2 * added (currently invisible) setup option to define scroll delay value
3 * fixed small bug in priority handling when auto-detecting level start
4 position in levels without player element (but player from CE etc.)
5 * added option "game.forced_scroll_delay_value" to override user choice
6 of scroll delay value for certain level sets with "graphicsinfo.conf"
7 * replaced setup option "scroll delay: on/off" by new setup option that
8 directly allows selecting the desired scroll delay value from 0 to 8
11 * added displaying of most game panel control elements (not animated)
14 * added new configuration directives to display additional game engine
15 values on the game control panel, like the following examples:
16 - game.panel.time_hh/time_mm/time_ss - level time in HH/MM/SS format
17 - game.panel.penguins - number of penguins to rescue
18 - game.panel.level_name - level name of current level
21 * added support for preview tile sizes "1" and "2" (1x1 and 2x2 pixels)
24 * added new player option "no centering when relocating" for "invisible"
25 teleportations to level areas that look exactly the same, giving the
26 illusion that the player did not relocate at all (this was the default
27 since 3.2.3, but caused visual problems with room creation in "Zelda")
28 * added new menu fading effect "melt", shamelessly stolen from "DOOM"
31 * improved menu fading, adding separate fading definitions for entering
32 and leaving a menu and for fading between menu and "content" screens
33 * fixed small bug with recognizing also ".font_xyz" style definitions
36 * improved menu fading, adding separate fading definitions for fading
37 between menu screens and fading between menu and "destination" screens
40 * titlemessage_initial_x and titlemessage_x set to "[DEFAULT]" in static
41 configuration (set from "[titlemessage_initial]" and "[titlemessage]")
42 * fading settings of "[titlemessage_initial]" and "[titlemessage]" set
43 to "[DEFAULT]" in static configuration (set from "[title_initial]" and
45 * improved title fading, allowing fading animation types "none", "fade"
46 and "crossfade" (including cross-fading of last title to main menu)
49 * added configurability of graphics, sounds and music for title screens,
50 which are separated into initial title screens (only shown once at
51 program startup) and title screens shown for a given level set; these
52 title screens can be composed of up to five title images and up to
53 five title text messages (each drawn using an optional background
54 image), also using background music and/or sounds; aspects like
55 background images, sounds and music of title screens can either be
56 defined generally (valid for all title screens) or specifically (and
57 therefore differently for each title screen) using these directives:
59 to define a background image, sound or music file for all screens:
60 - background.TITLE_INITIAL (for all title screens for game startup)
61 - background.TITLE (for all title screens for level sets)
63 to define a background image, sound or music file for a single screen:
64 - background.titlescreen_initial_x (with x in 1,2,3,4,5)
65 - background.titlescreen_x (with x in 1,2,3,4,5)
66 - background.titlemessage_initial_x (with x in 1,2,3,4,5)
67 - background.titlemessage_x (with x in 1,2,3,4,5)
69 to define the title screen images:
70 - titlescreen_initial_x (with x in 1,2,3,4,5)
71 - titlescreen_x (with x in 1,2,3,4,5)
73 to define the title text messages, place text files into the level set
74 directory that have the following file names:
75 - titlemessage_initial_x.txt (with x in 1,2,3,4,5)
76 - titlemessage_x.txt (with x in 1,2,3,4,5)
78 to define the properties of the text messages, either use directives
79 that affect all text messages:
80 - [titlemessage_initial].<suffix>
81 - [titlemessage].<suffix>
82 or use directives that affect single text messages:
83 - titlemessage_initial_x.<suffix> (with x in 1,2,3,4,5)
84 - titlemessage_x.<suffix> (with x in 1,2,3,4,5)
86 valid values for <suffix> are the same as for readme.<suffix> below;
87 use ".sort_priority" (default: 0) to define an arbitrary order for
88 title images and title messages (which can therefore be mixed)
91 * added full configurability of "readme.txt" screen appearance:
92 - readme.x: <left position used with alignment>
93 - readme.y: <top position>
94 - readme.width: <maximim text width in pixels>
95 - readme.height: <maximum text height in pixels>
96 - readme.chars: <maximum number of chars per line>
97 - readme.lines: <maximum number of lines displayed>
98 - readme.align: left,center,right (default: center)
99 - readme.top: top,middle,bottom (default: top)
100 - readme.font: font name
101 - readme.autowrap: true,false (default: true)
102 - readme.centered: true,false (default: false)
103 - readme.parse_comments: true,false (default: true)
104 - readme.sort_priority: (not used here, but only for title screens)
105 when "readme.chars" and/or "readme.lines" is set to "-1" (this is the
106 default), they are automatically determined from "readme.width" and
107 "readme.height" accordingly; when they are not "-1", they have
108 precedence over "readme.width" and "readme.height"
109 * added internal ad-hoc config settings for displaying text files like
110 title messages or "readme.txt" style level set info files:
111 - .font: font name (default: readme.font)
112 - .autowrap: true,false (default: readme.autowrap)
113 - .centered: true,false (default: readme.centered)
114 - .parse_comments: true,false (default: readme.parse_comments)
115 (the leading '.' and the separating ':' are mandatory here); to use
116 these ad-hoc settings, they have to be written inside a comment, like
117 "# .autowrap: false" or "# .centered: true"; these settings then
118 override the above global settings (they can even be used more than
119 once, like "# .centered: true", then some text that should be drawn
120 centered, then "# .centered: false" to go back to non-centered text;
121 important note: after using "# .parse_comments: false", or when using
122 "readme.parse_comments: false", detecting and parsing comments inside
123 the file is disabled and comments are just printed like normal text;
124 also be aware that all automatic text size calculations are done with
125 the font defined in "readme.font", while using different fonts using
126 "# .font: <font>" inside the text file may cause unexpected results
129 * changed some numerical limits in the level editor from 255 to 999
132 * added option "system.sdl_videodriver" to select SDL video driver
133 * added output of SDL video and audio driver to "version info" page
136 * added group element drawing to IntelliDraw drawing functions
137 * fixed animation resetting problem again (last try broke Snake Bite)
138 * fixed diagonal scrolling in screen scrolling (last try broke Pac Man)
141 * added new (special) "include: <filename>" directive that works in all
142 configuration files (like "graphicsinfo.conf") and that has the same
143 effect as if that directive would be replaced with the content of the
144 specified file (this can be useful to split large configuration files
145 into several smaller ones and include them from one main file, or to
146 store configuration settings that always stay the same into a separate
147 file, while including it and only add those parts that really change)
150 * fixed minor bug (screen redraw of player tiles) in EMC graphics engine
153 * fixed bug in "InitMovingField()" where treating an integer array as
154 boolean caused wrong resetting of animations while elements are moving
155 * fixed problem with resetting animations when starting element change
158 * added sort priority for order of title screens and title messages
161 * changed end of game again: do not wait for the user to press a key
162 anymore, but directly ask/confirm tape saving and go to hall of fame
163 * re-enabled quitting of lost game by pressing space or return again
164 * added blanking of mouse pointer when displaying title screens
165 * added remaining menu draw offset definitions for info sub-screens
168 * added setup option to select game speed (from very slow to very fast)
169 * improved handling of title text messages (initial and for level set)
172 * added new options "auto-wrap" and "centered" for DC2 style envelopes
175 * fixed displaying and typing of player name when it is centered
176 * added special characters to be allowed for player name (not only A-Z)
179 * fixed blit in ScrollLevel() to same bitmap to not overlap anymore
180 (newer versions of the SDL library seem to not like this anymore)
183 * added code for configuration directives for control of game panel
186 * fixed small cosmetical bug with underlining property tabs in editor
189 * fixed small drawing bug in X11FadeRectangle
190 * added new elements for newly supported Diamond Caves II levels:
191 - EM/DC style exits that disappear after passing
192 - white key and gate (one white key needed for each white gate)
193 - fake gate (there is no key to open/pass this kind of gate!)
