
1821 * fixed bug with missing initialization of "modified" flag for GEs
1824 * fixed bug that caused endless recursion loop when relocating player
1825 * fixed tape recorder bug in "step mode" when using "pause before end"
1826 * fixed tape recorder bug when changing from "warp forward" mode
1829 * fixed bug with "when touching" for pushed elements at last position
1832 * fixed bug that caused two activated toolbox buttons in level editor
1833 * fixed bug with exploding dynabomb under player due to other explosion
1836 * fixed bug with creating walkable custom element under player (again)
1837 * fixed bug with not copying explosion type when copying CEs in editor
1838 * fixed graphical bug when drawing player in setup menu (input devices)
1839 * fixed graphical bug when the player is pushing an accessible element
1840 * fixed bug with classic switchable elements triggering CE changes
1841 * fixed bug with entering/leaving walkable element in RelocatePlayer()
1842 * fixed crash bug when CE leaves behind the trigger player element
1845 * fixed bug with broken tubes after placing/exploding dynamite in them
1846 * fixed bug with exploding dynamite under player due to other explosion
1847 * fixed bug with not resetting push delay under certain circumstances
1850 * added option "handicap" for "levelinfo.conf" (thanks to Niko Böhm)
1851 * added network multiplayer code for Windows (thanks to Niko Böhm)
1854 * added option "reachable despite gravity" for gravity movement
1855 * changed gravity movement of most classic walkable and passable
1856 elements back to "not reachable" (for compatibility reasons)
1859 * fixed (removed) "indestructible" / "can explode" dependency in editor
1860 * fixed (removed) "accessible inside" / "protected" dependency
1861 * fixed (removed) "step mode" / "shield time" dependency
1864 * fixed dynabombs exploding now into anything diggable
1865 * fixed Supaplex style gravity movement into buggy base now impossible
1866 * added pressing key "space" as valid action to select menu options
1869 * added "replace when walkable" to relocate player to walkable element
1870 * added "enter"/"leave" event for elements affected by relocation
1871 * fixed "direct"/"indirect" change order also for "when change" event
1872 * fixed graphical bug when pushing things from elements walkable inside
1875 * fixed graphic bug when player is snapping while moving in old levels
1876 * fixed bug when a moving custom element leaves a player element behind
1877 * fixed bug with mole not disappearing when moving into acid pool
1878 * fixed bug with incomplete path setting when using "--basepath" option
1879 * moving CE can now leave walkable elements behind under the player
1880 * when relocating, player can be set on walkable element now
1881 * fixed another gravity movement bug
1884 * uploaded pre-release (test) version 3.1.0-2 binary and source code
1887 * added "collectible" and "removable" to extended replacement types
1888 (where "removable" replaces "diggable" and "collectible" elements)
1889 * added "collectible & throwable" (to throw element to the next field)
1890 * fixed bug with CEs digging elements that are just about to explode
1891 * changed mouse cursor now always being visible when game is paused
1894 * added possibility to push/press accessible elements from a side that
1896 * fixed bug with not setting actual date when appending to tape
1899 * fixed bug with incorrectly initialized custom element editor graphics
1902 * corrected set "Contributions_1995-2000/rnd_kjell_kristiansson":
1903 - number of levels corrected from 18 to 17 in "levelinfo.conf"
1906 * fixed bug with destroyed robot wheel still attracting robots forever
1907 * fixed bug with time gate switch deactivating after robot wheel time
1908 (while the time gate itself is not affected by this misbehaviour)
1909 * changed behaviour of BD style amoeba to always get blocked by player
1910 (before it was different when there were non-BD elements in level)
1911 * fixed bug with player destroying indestructable elements with shield
1914 * added option to make growing elements grow into anything diggable
1915 (for the various amoeba types, biomaze and "game of life")
1918 * fixed bug with movable elements not moving after left behind by CEs
1919 * changed gravity movement to anything diggable, not only sand/base