194 - extended magic wall which also handles pearls and crystals
198 * changed maximum value for endless loop detection to a higher value
199 (some levels really used very deep recursion without being endless)
202 * added new elements for newly supported Diamond Caves II levels:
203 - growing steel walls
204 - snappable land mine
207 * added new elements for newly supported Diamond Caves II levels:
208 - steel text elements
211 * added level file loader for native Diamond Caves II levels
214 * version number set to 3.2.4
217 * version 3.2.3 released
220 * fixed malloc/free bug when updating EMC artwork entries in level list
221 * added workaround (warning and request to quit the current game) when
222 changing elements cause endless recursion loop (which would otherwise
223 freeze the game, causing a crash-like program exit on some systems)
226 * fixed nasty string overflow bug when entering too long envelope text
229 * added feedback sounds for menu navigation "menu.item.activating" and
230 "menu.item.selecting" (for highlighting and executing menu entries)
233 * improved "no scrolling when relocating" to also consider scroll delay
234 (meaning that the player is not automatically centered in this case;
235 this makes it possible to "invisibly" relocate the player to a region
236 of the level playfield which looks the same as the old level region)
237 * fixed bug with not recognizing "main.input.name.align" when active
240 * fixed bug with displaying masked borders over title screens when
241 screen fading is disabled
244 * fixed infinite loop / crash bug when killing the player while having
245 a CE with the setting "kill player X when explosion of <player X>"
246 * added special editor graphic for "char_space" to distinguish it from
247 "empty_space" when editing a level (in-game graphics still the same)
250 * fixed nasty bug with initialization only done for the first player
253 * small change to handle loading empty element/content list micro chunks
256 * uploaded pre-release (test) version 3.2.3-0 binary and source code
259 * some optimizations on startup speed by reducing initial text output
262 * added caching of custom artwork information for faster startup times
265 * fixed graphical bug when using fewer menu entries on level selection
266 screen than usual (with "menu.list_size.LEVELS" directive)
267 * fixed crash bug (Windows/SDL only) caused by BlitBitmap blitting from
268 the backbuffer to the backbuffer by error (with identical rectangle)
271 * fixed bug when displaying titlescreen with size less than element tile
272 * fixed bug that caused elements with "change when digging <e>" event
273 to change for _every_ digged element, not only those specified in <e>
274 * fixed bug that caused impact style collision when dropping element one
275 tile over the player that can both fall down and smash players
276 * fixed bug that caused impact style collision when element changed to
277 falling/smashing element over the player immediately after movement
280 * fixed bug that allowed making engine snapshots from the level editor
283 * fixed bugs with player name and current level positions on main screen
286 * added configuration directives for control of title screens:
287 - "title.fade_delay" for fading time
288 - "title.post_delay" for pause between screens (when not crossfading)
289 - "title.auto_delay" to automatically continue after some time
290 these settings can each be overridden by specifying them with titles:
291 - "titlescreen_initial_{1-5}.{fade_delay,post_delay,auto_delay}"
292 - "titlescreen_{1-5}.{fade_delay,post_delay,auto_delay}"
293 fading mode can also be specified:
294 - "titlescreen_initial_{1-5}.anim_mode: {fade,crossfade}
295 - "titlescreen_{1-5}.anim_mode: {fade,crossfade}
296 default is using normal fading for menues and initial title screens,
297 while using cross-fading for level set title screens
298 * fixed bug with background not drawn in Hall of Fame after game was won
301 * added configuration directives for the remaining main menu items
304 * added additional configuration directives for info screen draw offset:
305 menu.draw_{x,y}offset.INFO[{ELEMENTS,MUSIC,CREDITS,PROGRAM,LEVELSET}]
306 * added additional configuration directives for preview info text
307 * limited mouse wheel sensitive screen area to scrollable screen area
310 * added highlighted menu text entries to menu navigation when selected
313 * fixed bug that prevented player from correctly being created in the
314 top left corner by a custom element change in a level without player
315 * fixed bug that prevented player from being killed when indestructible,
316 non-walkable element is placed on player position by extended change
317 * added configurable menu button, text and input positions to main menu
320 * added page fading effects for remaining info sub-screens
321 * fixed small bug that caused some delays when answering door request
324 * added directives "border.draw_masked.*" for menu/playfield area and
325 door areas to display overlapping/masked borders from "global.border"
328 * fixed bug with CE with move speed "not moving" not being animated
329 * when changing player artwork by CE action, reset animation frame
332 * fixed bug with not unmapping main menu screen gadgets on other screens
333 * fixed bug with un-pausing a paused game by releasing still pressed key
334 * fixed bug with not redrawing screen when toggling to/from fullscreen
335 mode while fast reloading tape (without redrawing playfield contents)
336 * fixed bug with quick-saving tape snapshot despite answering with "no"
339 * version number set to 3.2.3
342 * version 3.2.2 released
345 * fixed bug with redrawing screen in fullscreen mode after quick tape
346 reloading when using the EMC game engine
347 * changed token names from "last_ce_[1-8]" to "prev_ce_[1-8]"
350 * fixed bug in GameWon() when level contains no exit (like in Sokoban)
353 * added engine snapshot functionality for instant tape reloading (this
354 only works for the last tape saved using "quick save", and does not
355 work across program restarts, because it completely works in memory)
358 * version number set to 3.2.2
361 * version 3.2.1 released
364 * fixed nasty bugs with handling error message file on Mac OS X systems
367 * general code cleanup (removing many annoying "#if 0" blocks etc.)
370 * fixed bug that caused broken tapes when manually appending to tapes
371 using the "pause before death" functionality, followed by recording
372 * added setup option to disable fading of screens for faster testing
375 * code cleanup of new fading functions
378 * changed behaviour after solved game -- do not immediately stop engine
379 * added some more smooth screen fadings (game start, hall of fame etc.)
382 * fixed bug with displaying pushed CE with value/score/delay anim_mode
385 * added configurable level preview position, tile size and dimensions
386 * added configurable game panel value positions (gems, time, score etc.)