1920 * optionally allowing passing to walkable element, not only empty space
1921 * added option "can pass to walkable element" for players
1922 * finally fixed gravity movement (hopefully)
1925 * fixed bug with movable elements not moving anymore after falling down
1928 * fixed another bug with custom elements digging and leaving elements
1929 * fixed bug with "along left/right side" and automatic start direction
1930 * trigger elements now also displayed when "more custom" deactivated
1931 * fixed bug with clipboard element initialized when loading new level
1932 * added option "drop delay" to set delay before dropping next element
1935 * uploaded pre-release (test) version 3.1.0-1 binary and source code
1938 * added copy and paste functions for custom change pages
1939 * enhanced graphical display and functionality of tape recorder
1940 * fixed bug with custom elements digging and leaving elements
1943 * added move speed faster than "very fast" for custom elements
1944 * fixed bug with 3+3 style explosions and missing border content
1945 * fixed little bug when copying custom elements in the editor
1946 * enhanced custom element changes by more side trigger actions
1949 * added option "no scrolling when relocating" for instant teleporting
1950 * uploaded pre-release (test) version 3.1.0-0 binary and source code
1953 * added trigger element and trigger player to use as target elements
1954 * added copy and paste functions for custom and group elements
1957 * fixed graphical bug when displaying explosion animations
1958 * fixed bug when appending to tapes, resulting in broken tapes
1959 * re-recorded a few tapes broken by fixing gravity checking bug
1962 * "can move into acid" property now for all elements independently
1963 * "can fall into acid" property for player stored in same bitfield now
1964 * added option for deadliness of Supaplex 'sniksnak' and 'electron'
1965 * version number set to 3.1.0 (finally!)
1968 * changed tape recording to only record input, not programmed actions
1971 * fixed totally broken (every 8th frame skipped) step-by-step recording
1972 * fixed bug with requester not displayed when quick-loading interrupted
1973 * added option "can fall into acid (with gravity)" for players
1974 * fixed bug with player not falling when snapping down with gravity
1977 * fixed bug which messed up key config when using keypad number keys
1980 * fixed bug which allowed moving upwards even when gravity was active
1981 * fixed bug with missing error handling when dumping levels or tapes
1984 * added different colored editor graphics for Supaplex gravity tubes
1987 * fixed bug that allowed solvable tapes for unsolvable levels
1990 * use unlimited number of droppable elements when "count" set to zero
1991 * added option to use step limit instead of time limit for level
1994 * added player and change page as trigger for custom element change
1997 * fixed bug with exploding amoeba (explosion 3x3 instead of 1x1)
2000 * fixed bug with dark yamyam changing to acid when moving over acid
2001 * fixed handling of levels with more than 999 seconds level time
2002 (example: level 76 of "Denmine")
2005 * "spring push bug" reintroduced as configurable element property
2006 * fixed bug with missing properties for "mole"
2007 * fixed bug that showed up when fixing the above "mole" properties bug
2008 * added option "can move into acid" for all movable elements
2009 * fixed graphical bug for elements moving into acid
2010 * changed event handling to handle all pending events before going on
2013 * fixed bug which caused all CE change pages to be ignored which had
2014 the same change event, but used a different element side
2015 (reported by Simon Forsberg)
2017 * fixed bug which caused elements that can move and fall and that are
2018 transported by a conveyor belt to continue moving into that direction
2019 after leaving the conveyor belt, regardless of their own movement
2020 type; only elements which can not move are transported now
2021 (reported by Simon Forsberg)
2023 * fixed bug which could cause an array overflow in RelocatePlayer()
2024 (reported by Niko Böhm)
2026 * changed Emerald Mine style "passable / over" elements to "protected"
2027 (fixing unsolvable level 10 of "Bondmine 9" with bug beside gate)
2029 * added new option to select from which side a "walkable/passable"
2030 element can be entered