389 * fixed small bug with time displayed incorrectly when collecting CEs
392 * fixed bug with bumpy scrolling with EM engine in double player mode
395 * added compatibility code to fix "Snake Bite" style levels that were
396 broken due to a bugfix regarding EL_SOKOBAN_FIELD_PLAYER in 3.2.0
399 * fixed bug with scrollbars inside editor when using the Windows mouse
400 enhancement tool "True X-Mouse" (which injects key events to the event
401 queue to insert selected stuff into the Windows clipboard, which gets
402 confused with the "Insert" key for jumping to the last editor cascade
403 block in the element list)
404 * added Rocks'n'Diamonds icon for use as window icon to SDL version
405 * added key shortcut "Alt + Enter" to toggle fullscreen mode at any time
408 * added selection of preferred fullscreen mode to setup / graphics menu
409 (useful if default mode 800 x 600 does not match screen aspect ratio)
412 * improved down-scaling of images for better editor and preview graphics
413 * changed user data directory for Mac OS X from Unix style to new place
416 * improved level number selection in main menu and player selection in
417 setup menu (input devices section) by using standard button gadgets
418 * added support for mouse scroll wheel (caused buggy behaviour before)
419 * added support for scrolling horizontal scrollbars with mouse wheel by
420 holding "Shift" key pressed while scrolling the wheel
421 * added support for single step mouse wheel scrolling by holding "Alt"
422 key pressed while scrolling the wheel (can be combined with "Shift")
423 * changed output file "stderr.txt" on Windows platform now always to be
424 created in the R'n'D sub-directory of the personal documents directory
425 * added Windows message box to direct to "stderr.txt" after error aborts
428 * improved general scrollbar handling (when jump-scrolling scrollbars)
431 * changed scrollbars to always show last line as first after scrolling
432 (that means jumping n - 1 screen lines instead of n screen lines)
435 * fixed level versions of EMC level loader (from V4 to V1, V2 and V3)
436 * fixed level time for EMC levels for V2 engine (V2 and V5 levels)
437 * fixed special handling of vertically stacked acid becoming fake acid
440 * fixed bug (very special case) with CE_SCORE_GETS_ZERO, which can
441 affect multiple instances of the same CE, although this kind of
442 change condition usually only affects one single custom element
445 * version number set to 3.2.1
448 * version 3.2.0 released
451 * reorganized level editor element list a bit to match engines better
454 * fixed newly introduced bug with wrongly initializing clipboard element
457 * fixed bug with displaying visible/invisible level border in editor
460 * reorganized some elements in the level editor element list
463 * fixed bug with displaying any player as "yellow" when moving into acid
464 * fixed bug with displaying running player when player stopped at border
467 * fixed bug with player exploding when moving into acid
468 * fixed bug with level settings being reset in editor and when playing
469 (some compatibility settings being set not only after level loading)
470 * fixed crash bug when number of custom graphic frames was set to zero
471 * fixed bug with teleporting player on walkable tile not working anymore
472 * added partial compatibility support for pre-release-only "CONF" chunk
473 (to make Alan Bond's "color cycle" demo work again :-) )
476 * fixed some bugs when displaying title screens from info screen menu
477 * fixed bug which caused EMC doors #5 to #8 to be passable without keys
480 * changed file major version to 3 to reflect level file format changes
481 * uploaded pre-release (test) version 3.2.0-8 binary and source code
484 * added new chunk "NAME" to level file format for level name settings
485 * added new chunk "NOTE" to level file format for envelope settings
486 * changed name of chunk "CONF" to "ELEM" (for normal element settings)
487 * updated magic(5) file to recognize changed and new level file chunks
488 * removed change events "change when CE value/score changes" as unneeded
491 * changed gravity (which only affects the player) from level property
492 to player property (only makes a difference in multi-player levels)
493 * added change events "change when CE value/score changes"
494 * added change events "change when CE value/score changes of <element>"
497 * added new chunk "INFO" to level file format for global level settings
498 * added all element settings from "HEAD" chunk to "CONF" chunk
499 * added all global level settings from "HEAD" chunk to "INFO" chunk
502 * changed level file format by adding two new chunks "CUSX" (for custom
503 elements, replacing the previous "CUS4" chunk) and "GRPX" (for group
504 elements, replacing the previous "GRP1" chunk); these new IFF style
505 chunks use the new and flexible "micro chunks inside chunks" technique
506 already used with the new "CONF" chunk (for normal element properties)
507 which makes it possible to easily extend the existing level format
508 (instead of using fixed-length chunks like before, which are either
509 too big due to reserved bytes for future use, or too small when those
510 reserved bytes have all been used and even more data should be stored,
511 requiring the replacement by new and larger chunks just like it went
512 with "CUS1" to "CUS4"); this whole problem now does not exist anymore
515 * added credits pages to the "credits" section that were really missing
516 * added some missing element descriptions to the level editor
517 * added down position of switchgate switch to the level editor
518 and allowed the use of both switch positions at the same time
519 * changed use of "Insert" and "Delete" keys to navigate element list in
520 level editor to start of previous or next cascading block of elements
523 * added the possibility to view the title screen to the info screen menu
524 * fixed some minor bugs with viewing title screens
527 * fixed bug with title (cross)fading in/out when using fullscreen mode
530 * fixed bug that forced re-defining of menu settings in local graphics
531 config file which are already defined in existing base config file
532 * fixed small bug that caused door sounds playing when music is enabled
535 * added the possibility to define up to five title screens for each
536 level set that are displayed after loading using (cross)fading in/out
537 (this was added to display the various start images of the EMC sets)
540 * added "CE score gets zero [of]" to custom element trigger conditions
541 * added setup option to display element token name in level editor
544 * added compatibility code for Juergen Bonhagen's menu artwork settings
547 * fixed bug with displaying wrong animation frame 0 after CE changes
548 * fixed bug with creating invisible elements when light switch is on
551 * added selection between ECS and AGA graphics for EMC levels to setup
554 * adjusted font handling for various narrow EMC style fonts
557 * changed EM engine behaviour back to re-allow initial rolling springs
560 * fixed handling of over-large selectboxes (less error-prone now)
561 * fixed bug when creating GE with walkable element under the player
564 * added use of "Insert" and "Delete" keys to navigate element list in
565 level editor to start of custom elements or start of group elements
566 * added virtual elements to access CE value and CE score of elements:
567 - "CE value of triggering element"
568 - "CE score of triggering element"
569 - "CE value of current element"
570 - "CE score of current element"
573 * fixed "grass" to "sand" in older EM levels (up to file version V4)
576 * changed behaviour of network games with internal errors (because of
577 different client frame counters) from immediately terminating R'n'D
578 to displaying an error message requester and stopping only the game
579 (also to prevent impression of crashes under non command-line runs)
580 * fixed playing network games with the EMC engine (did not work before)
581 * fixed bug with not scrolling the screen in multi-player mode with the
582 focus on player 1 when all players are moving in different directions
583 * fixed bug with keeping pointer to gadget even after its deallocation
584 * fixed bug with allowing "focus on all players" in network games
585 * fixed bug with player focus when playing tapes from network games
588 * uploaded pre-release (test) version 3.2.0-7 binary and source code
591 * code cleanup for game action control for R'n'D and EMC game engine
594 * fixed bug in multi-player movement with focus on both players
595 * added option to control only the focussed player with all input
598 * added player focus switching to level tape recording and re-playing
601 * fixed some bugs in player focus switching in EMC and RND game engine
604 * added special Supaplex animations for Murphy digging and snapping
605 * added special Supaplex animations for Murphy being bored and sleeping
608 * added four new yam yams with explicit start direction for EMC engine
609 * fixed bug in src/libgame/text.c with printing text outside the window
612 * fixed small bug in EMC level loader (copyright sign in EM II levels)
615 * added delayed ignition of EM style dynamite when used in R'n'D engine
616 * added limited movement range to EMC engine when focus on all players
619 * fixed bug with missing (zero) score values for native Supaplex levels
622 * added "continuous snapping" (snapping many elements while holding the
623 snap key pressed, without releasing the snap key after each element)
624 as a new player setting for more compatibility with the classic games
627 * finished scrolling for "focus on all players" in EMC graphics engine
630 * level sets with "levels: 0" are ignored for levels, but not artwork
631 * fixed bug when scanning empty level group directories (endless loop)
634 * fixed bug with explosion graphic for player using "Murphy" graphic
635 * fixed bug with explosion graphic if player leaves explosion in time
636 * changed some descriptive text in setup menu to use medium-width font
637 * added key shortcut settings for switching player focus to setup menu
640 * fixed bug with random value initialization when recording tapes
641 * fixed bug with playing single player tapes when team mode activated
644 * fixed little bug when trying to switch to player that does not exist
647 * added player switching (visual and quick) to R'n'D and EM game engine