2033 * added explosion and ignition delay for elements that can explode
2036 * fixed bug which caused player not being protected against enemies
2037 when a CE was "walkable / inside" and was not "indestructible"
2038 * added "walkable/passable" fields to be "protected/unprotected"
2039 against enemies, even if not accessible "inside" but "over/under"
2042 * corrected move pattern to 32 bit and initial move direction to 8 bit
2045 * added second custom element base configuration page
2048 * added some special EMC mappings to Emerald Mine level loader
2049 (also covering previously unknown element in level 0 of "Bondmine 8")
2052 * added option to block last field when player is moving (for Supaplex)
2053 * adjusted push delay of Supaplex elements
2054 * removed delays for envelopes etc. when replaying with maximum speed
2055 * fixed bug when dropping element on a field that just changed to empty
2058 * fixed bug: infotrons can now smash yellow disks
2059 * fixed bug: when gravity active, port above player can now be entered
2060 * removed "one white dot" mouse pointer which irritated some people
2063 * added "choice type" for group element selection
2066 * fixed bug with initial invulnerability of non-yellow player
2069 * added level loader for loading native Supaplex packed levels
2070 (including multi-part levels like the "splvls99" levels)
2073 * fixed bug which allowed creating emeralds by escaping explosions
2076 * custom elements can change (limited) or leave (unlimited) elements
2077 * finally added multiple matches using group elements
2078 * added shortcut to dump brush (type ":DB" in editor) for use in forum
2081 * added new start movement type "previous" for continued CE movement
2082 * added new start movement type "random" for random CE movement start
2085 * added new element "sokoban_field_player" needed for Sokoban levels
2086 (thanks to Ed Booker for pointing this out!)
2089 * added elements that can be digged or left behind by custom elements
2092 * added group elements for multiple matches and random element creation
2095 * fixed some graphical errors displayed in old levels
2098 * fixed wrong double speed movement after passing closing gates
2101 * added level loader for loading native Emerald Mine levels
2104 * changes for "shooting" style CE movement
2107 * Happy New Year! ;-)
2110 * changed default snap/drop keys from left/right Shift to Control keys
2113 * fixed bug with dead player getting reanimated from custom element
2116 * fixed bug with wrong penguin graphics (when entering exit)
2119 * fixed bug with wrong "Murphy" graphics (when digging etc.)
2122 * version number set to 3.0.9
2125 * version 3.0.8 released
2128 * added function checked_free()
2131 * fixed bug with double nut cracking sound
2132 (by eliminating "default element action sound" assignment in init.c)
2135 * fixed crash when no music info files are available
2138 * fixed boring and sleeping sounds
2141 * added "maze runner" and "maze hunter" movement types
2142 * added extended collision conditions for custom elements
2145 * added warnings for undefined token values in artwork config files
2148 * added menu entry for level set information to the info screen
2151 * fixed bug with wrong default impact sound for colored emeralds
2154 * added several sub-screens for the info screen
2155 * menu text now also clickable (not only blue/red sphere left of it)
2158 * added configurable "bored" and "sleeping" animations for the player
2159 * added "awakening" sound for player when waking up after sleeping
2162 * added "copy" and "exchange" functions for custom elements to editor
2165 * added configurable element animations for info screen
2168 * added configurable music credits for info screen
2171 * finally fixed tape recording when player is created from CE change
2174 * added "editorsetup.conf" for editor element list configuration
2177 * added "musicinfo.conf" for menu and level music configuration
2180 * fixed a very nasty bug in dragon turning code in TurnRoundExt()
2181 (that only showed up on Linux, but not on Windows systems)
2184 * fixed turning movement of butterflies and fireflies (no frame reset)
2185 * enhanced sniksnak turning movement (two steps instead of only one)
2188 * version number set to 3.0.8
2191 * version 3.0.7 released
2194 * fixed reset of player animation frame when, for example,
2195 walking, digging or collecting share the same animation
2196 * fixed CE with "deadly when touching" exploding when touching amoeba
2199 * fixed tape recording when player is created from CE element change
2202 * introduced "turning..." action graphic for elements with move delay
2203 (non-CE: bug, spaceship, sniksnak, mole, pacman, yamyam)
2204 * added turning animations for bug, spaceship and sniksnak
2207 * prevent "extended" changed elements from delay change in same frame
2210 * fixed bug when pushing element that can move away to the side
2211 (like pushing falling elements, but now with moving elements)
2214 * finally fixed serious bug in code for delayed element pushing (again)
2217 * unavailable setup options now marked as "n/a" instead of "off"
2218 * new boolean directive "latest_engine" for "levelinfo.conf": when set
2219 to "true", levels are always played with the latest game engine,
2220 which is desired for levels that are imported from other games; all
2221 other levels are played with the engine version stored in level file
2222 (which is normally the engine version the level was created with)
2225 * fixed serious bug in code for delayed element pushing
2226 * fixed little bug in animation frame selection for pushed elements
2227 * speed-up of reading config file for verbose output
2230 * added configuration option for opening and closing Supaplex exit
2231 * added configuration option for moving up/down animation for Murphy
2232 * fixed incorrectly displayed animation for attacking dragon
2233 * fixed bug with not setting initial gravity for each new game
2234 * fixed bug with teleportation of player by custom element change
2235 * fixed bug with player not getting smashed by rock sometimes
2238 * version number set to 3.0.7
2241 * version 3.0.6 released
2244 * added support for MP3 music for SDL version through SMPEG library
2247 * fixed bug when initializing font graphic structure
2248 * fixed bug with animation mode "pingpong" when using only 1 frame
2249 * fixed bug with extended change target introduced in 3.0.5
2250 * fixed bug where passing over moving element doubles player speed
2251 * fixed bug with elements continuing to move into push direction
2252 * fixed bug with duplicated player when dropping bomb with shield on
2253 * added "switching" event for custom elements ("pressing" only once)
2254 * fixed switching bug (resetting flag when not switching but not idle)
2257 * fixed element tokens for certain file elements with ".active" etc.
2260 * version number set to 3.0.6
2263 * version 3.0.5 released
2266 * now four envelope elements available
2267 * font, background, animation and sound for envelope now configurable
2268 * main menu doors opening/closing animation type now configurable
2271 * active/inactive sides configurable for custom element changes
2272 * new movement type "move when pushed" available for custom elements
2275 * fixed bug in multiple config pages loader code that caused crashes
2278 * enhanced (remaining low-resolution) Supaplex graphics
2281 * version number set to 3.0.5
2284 * version 3.0.4 released
2286 2003-09-12 src/tools.c
2287 * fixed bug in custom definition of crumbled element graphics
2289 2003-09-11 src/files.c
2290 * fixed bug in multiple config pages code that caused crashes
2293 * version number set to 3.0.4
2296 * version 3.0.3 released
2299 * added music to Supaplex classic level set
2301 2003-09-07 src/libgame/misc.c
2302 * added support for loading various music formats through SDL_mixer
2304 2003-09-06 (various source files)
2305 * fixed several nasty bugs that may have caused crashes on some systems
2306 * added envelope content which gets displayed when collecting envelope
2307 * added multiple change event pages for custom elements
2309 2003-08-24 src/game.c
2310 * fixed problem with player animation when snapping and moving
2312 2003-08-23 src/screens.c, src/cartoons.c, src/libgame/toons.c
2313 * fixed problem with flickering when drawing toon animations
2315 2003-08-23 src/libgame/sdl.c
2316 * fixed problem with setting mouse cursor in SDL version in fullscreen
2318 2003-08-23 src/game.c
2319 * fixed bug (missing array boundary check) which could crash the game
2322 * version number set to 3.0.3
2325 * version 3.0.2 released
2327 2003-08-21 src/game.c
2328 * fixed bug with creating inaccessible elements at player position
2330 2003-08-20 src/init.c