648 * added setup option to select visual or quick in-game player switching
651 * added use of "Home" and "End" keys to handle element list in editor
654 * fixed bug with adding score when playing tape with EMC game engine
655 * added steel wall border for levels using EMC engine without border
656 * finally fixed delayed scrolling in EMC engine also for small levels
659 * fixed potential crash bug in WarnBuggyBase() (missing boundary check)
662 * fixed bug with CE change order in TestIfElementTouchesCustomElement()
663 * fixed bug when displaying info element without action, but direction
666 * fixed minor graphical problems with springs smashing and slurping
667 (when using R'n'D style graphics instead of EMC style graphics)
670 * added scroll delay (as configured in setup) to EMC graphics engine
673 * improved screen redraw for EMC graphics engine (faster and smoother)
674 * when not scrolling, do not redraw the whole playfield if not needed
677 * added multi-player mode for EMC game engine (with up to four players)
680 * added android (can clone elements) from EMC engine to R'n'D engine
683 * added spring bumper (reflects spring) from EMC engine to R'n'D engine
686 * added selectbox for initial player speed to player settings in editor
689 * version 3.1.2 created that is basically version 3.1.1, but with a
690 major bug fixed that prevented editing your own private levels
691 * version 3.1.2 released
694 * added magic ball (creates elements) from EMC engine to R'n'D engine
697 * uploaded fixed pre-release version 3.2.0-6 binary and source code
700 * fixed bug when using "CE can leave behind <trigger element>"
701 * added new change condition "(after/when) creation of <element>"
702 * added new change condition "(after/when) digging <element>"
703 * fixed bug accessing invalid gadget that caused crashes under Windows
704 * deactivated new possibility for multiple CE changes per frame
707 * uploaded pre-release (test) version 3.2.0-6 binary and source code
710 * added animation types "ce_value" and "ce_score" to graphicsinfo.conf
711 * fixed bug with not keeping CE value for moving CEs with only action
712 * changed CE action selectboxes in editor to be only reset when needed
715 * added option "use artwork from element" for custom player artwork
716 * added option "use explosion from element" for player explosions
719 * added cascaded element lists in the level editor
720 * added persistence for cascaded element lists by "editorcascade.conf"
721 * added dynamic element list with all elements used in current level
722 * added possibility for multiple CE changes per frame (experimental)
725 * uploaded pre-release (test) version 3.2.0-5 binary and source code
728 * changed "score for each 10 seconds/steps left" to "1 second/step"
729 * added own score for collecting "extra time" instead of sharing it
730 * added change events "switched by player" and "player switches <e>"
731 * added change events "snapped by player" and "player snaps <e>"
732 * added "set player artwork: <element choice>" to CE action options
733 * added change event "move of <element>"
736 * added "set player shield: off / normal / deadly" to CE action options
737 * added new player option "use level start element" in level editor
738 to set the correct focus at level start to elements from which the
739 player is created later (this did not work before for cascaded CE
740 changes resulting in creation of the player; it is now also possible
741 to create the player from a yam yam which is smashed at level start)
744 * added "set player speed: frozen (not moving)" to CE action options
745 * added "move player: l/r/u/d/trigger/-trigger" to CE action options
748 * added new player option "block snap field" (enabled by default) to
749 make it possible to show a snapping animation like in Emerald Mine
752 * added dynamic selectboxes to custom element action settings in editor
753 * added "CE value" counter for custom elements (instead of "CE count")
754 * added option to use the last "CE value" after custom element change
755 * added option to use the "CE value" of other elements in CE actions
756 * fixed odd behaviour when pressing time orb in levels w/o time limit
757 * added checkbox "use time orb bug" for older levels that use this bug
760 * added missing configuration settings for the following elements:
761 - EL_TIMEGATE_SWITCH (time of open time gate)
762 - EL_LIGHT_SWITCH_ACTIVE (time of light switched on)
763 - EL_SHIELD_NORMAL (time of shield duration)
764 - EL_SHIELD_DEADLY (time of shield duration)
765 - EL_EXTRA_TIME (time added to level time)
766 - EL_TIME_ORB_FULL (time added to level time)
769 * added "wind direction" as a movement pattern for custom elements
770 * added initial wind direction for balloon / custom elements to editor
771 * added functionality for EL_BALLOON_SWITCH_NONE to R'n'D game engine
774 * added parameters for "game of life" and "biomaze" elements to editor
777 * added level file chunk "CONF" for generic level and element settings
780 * uploaded pre-release (test) version 3.2.0-4 binary and source code
783 * skip empty level sets (with "levels: 0"; may be artwork base sets)
784 * added sound action ".page[1]" to ".page[32]" for each CE change page
787 * added image config suffix ".clone_from" to copy whole image settings
788 * fixed bug with invalid ("undefined") CE settings in old level files
791 * fixed graphical bug with smashing elements falling faster than player
794 * fixed major bug which prevented private levels from being edited
795 * fixed bug with precedence of general and special font definitions
798 * fixed graphical bug with player animation when player moves slowly
801 * uploaded pre-release (test) version 3.2.0-3 binary and source code
804 * fixed bug which prevented "global.num_toons: 0" from working
807 * major code cleanup (removed all these annoying "#if 0" blocks)
810 * added custom element actions for CE change page in level editor
813 * fixed music initialization bug in init.c (thanks to David Binderman)
814 * fixed mouse wheel "button" bug in editor (thanks to Tomi Belan)
815 (this bug must probably be fixed at other places, too)
818 * fixed buggy '#include "SDL.h"' statements in src/libgame/sdl.h
819 (should be '#include <SDL.h>' instead)
822 * fixed bug which prevented "walkable from no direction" from working
823 (due to compatibility code overwriting this setting after loading)
826 * fixed bug on Mac OS X (use of reserved name "Random") in EM engine
829 * version number temporarily set to 3.1.1 (intermediate bugfix release)
830 * version 3.1.1 released
833 * changed some va_arg() arguments from 'long' to 'int', fixing problems
834 on 64-bit architecture systems with LP64 data model
837 * fixed bug with bombs not exploding when hitting the last level line
838 (introduced after the release of 3.1.0)
841 * added support for dumping small-sized level sketches from editor
844 * added recognition of "trigger element" for "change digged element to"
845 (this is not really what the "trigger element" was made for, but its
846 use may seem obvious for leaving back digged elements unchanged)
849 * fixed multiple warnings about failed joystick device initialization
852 * fixed bug with dynamite dropped on top of just dropped custom element
853 (collect dynamite, collect CE, drop CE => dynamite was also dropped);
854 dynamite can still be dropped, but drop key must be released before
857 * fixed bug with wrong start directory when started from file browser
858 (due to this bug, R'n'D could not be started from KDE's Konqueror)
861 * fixed bug causing "change when impact" on player not working
862 * fixed wrong priority of "hitting something" over "hitting <element>"
863 * fixed wrong priority of "hit by something" over "hit by <element>"
866 * fixed graphical bug which caused the player (being Murphy) to show
867 collecting animations although the element was collected by penguin
870 * fixed two bugs causing wrong door background graphics in system.c
871 (in functions "SetBackgroundBitmap()" and "DrawingOnBackground()")
874 * fixed graphic bug with exploding bomb and R'n'D graphics in EM engine
875 * added "no direction" to "walkable/passable from" selectbox options
878 * enhanced tape autoplay to accept "autoplay <set> [<nr> ...]" format
879 * in tape autoplay, not only report broken, but also missing tapes
882 * uploaded pre-release (test) version 3.2.0-2 binary and source code
885 * fixed small bug with "linear" animation not working for active lamp
888 * fixed bug with moving up despite gravity due to "block last field"
889 * fixed small bug with wrong draw offset when typing name in main menu
890 * when reading user names from "passwd", ignore data after first comma
891 * when creating new "levelinfo.conf", only write some selected entries
894 * fixed displaying "imported from/by" on preview with empty string
895 * fixed ignoring draw offset for fonts used for level preview texts
898 * fixed a delay problem with SDL and too many mouse motion events
899 * added setup option "skip levels" and level skipping functionality
902 * added move speed "not moving" for non-moving CEs, but with direction
905 * fixed mapping of obsolete element token names in "editorsetup.conf"
906 * fixed bug with sound "acid.splashing" treated as a loop sound
907 * fixed some little sound bugs in native EM engine
910 * fixed small bug when dragging scrollbars to end positions
913 * added editor element descriptions written by Aaron Davidson
916 * improved fallback handling when configured artwork is not available
917 (now using default artwork instead of exiting when files not found)
920 * fixed bug on level selection screen when dragging scrollbar
923 * fixed bug which caused broken tapes when appending to EM engine tapes
926 * uploaded pre-release (test) version 3.2.0-1 binary and source code
929 * added code to replace changed artwork config tokens with other tokens
930 (needed for backwards compatibility, so that older tokens still work)
933 * added native R'n'D graphics for some new EMC elements in EM engine
936 * fixed some bugs in the EM engine integration code
937 * changed EM engine code to allow diagonal movement
938 * changed EM engine code to allow use of separate snap and drop keys
941 * fixed some redraw bugs when using EM engine
944 * fixed bug with not converting RND levels which are set to use native
945 engine to native level structure when loading
948 * uploaded pre-release (test) version 3.2.0-0 binary and source code
951 * version number set to 3.2.0
954 * level data now reset to defaults after attempt to load invalid file
957 * added use of "editorsetup.conf" for different level sets
960 * added auto-detection for various types of Emerald Mine level files
963 * fixed bug with scrollbars getting too small when list is very large
966 * fixed bug with 3+3 (cross) sized explosion not making explosion sound
969 * added most level editor configuration gadgets for new EMC elements
972 * added more element and graphic definitions for new EMC elements
975 * modified native EM engine to use integrated R'n'D sound system
978 * added SDL support to graphics functions in native EM engine
979 (by always using generic libgame interface functions)
982 * fixed bug in frame synchronization in native EM engine
985 * added code to convert levels between R'n'D and native EM engine
988 * new Emerald Mine engine can now play levels selected in main menu
991 * fixed big memory leak in function "CreateBitmapWithSmallBitmaps()"
992 (which creates scaled down graphics for level editor and preview);
993 there's still a memory leak somewhere in the artwork handling code
994 * added "scale image up" functionality to X11 version of zoom function
997 * first attempts to integrate new, native Emerald Mine Club engine
1000 * fixed bug in gadget code which caused reset of CEs in level editor
1001 (example: pressing 'b' [grab brush] on CE config page erased values)
1002 (solution: check if gadgets in ClickOnGadget() are really mapped)
1003 * improved level change detection in editor (settings now also checked)
1004 * fixed bug with "can move into acid" and "don't collide with" state
1007 * fixed maze runner style CEs to use the configured move delay value
1010 * added Aaron Davidson's tutorial level set to the "Tutorials" section
1013 * fixed engine change that broke 3.0.8 levels like "Walpurgis Gardens"
1014 * fixed the above fix because it broke level set "machine" (*sigh*)
1015 * fixed random element placement in level editor to work as expected
1016 * fixed undefined graphic of runtime element "EL_AMOEBA_TO_DIAMOND"
1019 * re-recorded tape for BD2K3, level 010 (broken due to bugfix)
1022 * fixed bug (missing array boundary check) which caused broken tapes
1023 * fixed bug (when loading level template) which caused broken levels
1024 * fixed bug with new block last field code when using non-yellow player
1027 * fixed bug when pressing "stop, pause, stop, play" on tape recorder
1028 * internal change of how the player blocks the last field when moving
1029 * fixed blocking delay of last field for EM and SP style block delay
1030 * fixed bug where the player had to wait for the usual move delay after
1031 unsuccessfully trying to move, when he directly could move after that
1032 * the last two changes should make original Supaplex level 93 solvable
1033 * improved use of random number generator to make it less predictable
1034 * fixed behaviour of slippery SP elements to let slip left, then right
1037 * fixed bug with wrong door state after trying to quickload empty tape
1038 * fixed waste of static memory usage of the binary, making it smaller
1039 * fixed very little graphical bug in Supaplex explosion
1042 * version number set to 3.1.1
1045 * version 3.1.0 released
1048 * fixed bug with crash when writing user levelinfo.conf the first time
1051 * added option "convert LEVELDIR [NR]" to command line batch commands
1052 * re-converted Supaplex levels to apply latest engine fixes
1053 * changed "use graphic/sound of element" to "use graphic of element"
1054 due to compatibility problems with some levels ("bug machine" etc.)
1057 * fixed bug with CE change replacing player with same or other player
1060 * fixed bug with opaque font in envelope with background graphic when
1061 background graphic is not transparent itself
1064 * added "gravity on" and "gravity off" ports for Supaplex compatibility
1065 * corrected original Supaplex level loading code to use these new ports
1066 * also corrected Supaplex loader to auto-count infotrons if set to zero
1069 * fixed bug with missing initialization of "modified" flag for GEs
1072 * fixed bug that caused endless recursion loop when relocating player
1073 * fixed tape recorder bug in "step mode" when using "pause before end"
1074 * fixed tape recorder bug when changing from "warp forward" mode
1077 * fixed bug with "when touching" for pushed elements at last position
1080 * fixed bug that caused two activated toolbox buttons in level editor
1081 * fixed bug with exploding dynabomb under player due to other explosion
1084 * fixed bug with creating walkable custom element under player (again)
1085 * fixed bug with not copying explosion type when copying CEs in editor
1086 * fixed graphical bug when drawing player in setup menu (input devices)
1087 * fixed graphical bug when the player is pushing an accessible element
1088 * fixed bug with classic switchable elements triggering CE changes
1089 * fixed bug with entering/leaving walkable element in RelocatePlayer()
1090 * fixed crash bug when CE leaves behind the trigger player element
1093 * fixed bug with broken tubes after placing/exploding dynamite in them
1094 * fixed bug with exploding dynamite under player due to other explosion
1095 * fixed bug with not resetting push delay under certain circumstances
1098 * added option "handicap" for "levelinfo.conf" (thanks to Niko Böhm)
1099 * added network multiplayer code for Windows (thanks to Niko Böhm)
1102 * added option "reachable despite gravity" for gravity movement
1103 * changed gravity movement of most classic walkable and passable
1104 elements back to "not reachable" (for compatibility reasons)
1107 * fixed (removed) "indestructible" / "can explode" dependency in editor
1108 * fixed (removed) "accessible inside" / "protected" dependency
1109 * fixed (removed) "step mode" / "shield time" dependency
1112 * fixed dynabombs exploding now into anything diggable
1113 * fixed Supaplex style gravity movement into buggy base now impossible
1114 * added pressing key "space" as valid action to select menu options
1117 * added "replace when walkable" to relocate player to walkable element
1118 * added "enter"/"leave" event for elements affected by relocation
1119 * fixed "direct"/"indirect" change order also for "when change" event
1120 * fixed graphical bug when pushing things from elements walkable inside
1123 * fixed graphic bug when player is snapping while moving in old levels
1124 * fixed bug when a moving custom element leaves a player element behind
1125 * fixed bug with mole not disappearing when moving into acid pool
1126 * fixed bug with incomplete path setting when using "--basepath" option
1127 * moving CE can now leave walkable elements behind under the player
1128 * when relocating, player can be set on walkable element now
1129 * fixed another gravity movement bug
1132 * uploaded pre-release (test) version 3.1.0-2 binary and source code
1135 * added "collectible" and "removable" to extended replacement types
1136 (where "removable" replaces "diggable" and "collectible" elements)
1137 * added "collectible & throwable" (to throw element to the next field)
1138 * fixed bug with CEs digging elements that are just about to explode
1139 * changed mouse cursor now always being visible when game is paused
1142 * added possibility to push/press accessible elements from a side that
1144 * fixed bug with not setting actual date when appending to tape
1147 * fixed bug with incorrectly initialized custom element editor graphics
1150 * corrected set "Contributions_1995-2000/rnd_kjell_kristiansson":
1151 - number of levels corrected from 18 to 17 in "levelinfo.conf"
1154 * fixed bug with destroyed robot wheel still attracting robots forever
1155 * fixed bug with time gate switch deactivating after robot wheel time
1156 (while the time gate itself is not affected by this misbehaviour)
1157 * changed behaviour of BD style amoeba to always get blocked by player
1158 (before it was different when there were non-BD elements in level)
1159 * fixed bug with player destroying indestructable elements with shield
1162 * added option to make growing elements grow into anything diggable
1163 (for the various amoeba types, biomaze and "game of life")
1166 * fixed bug with movable elements not moving after left behind by CEs
1167 * changed gravity movement to anything diggable, not only sand/base
1168 * optionally allowing passing to walkable element, not only empty space
1169 * added option "can pass to walkable element" for players
1170 * finally fixed gravity movement (hopefully)
1173 * fixed bug with movable elements not moving anymore after falling down
1176 * fixed another bug with custom elements digging and leaving elements
1177 * fixed bug with "along left/right side" and automatic start direction
1178 * trigger elements now also displayed when "more custom" deactivated
1179 * fixed bug with clipboard element initialized when loading new level
1180 * added option "drop delay" to set delay before dropping next element
1183 * uploaded pre-release (test) version 3.1.0-1 binary and source code
1186 * added copy and paste functions for custom change pages
1187 * enhanced graphical display and functionality of tape recorder
1188 * fixed bug with custom elements digging and leaving elements
1191 * added move speed faster than "very fast" for custom elements
1192 * fixed bug with 3+3 style explosions and missing border content
1193 * fixed little bug when copying custom elements in the editor
1194 * enhanced custom element changes by more side trigger actions
1197 * added option "no scrolling when relocating" for instant teleporting
1198 * uploaded pre-release (test) version 3.1.0-0 binary and source code
1201 * added trigger element and trigger player to use as target elements
1202 * added copy and paste functions for custom and group elements
1205 * fixed graphical bug when displaying explosion animations
1206 * fixed bug when appending to tapes, resulting in broken tapes
1207 * re-recorded a few tapes broken by fixing gravity checking bug
1210 * "can move into acid" property now for all elements independently
1211 * "can fall into acid" property for player stored in same bitfield now
1212 * added option for deadliness of Supaplex 'sniksnak' and 'electron'
1213 * version number set to 3.1.0 (finally!)