2331 * fixed bug with not finding current level artwork directory
2333 2003-08-20 src/files.c
2334 * fixed bug with choosing wrong engine version when playing tapes
2335 * fixed bug with messing up custom element properties in 3.0.0 levels
2338 * version number set to 3.0.2
2341 * version 3.0.1 released
2343 2003-08-17 (no source files affected)
2344 * changed all "classic" PCX image files with 16 colors or less to
2345 256 color (8 bit) storage format, because the Allegro game library
2346 cannot handle PCX files with less than 256 colors (contributed
2347 graphics are not affected and might look wrong in the DOS version)
2349 2003-08-16 src/init.c
2350 * fixed bug which (for example) crashed the level editor when defining
2351 "dynamite.EDITOR: [NONE]", because graphics may not be undefined
2352 (only set to default) -- invalid graphics now set to default graphic
2354 2003-08-16 src/init.c
2355 * fixed graphical bug of player digging/collecting/snapping element
2356 when no corresponding graphic/animation is defined for this action,
2357 resulting in player being drawn as EL_EMPTY (which should only be
2358 done to elements being collected, but not to the player)
2360 2003-08-16 src/game.c
2361 * fixed small graphical bug of player not totally moving into exit
2363 2003-08-16 src/libgame/setup.c
2364 * fixed bug with wrong MS-DOS 8.3 filename conversion
2366 2003-08-16 src/tools.c
2367 * fixed bug with invisible mouse cursor when pressing ESC while playing
2369 2003-08-16 (various source files)
2370 * added another 128 custom elements (disabled in editor by default)
2372 2003-08-16 src/editor.c
2373 * fixed NULL string bug causing Solaris to crash in sprintf()
2375 2003-08-16 src/screen.c
2376 * fixed drawing over scrollbar on level selection with custom fonts
2378 2003-08-15 src/game.c
2379 * cleanup of simple sounds / loop sounds / music settings
2381 2003-08-08 (various source files)
2382 * added custom element property for dropping collected elements
2384 2003-08-08 src/conf_gfx.c
2385 * fixed bug with missing graphic for active red disk bomb
2387 2003-08-07 src/files.c, src/editor.c src/game.c, src/main.h
2388 * extended variable "level.gravity" to "level.initial_gravity" and
2389 "game.current_gravity" to prevent level setting from being changed
2390 by playing the level (keeping the runtime value after playing)
2392 * fixed graphics bug when digging element that has 'crumbled' graphic
2393 definition, but not 'diggable' graphic definition
2396 * version number set to 3.0.1
2399 * version 3.0.0 released
2402 * various bug fixes; among others:
2403 - fixed bug with pushing spring over empty space
2404 - fixed bug with leaving tube while placing dynamite
2405 - fixed bug with explosion of smashed penguins
2406 - allow Murphy player graphic in levels with non-Supaplex elements
2410 * I have forgotten to document changes for some time
2413 * pre-release version 2.2.0rc1 released
2416 * version number set to 2.1.2
2419 * version 2.1.1 released
2422 * version number set to 2.1.1
2425 * version 2.1.0 released
2428 * version number set to 2.1.0
2430 2002-04-03 to 2002-05-19 (various source files)
2431 * graphics, sounds and music now fully configurable
2432 * bug fixed that prevented walking through tubes when gravity on
2434 2002-04-02 src/events.c, src/editor.c
2435 * Make Escape key less aggressive when playing or when editing level.
2436 This can be configured as an option in the setup menu. (Default is
2437 "less aggressive" which means "ask user if something can be lost"
2438 when pressing the Escape key.)
2440 2002-04-02 src/screen.c
2441 * Added "graphics setup" screen.
2443 2002-04-01 src/screen.c
2444 * Changed "choose level" setup screen stuff to be more generic (to
2445 make it easier to add more "choose from generic tree" setup screens).
2447 2002-04-01 src/config.c, src/timestamp.h
2448 * Added source files "src/config.[ch]" and "src/timestamp.h" (which
2449 automatically gets created by "src/Makefile" and contains an actual
2450 compile-time timestamp to identify development versions of the game).
2452 2002-03-31 src/tape.c, src/events.c
2453 * Added quick game/tape save/load functions to tape stuff which can be
2454 invoked by a keyboard shortcut. Default: "F1" saves game/tape, "F2"
2455 loads previously recorded tape and directly goes into recording mode
2456 from the end of the tape (therefore appending to the tape).