1216 * changed tape recording to only record input, not programmed actions
1219 * fixed totally broken (every 8th frame skipped) step-by-step recording
1220 * fixed bug with requester not displayed when quick-loading interrupted
1221 * added option "can fall into acid (with gravity)" for players
1222 * fixed bug with player not falling when snapping down with gravity
1225 * fixed bug which messed up key config when using keypad number keys
1228 * fixed bug which allowed moving upwards even when gravity was active
1229 * fixed bug with missing error handling when dumping levels or tapes
1232 * added different colored editor graphics for Supaplex gravity tubes
1235 * fixed bug that allowed solvable tapes for unsolvable levels
1238 * use unlimited number of droppable elements when "count" set to zero
1239 * added option to use step limit instead of time limit for level
1242 * added player and change page as trigger for custom element change
1245 * fixed bug with exploding amoeba (explosion 3x3 instead of 1x1)
1248 * fixed bug with dark yamyam changing to acid when moving over acid
1249 * fixed handling of levels with more than 999 seconds level time
1250 (example: level 76 of "Denmine")
1253 * "spring push bug" reintroduced as configurable element property
1254 * fixed bug with missing properties for "mole"
1255 * fixed bug that showed up when fixing the above "mole" properties bug
1256 * added option "can move into acid" for all movable elements
1257 * fixed graphical bug for elements moving into acid
1258 * changed event handling to handle all pending events before going on
1261 * fixed bug which caused all CE change pages to be ignored which had
1262 the same change event, but used a different element side
1263 (reported by Simon Forsberg)
1265 * fixed bug which caused elements that can move and fall and that are
1266 transported by a conveyor belt to continue moving into that direction
1267 after leaving the conveyor belt, regardless of their own movement
1268 type; only elements which can not move are transported now
1269 (reported by Simon Forsberg)
1271 * fixed bug which could cause an array overflow in RelocatePlayer()
1272 (reported by Niko Böhm)
1274 * changed Emerald Mine style "passable / over" elements to "protected"
1275 (fixing unsolvable level 10 of "Bondmine 9" with bug beside gate)
1277 * added new option to select from which side a "walkable/passable"
1278 element can be entered
1281 * added explosion and ignition delay for elements that can explode
1284 * fixed bug which caused player not being protected against enemies
1285 when a CE was "walkable / inside" and was not "indestructible"
1286 * added "walkable/passable" fields to be "protected/unprotected"
1287 against enemies, even if not accessible "inside" but "over/under"
1290 * corrected move pattern to 32 bit and initial move direction to 8 bit
1293 * added second custom element base configuration page
1296 * added some special EMC mappings to Emerald Mine level loader
1297 (also covering previously unknown element in level 0 of "Bondmine 8")
1300 * added option to block last field when player is moving (for Supaplex)
1301 * adjusted push delay of Supaplex elements
1302 * removed delays for envelopes etc. when replaying with maximum speed
1303 * fixed bug when dropping element on a field that just changed to empty
1306 * fixed bug: infotrons can now smash yellow disks
1307 * fixed bug: when gravity active, port above player can now be entered
1308 * removed "one white dot" mouse pointer which irritated some people
1311 * added "choice type" for group element selection
1314 * fixed bug with initial invulnerability of non-yellow player
1317 * added level loader for loading native Supaplex packed levels
1318 (including multi-part levels like the "splvls99" levels)
1321 * fixed bug which allowed creating emeralds by escaping explosions
1324 * custom elements can change (limited) or leave (unlimited) elements
1325 * finally added multiple matches using group elements
1326 * added shortcut to dump brush (type ":DB" in editor) for use in forum
1329 * added new start movement type "previous" for continued CE movement
1330 * added new start movement type "random" for random CE movement start
1333 * added new element "sokoban_field_player" needed for Sokoban levels
1334 (thanks to Ed Booker for pointing this out!)
1337 * added elements that can be digged or left behind by custom elements
1340 * added group elements for multiple matches and random element creation
1343 * fixed some graphical errors displayed in old levels
1346 * fixed wrong double speed movement after passing closing gates
1349 * added level loader for loading native Emerald Mine levels
1352 * changes for "shooting" style CE movement
1355 * Happy New Year! ;-)
1358 * changed default snap/drop keys from left/right Shift to Control keys
1361 * fixed bug with dead player getting reanimated from custom element
1364 * fixed bug with wrong penguin graphics (when entering exit)
1367 * fixed bug with wrong "Murphy" graphics (when digging etc.)
1370 * version number set to 3.0.9
1373 * version 3.0.8 released
1376 * added function checked_free()
1379 * fixed bug with double nut cracking sound
1380 (by eliminating "default element action sound" assignment in init.c)
1383 * fixed crash when no music info files are available
1386 * fixed boring and sleeping sounds
1389 * added "maze runner" and "maze hunter" movement types
1390 * added extended collision conditions for custom elements
1393 * added warnings for undefined token values in artwork config files
1396 * added menu entry for level set information to the info screen
1399 * fixed bug with wrong default impact sound for colored emeralds
1402 * added several sub-screens for the info screen
1403 * menu text now also clickable (not only blue/red sphere left of it)
1406 * added configurable "bored" and "sleeping" animations for the player
1407 * added "awakening" sound for player when waking up after sleeping
1410 * added "copy" and "exchange" functions for custom elements to editor
1413 * added configurable element animations for info screen
1416 * added configurable music credits for info screen
1419 * finally fixed tape recording when player is created from CE change
1422 * added "editorsetup.conf" for editor element list configuration
1425 * added "musicinfo.conf" for menu and level music configuration
1428 * fixed a very nasty bug in dragon turning code in TurnRoundExt()
1429 (that only showed up on Linux, but not on Windows systems)
1432 * fixed turning movement of butterflies and fireflies (no frame reset)
1433 * enhanced sniksnak turning movement (two steps instead of only one)
1436 * version number set to 3.0.8
1439 * version 3.0.7 released
1442 * fixed reset of player animation frame when, for example,
1443 walking, digging or collecting share the same animation
1444 * fixed CE with "deadly when touching" exploding when touching amoeba
1447 * fixed tape recording when player is created from CE element change
1450 * introduced "turning..." action graphic for elements with move delay
1451 (non-CE: bug, spaceship, sniksnak, mole, pacman, yamyam)
1452 * added turning animations for bug, spaceship and sniksnak
1455 * prevent "extended" changed elements from delay change in same frame
1458 * fixed bug when pushing element that can move away to the side
1459 (like pushing falling elements, but now with moving elements)
1462 * finally fixed serious bug in code for delayed element pushing (again)
1465 * unavailable setup options now marked as "n/a" instead of "off"
1466 * new boolean directive "latest_engine" for "levelinfo.conf": when set
1467 to "true", levels are always played with the latest game engine,
1468 which is desired for levels that are imported from other games; all
1469 other levels are played with the engine version stored in level file
1470 (which is normally the engine version the level was created with)
1473 * fixed serious bug in code for delayed element pushing
1474 * fixed little bug in animation frame selection for pushed elements
1475 * speed-up of reading config file for verbose output
1478 * added configuration option for opening and closing Supaplex exit
1479 * added configuration option for moving up/down animation for Murphy
1480 * fixed incorrectly displayed animation for attacking dragon
1481 * fixed bug with not setting initial gravity for each new game
1482 * fixed bug with teleportation of player by custom element change
1483 * fixed bug with player not getting smashed by rock sometimes
1486 * version number set to 3.0.7
1489 * version 3.0.6 released
1492 * added support for MP3 music for SDL version through SMPEG library
1495 * fixed bug when initializing font graphic structure
1496 * fixed bug with animation mode "pingpong" when using only 1 frame
1497 * fixed bug with extended change target introduced in 3.0.5
1498 * fixed bug where passing over moving element doubles player speed
1499 * fixed bug with elements continuing to move into push direction
1500 * fixed bug with duplicated player when dropping bomb with shield on
1501 * added "switching" event for custom elements ("pressing" only once)
1502 * fixed switching bug (resetting flag when not switching but not idle)
1505 * fixed element tokens for certain file elements with ".active" etc.