2458 2002-03-31 src/tape.c
2459 * Added "index mark" function to tape recorder. When playing or
2460 recording, "eject" button changes to "index" button. Setting index
2461 mark is not yet implemented, but pressing index button when playing
2462 allows very quick advancing to end of tape (when normal playing),
2463 very fast forward mode (when playing with normal fast forward) or
2464 very fast reaching of "pause before end of tape" (when playing with
2465 "pause before end" playing mode).
2467 2002-03-30 src/cartoons.c
2468 * Moved some stuff from cartoons.c to the new "src/libgame/toons.c".
2470 2002-03-29 src/screen.c
2471 * Changed setup screen stuff to be more generic (to make it easier
2472 to add more setup screens).
2474 2002-03-23 src/main.c, src/main.h
2475 * Various changes due to the introduction of the new libgame files
2476 "setup.c" and "joystick.c".
2478 2002-03-23 src/files.c
2479 * Generic parts of "src/files.c" (mainly setup and level directory
2480 stuff) moved to new libgame file "src/libgame/setup.c".
2482 2002-03-23 src/joystick.c
2483 * File "src/joystick.c" moved to libgame source tree, with
2484 correspondig changes.
2486 2002-03-22 src/screens.c
2487 * "HandleChooseLevel()": Another bug in level series navigation fixed.
2488 (Wrong level series information displayed when entering main group.)
2490 2002-03-22 src/editor.c
2491 * Slight change to support new gadget event "GD_EVENT_INFO_LEAVING".
2493 2002-03-22 src/editor.c
2494 * Changed behaviour of "Escape" key in level editor to be more
2495 intuitive: When in "Element Properties" or "Level Info" mode,
2496 return to "Drawing Mode" instead of leaving the level editor.
2498 2002-03-21 src/game.c, src/editor.c, src/files.c
2499 * 2.0.1 introduced the corrected "Emerald Mine" style behaviour of
2500 gems (emeralds, diamonds, ...) slipping down from normal wall,
2501 steel wall and growing wall (as in E.M.C. style levels). Although
2502 the behaviour of contributed and private levels wasn't changed (due
2503 to the use of "level.game_version"; see previous entry), editing
2504 those levels will (of course) change the behaviour accordingly.
2506 This change seems a bit too hard after thinking about it, because
2507 the EM style behaviour is not the "expected" behaviour (gems would
2508 normally only slip down from "rounded" walls). Therefore this was
2509 now changed to an element property for gem style elements, with the
2510 default setting "off" (which means: no special EM style behaviour).
2511 To fix older converted levels, this flag is set to "on" for pre-2.0
2512 levels that are neither contributed nor private levels.
2514 2002-03-20 src/files.h
2515 * Corrected settings for "level.game_version" depending of level type.
2516 (Contributed and private levels always get played with game engine
2517 version they were created with, while converted levels always get
2518 played with the most recent version of the game engine, to let new
2519 corrections of the emulation behaviour take effect.)
2521 2002-03-20 src/main.h
2522 * Added "#include <time.h>". This seems to be needed by "tape.c" for
2523 compiling the SDL version on some systems.
2524 Thanks to the several people who pointed this out.
2527 * Version number set to 2.0.2.
2530 * Version 2.0.1 released.
2532 2002-03-18 src/screens.c
2533 * "HandleChooseLevel()": Small bug in level series navigation fixed.
2535 2002-03-18 src/files.c [src/libgame/misc.c]
2536 * Moved some common functions from src/files.c to src/libgame/misc.c.
2538 2002-03-18 src/files.c [src/libgame/misc.c]
2539 * Changed permissions for new directories and saved files (especially
2540 score files) according to suggestions of Debian users and mantainers.