1508 * version number set to 3.0.6
1511 * version 3.0.5 released
1514 * now four envelope elements available
1515 * font, background, animation and sound for envelope now configurable
1516 * main menu doors opening/closing animation type now configurable
1519 * active/inactive sides configurable for custom element changes
1520 * new movement type "move when pushed" available for custom elements
1523 * fixed bug in multiple config pages loader code that caused crashes
1526 * enhanced (remaining low-resolution) Supaplex graphics
1529 * version number set to 3.0.5
1532 * version 3.0.4 released
1534 2003-09-12 src/tools.c
1535 * fixed bug in custom definition of crumbled element graphics
1537 2003-09-11 src/files.c
1538 * fixed bug in multiple config pages code that caused crashes
1541 * version number set to 3.0.4
1544 * version 3.0.3 released
1547 * added music to Supaplex classic level set
1549 2003-09-07 src/libgame/misc.c
1550 * added support for loading various music formats through SDL_mixer
1552 2003-09-06 (various source files)
1553 * fixed several nasty bugs that may have caused crashes on some systems
1554 * added envelope content which gets displayed when collecting envelope
1555 * added multiple change event pages for custom elements
1557 2003-08-24 src/game.c
1558 * fixed problem with player animation when snapping and moving
1560 2003-08-23 src/screens.c, src/cartoons.c, src/libgame/toons.c
1561 * fixed problem with flickering when drawing toon animations
1563 2003-08-23 src/libgame/sdl.c
1564 * fixed problem with setting mouse cursor in SDL version in fullscreen
1566 2003-08-23 src/game.c
1567 * fixed bug (missing array boundary check) which could crash the game
1570 * version number set to 3.0.3
1573 * version 3.0.2 released
1575 2003-08-21 src/game.c
1576 * fixed bug with creating inaccessible elements at player position
1578 2003-08-20 src/init.c
1579 * fixed bug with not finding current level artwork directory
1581 2003-08-20 src/files.c
1582 * fixed bug with choosing wrong engine version when playing tapes
1583 * fixed bug with messing up custom element properties in 3.0.0 levels
1586 * version number set to 3.0.2
1589 * version 3.0.1 released
1591 2003-08-17 (no source files affected)
1592 * changed all "classic" PCX image files with 16 colors or less to
1593 256 color (8 bit) storage format, because the Allegro game library
1594 cannot handle PCX files with less than 256 colors (contributed
1595 graphics are not affected and might look wrong in the DOS version)
1597 2003-08-16 src/init.c
1598 * fixed bug which (for example) crashed the level editor when defining
1599 "dynamite.EDITOR: [NONE]", because graphics may not be undefined
1600 (only set to default) -- invalid graphics now set to default graphic
1602 2003-08-16 src/init.c
1603 * fixed graphical bug of player digging/collecting/snapping element
1604 when no corresponding graphic/animation is defined for this action,
1605 resulting in player being drawn as EL_EMPTY (which should only be
1606 done to elements being collected, but not to the player)
1608 2003-08-16 src/game.c
1609 * fixed small graphical bug of player not totally moving into exit
1611 2003-08-16 src/libgame/setup.c
1612 * fixed bug with wrong MS-DOS 8.3 filename conversion
1614 2003-08-16 src/tools.c
1615 * fixed bug with invisible mouse cursor when pressing ESC while playing
1617 2003-08-16 (various source files)
1618 * added another 128 custom elements (disabled in editor by default)
1620 2003-08-16 src/editor.c
1621 * fixed NULL string bug causing Solaris to crash in sprintf()
1623 2003-08-16 src/screen.c
1624 * fixed drawing over scrollbar on level selection with custom fonts
1626 2003-08-15 src/game.c
1627 * cleanup of simple sounds / loop sounds / music settings
1629 2003-08-08 (various source files)
1630 * added custom element property for dropping collected elements
1632 2003-08-08 src/conf_gfx.c
1633 * fixed bug with missing graphic for active red disk bomb
1635 2003-08-07 src/files.c, src/editor.c src/game.c, src/main.h
1636 * extended variable "level.gravity" to "level.initial_gravity" and
1637 "game.current_gravity" to prevent level setting from being changed
1638 by playing the level (keeping the runtime value after playing)
1640 * fixed graphics bug when digging element that has 'crumbled' graphic
1641 definition, but not 'diggable' graphic definition
1644 * version number set to 3.0.1
1647 * version 3.0.0 released
1650 * various bug fixes; among others:
1651 - fixed bug with pushing spring over empty space
1652 - fixed bug with leaving tube while placing dynamite
1653 - fixed bug with explosion of smashed penguins
1654 - allow Murphy player graphic in levels with non-Supaplex elements
1658 * I have forgotten to document changes for some time
1661 * pre-release version 2.2.0rc1 released
1664 * version number set to 2.1.2
1667 * version 2.1.1 released
1670 * version number set to 2.1.1
1673 * version 2.1.0 released
1676 * version number set to 2.1.0
1678 2002-04-03 to 2002-05-19 (various source files)
1679 * graphics, sounds and music now fully configurable
1680 * bug fixed that prevented walking through tubes when gravity on
1682 2002-04-02 src/events.c, src/editor.c
1683 * Make Escape key less aggressive when playing or when editing level.
1684 This can be configured as an option in the setup menu. (Default is
1685 "less aggressive" which means "ask user if something can be lost"
1686 when pressing the Escape key.)
1688 2002-04-02 src/screen.c
1689 * Added "graphics setup" screen.
1691 2002-04-01 src/screen.c
1692 * Changed "choose level" setup screen stuff to be more generic (to
1693 make it easier to add more "choose from generic tree" setup screens).
1695 2002-04-01 src/config.c, src/timestamp.h
1696 * Added source files "src/config.[ch]" and "src/timestamp.h" (which
1697 automatically gets created by "src/Makefile" and contains an actual
1698 compile-time timestamp to identify development versions of the game).
1700 2002-03-31 src/tape.c, src/events.c
1701 * Added quick game/tape save/load functions to tape stuff which can be
1702 invoked by a keyboard shortcut. Default: "F1" saves game/tape, "F2"
1703 loads previously recorded tape and directly goes into recording mode
1704 from the end of the tape (therefore appending to the tape).
1706 2002-03-31 src/tape.c
1707 * Added "index mark" function to tape recorder. When playing or
1708 recording, "eject" button changes to "index" button. Setting index
1709 mark is not yet implemented, but pressing index button when playing
1710 allows very quick advancing to end of tape (when normal playing),
1711 very fast forward mode (when playing with normal fast forward) or
1712 very fast reaching of "pause before end of tape" (when playing with
1713 "pause before end" playing mode).
1715 2002-03-30 src/cartoons.c
1716 * Moved some stuff from cartoons.c to the new "src/libgame/toons.c".
1718 2002-03-29 src/screen.c
1719 * Changed setup screen stuff to be more generic (to make it easier
1720 to add more setup screens).
1722 2002-03-23 src/main.c, src/main.h
1723 * Various changes due to the introduction of the new libgame files
1724 "setup.c" and "joystick.c".
1726 2002-03-23 src/files.c
1727 * Generic parts of "src/files.c" (mainly setup and level directory
1728 stuff) moved to new libgame file "src/libgame/setup.c".
1730 2002-03-23 src/joystick.c
1731 * File "src/joystick.c" moved to libgame source tree, with
1732 correspondig changes.
1734 2002-03-22 src/screens.c
1735 * "HandleChooseLevel()": Another bug in level series navigation fixed.
1736 (Wrong level series information displayed when entering main group.)
1738 2002-03-22 src/editor.c
1739 * Slight change to support new gadget event "GD_EVENT_INFO_LEAVING".
1741 2002-03-22 src/editor.c
1742 * Changed behaviour of "Escape" key in level editor to be more
1743 intuitive: When in "Element Properties" or "Level Info" mode,
1744 return to "Drawing Mode" instead of leaving the level editor.
1746 2002-03-21 src/game.c, src/editor.c, src/files.c
1747 * 2.0.1 introduced the corrected "Emerald Mine" style behaviour of
1748 gems (emeralds, diamonds, ...) slipping down from normal wall,
1749 steel wall and growing wall (as in E.M.C. style levels). Although
1750 the behaviour of contributed and private levels wasn't changed (due
1751 to the use of "level.game_version"; see previous entry), editing
1752 those levels will (of course) change the behaviour accordingly.
1754 This change seems a bit too hard after thinking about it, because
1755 the EM style behaviour is not the "expected" behaviour (gems would
1756 normally only slip down from "rounded" walls). Therefore this was
1757 now changed to an element property for gem style elements, with the
1758 default setting "off" (which means: no special EM style behaviour).
1759 To fix older converted levels, this flag is set to "on" for pre-2.0
1760 levels that are neither contributed nor private levels.
1762 2002-03-20 src/files.h
1763 * Corrected settings for "level.game_version" depending of level type.
1764 (Contributed and private levels always get played with game engine
1765 version they were created with, while converted levels always get
1766 played with the most recent version of the game engine, to let new
1767 corrections of the emulation behaviour take effect.)
1769 2002-03-20 src/main.h
1770 * Added "#include <time.h>". This seems to be needed by "tape.c" for
1771 compiling the SDL version on some systems.
1772 Thanks to the several people who pointed this out.
1775 * Version number set to 2.0.2.
1778 * Version 2.0.1 released.
1780 2002-03-18 src/screens.c
1781 * "HandleChooseLevel()": Small bug in level series navigation fixed.
1783 2002-03-18 src/files.c [src/libgame/misc.c]
1784 * Moved some common functions from src/files.c to src/libgame/misc.c.
1786 2002-03-18 src/files.c [src/libgame/misc.c]
1787 * Changed permissions for new directories and saved files (especially
1788 score files) according to suggestions of Debian users and mantainers.
1789 Thanks to Drew Parsons <dparsons@emerall.com> for the patch.
1791 2002-03-17 src/files.c
1792 * Changed "{Load|Save}{Level|Tape}()" to IFF style file format:
1793 Replaced "cookie" header string ("ROCKSNDIAMONDS_...\n") with
1794 real IFF style header "RND1....XXXX" (where "XXXX" is "CAVE"
1795 for levels and "TAPE" for tapes). Old "cookie" style format is
1796 still supported for reading. New level and tape files are written
1799 * New IFF chunk "VERS" contains version numbers for file and game
1800 (where "game version" is the version of the program that wrote the
1801 file, and "file version" is a version number to distinguish files
1802 with different format, for example after adding new features).
1804 2002-03-15 src/screen.c
1805 * "DrawHallOfFame()": "FadeSounds()" when entering the hall of fame.
1806 (Before, you heard a mixture of the in-game music and the
1807 hall-of-fame music.)
1809 2002-03-14 src/events.c
1810 * Function "DumpTape()" (files.c) now available by pressing 't' from
1811 main menu (when in DEBUG mode).
1813 2002-03-14 src/game.c
1814 * "GameWon()": When game was won playing a tape, now there is no delay
1815 raising the score and no corresponding sound is played.
1817 2002-03-14 src/files.c
1818 * Changed "LoadTape()" for real chunk support and also adjusted
1819 "SaveTape()" accordingly.
1821 2002-03-14 src/game.c, src/tape.c, src/files.c
1822 * Important changes to tape format: The old tape format stored all
1823 actions with a real effect with a corresponding delay between the
1824 stored actions. This had some major disadvantages (for example,
1825 push delays had to be ignored, pressing a button for some seconds
1826 mutated to several single button presses because of the non-action
1827 delays between two action frames etc.). The new tape format just
1828 stupidly records all device actions and replays them later. I really
1829 don't know why I haven't solved it that way before?! Old-style tapes
1830 (with tape file version less than 2.0) get converted to the new
1831 format on-the-fly when loading and can therefore still be played;
1832 only some minor parts of the old-style tape handling code was needed.
1833 (A perfect conversion is not possible, because there is information
1834 missing about the device actions between two action frames.)
1836 2002-03-14 src/files.c
1837 * New function "DumpTape()" to dump the contents of the current tape
1838 in a human readable format.
1840 2002-03-14 src/game.c
1841 * Small tape bug fixed: When automatically advancing to next level
1842 after a game was won, the tape from the previous level still was
1843 loaded as a tape for the new level.
1845 2002-03-14 src/tape.c
1846 * Small graphical bug fixed: When pressing ""Record" or "Play" on
1847 tape, cartoons did not get completely removed because
1848 StopAnimation() was not called.
1850 2002-03-13 src/files.c
1851 * Changed "LoadLevel()" and "SaveLevel()" to add new chunk "CNT2".
1852 Fixed bug of "CONT" and "BODY" (chunk size was set to 8-bit element
1853 size even when using 16-bit elements). Added new chunk "CNT2" for
1854 16-bit amoeba content (previously written in 8-bit field in "HEAD"
1855 chunk even when content was 16-bit element). "CNT2" should now be
1856 able to store content for arbitrary elements (up to eight blocks of
1857 3 x 3 element arrays). All "CNT2" elements will always be stored as
1858 16-bit elements. "CONT" (with 8/16-bit elements) now obsolete.
1860 2002-03-13 src/files.c
1861 * Changed "LoadLevel()" for real chunk support.
1863 2002-03-12 src/game.c
1864 * Fixed problem (introduced after 2.0.0 release) with penguins
1865 not getting killed by enemies
1867 2002-02-24 src/game.c, src/main.h
1868 * Added "player->is_moving"; now "player->last_move_dir" does
1869 not contain any information if the player is just moving at
1871 Before, "player->last_move_dir" was misused for this purpose
1872 for the robot stuff (robots don't kill players when they are
1873 moving). But setting "player->last_move_dir" to MV_NO_MOVING
1874 broke tapes when walking through pipes!
1875 ("IS_MOVING()" uses "MovPos[][]", but this fails when it is 0
1876 in a continuous movement. This fact is ignored for friends and