2541 Thanks to Drew Parsons <dparsons@emerall.com> for the patch.
2543 2002-03-17 src/files.c
2544 * Changed "{Load|Save}{Level|Tape}()" to IFF style file format:
2545 Replaced "cookie" header string ("ROCKSNDIAMONDS_...\n") with
2546 real IFF style header "RND1....XXXX" (where "XXXX" is "CAVE"
2547 for levels and "TAPE" for tapes). Old "cookie" style format is
2548 still supported for reading. New level and tape files are written
2551 * New IFF chunk "VERS" contains version numbers for file and game
2552 (where "game version" is the version of the program that wrote the
2553 file, and "file version" is a version number to distinguish files
2554 with different format, for example after adding new features).
2556 2002-03-15 src/screen.c
2557 * "DrawHallOfFame()": "FadeSounds()" when entering the hall of fame.
2558 (Before, you heard a mixture of the in-game music and the
2559 hall-of-fame music.)
2561 2002-03-14 src/events.c
2562 * Function "DumpTape()" (files.c) now available by pressing 't' from
2563 main menu (when in DEBUG mode).
2565 2002-03-14 src/game.c
2566 * "GameWon()": When game was won playing a tape, now there is no delay
2567 raising the score and no corresponding sound is played.
2569 2002-03-14 src/files.c
2570 * Changed "LoadTape()" for real chunk support and also adjusted
2571 "SaveTape()" accordingly.
2573 2002-03-14 src/game.c, src/tape.c, src/files.c
2574 * Important changes to tape format: The old tape format stored all
2575 actions with a real effect with a corresponding delay between the
2576 stored actions. This had some major disadvantages (for example,
2577 push delays had to be ignored, pressing a button for some seconds
2578 mutated to several single button presses because of the non-action
2579 delays between two action frames etc.). The new tape format just
2580 stupidly records all device actions and replays them later. I really
2581 don't know why I haven't solved it that way before?! Old-style tapes
2582 (with tape file version less than 2.0) get converted to the new
2583 format on-the-fly when loading and can therefore still be played;
2584 only some minor parts of the old-style tape handling code was needed.
2585 (A perfect conversion is not possible, because there is information
2586 missing about the device actions between two action frames.)
2588 2002-03-14 src/files.c
2589 * New function "DumpTape()" to dump the contents of the current tape
2590 in a human readable format.
2592 2002-03-14 src/game.c
2593 * Small tape bug fixed: When automatically advancing to next level
2594 after a game was won, the tape from the previous level still was
2595 loaded as a tape for the new level.
2597 2002-03-14 src/tape.c
2598 * Small graphical bug fixed: When pressing ""Record" or "Play" on
2599 tape, cartoons did not get completely removed because
2600 StopAnimation() was not called.
2602 2002-03-13 src/files.c
2603 * Changed "LoadLevel()" and "SaveLevel()" to add new chunk "CNT2".
2604 Fixed bug of "CONT" and "BODY" (chunk size was set to 8-bit element
2605 size even when using 16-bit elements). Added new chunk "CNT2" for
2606 16-bit amoeba content (previously written in 8-bit field in "HEAD"
2607 chunk even when content was 16-bit element). "CNT2" should now be
2608 able to store content for arbitrary elements (up to eight blocks of
2609 3 x 3 element arrays). All "CNT2" elements will always be stored as
2610 16-bit elements. "CONT" (with 8/16-bit elements) now obsolete.
2612 2002-03-13 src/files.c
2613 * Changed "LoadLevel()" for real chunk support.
2615 2002-03-12 src/game.c
2616 * Fixed problem (introduced after 2.0.0 release) with penguins
2617 not getting killed by enemies
2619 2002-02-24 src/game.c, src/main.h
2620 * Added "player->is_moving"; now "player->last_move_dir" does
2621 not contain any information if the player is just moving at
2623 Before, "player->last_move_dir" was misused for this purpose
2624 for the robot stuff (robots don't kill players when they are
2625 moving). But setting "player->last_move_dir" to MV_NO_MOVING
2626 broke tapes when walking through pipes!
2627 ("IS_MOVING()" uses "MovPos[][]", but this fails when it is 0
2628 in a continuous movement. This fact is ignored for friends and