2 * cleanup of game panel elements (some elements were not really needed)
3 * added displaying of gravity state (on/off) as new game panel control
6 * added new pseudo game mode "PANEL" to define panel fonts and graphics
7 - panel fonts now use ".PANEL" suffix instead of ".PLAYING" suffix
8 - panel graphics now use ".PANEL" suffix instead of ".DOOR" suffix
9 (else graphics would have to use ".PLAYING", which would be confusing)
10 * fixed bug when fading out to game screen with border mask defined
13 * added attribute ".tile_size" for element style game panel controls
16 * added <space> key as additional valid key to use for confirm requester
19 * improved menu fading, adding separate fading definitions for entering
20 and leaving a "content" screen (in general), and optional definitions
21 for the special "content" screens SCORES, EDITOR, INFO and PLAYING
24 * added (currently invisible) setup option to define scroll delay value
25 * fixed small bug in priority handling when auto-detecting level start
26 position in levels without player element (but player from CE etc.)
27 * added option "game.forced_scroll_delay_value" to override user choice
28 of scroll delay value for certain level sets with "graphicsinfo.conf"
29 * replaced setup option "scroll delay: on/off" by new setup option that
30 directly allows selecting the desired scroll delay value from 0 to 8
33 * added displaying of most game panel control elements (not animated)
36 * added new configuration directives to display additional game engine
37 values on the game control panel, like the following examples:
38 - game.panel.time_hh/time_mm/time_ss - level time in HH/MM/SS format
39 - game.panel.penguins - number of penguins to rescue
40 - game.panel.level_name - level name of current level
43 * added support for preview tile sizes "1" and "2" (1x1 and 2x2 pixels)
46 * added new player option "no centering when relocating" for "invisible"
47 teleportations to level areas that look exactly the same, giving the
48 illusion that the player did not relocate at all (this was the default
49 since 3.2.3, but caused visual problems with room creation in "Zelda")
50 * added new menu fading effect "melt", shamelessly stolen from "DOOM"
53 * improved menu fading, adding separate fading definitions for entering
54 and leaving a menu and for fading between menu and "content" screens
55 * fixed small bug with recognizing also ".font_xyz" style definitions
58 * improved menu fading, adding separate fading definitions for fading
59 between menu screens and fading between menu and "destination" screens
62 * titlemessage_initial_x and titlemessage_x set to "[DEFAULT]" in static
63 configuration (set from "[titlemessage_initial]" and "[titlemessage]")
64 * fading settings of "[titlemessage_initial]" and "[titlemessage]" set
65 to "[DEFAULT]" in static configuration (set from "[title_initial]" and
67 * improved title fading, allowing fading animation types "none", "fade"
68 and "crossfade" (including cross-fading of last title to main menu)
71 * added configurability of graphics, sounds and music for title screens,
72 which are separated into initial title screens (only shown once at
73 program startup) and title screens shown for a given level set; these
74 title screens can be composed of up to five title images and up to
75 five title text messages (each drawn using an optional background
76 image), also using background music and/or sounds; aspects like
77 background images, sounds and music of title screens can either be
78 defined generally (valid for all title screens) or specifically (and
79 therefore differently for each title screen) using these directives:
81 to define a background image, sound or music file for all screens:
82 - background.TITLE_INITIAL (for all title screens for game startup)
83 - background.TITLE (for all title screens for level sets)
85 to define a background image, sound or music file for a single screen:
86 - background.titlescreen_initial_x (with x in 1,2,3,4,5)
87 - background.titlescreen_x (with x in 1,2,3,4,5)
88 - background.titlemessage_initial_x (with x in 1,2,3,4,5)
89 - background.titlemessage_x (with x in 1,2,3,4,5)
91 to define the title screen images:
92 - titlescreen_initial_x (with x in 1,2,3,4,5)
93 - titlescreen_x (with x in 1,2,3,4,5)
95 to define the title text messages, place text files into the level set
96 directory that have the following file names:
97 - titlemessage_initial_x.txt (with x in 1,2,3,4,5)
98 - titlemessage_x.txt (with x in 1,2,3,4,5)
100 to define the properties of the text messages, either use directives
101 that affect all text messages:
102 - [titlemessage_initial].<suffix>
103 - [titlemessage].<suffix>
104 or use directives that affect single text messages:
105 - titlemessage_initial_x.<suffix> (with x in 1,2,3,4,5)
106 - titlemessage_x.<suffix> (with x in 1,2,3,4,5)
108 valid values for <suffix> are the same as for readme.<suffix> below;
109 use ".sort_priority" (default: 0) to define an arbitrary order for
110 title images and title messages (which can therefore be mixed)
113 * added full configurability of "readme.txt" screen appearance:
114 - readme.x: <left position used with alignment>
115 - readme.y: <top position>
116 - readme.width: <maximim text width in pixels>
117 - readme.height: <maximum text height in pixels>
118 - readme.chars: <maximum number of chars per line>
119 - readme.lines: <maximum number of lines displayed>
120 - readme.align: left,center,right (default: center)
121 - readme.top: top,middle,bottom (default: top)
122 - readme.font: font name
123 - readme.autowrap: true,false (default: true)
124 - readme.centered: true,false (default: false)
125 - readme.parse_comments: true,false (default: true)
126 - readme.sort_priority: (not used here, but only for title screens)
127 when "readme.chars" and/or "readme.lines" is set to "-1" (this is the
128 default), they are automatically determined from "readme.width" and
129 "readme.height" accordingly; when they are not "-1", they have
130 precedence over "readme.width" and "readme.height"
131 * added internal ad-hoc config settings for displaying text files like
132 title messages or "readme.txt" style level set info files:
133 - .font: font name (default: readme.font)
134 - .autowrap: true,false (default: readme.autowrap)
135 - .centered: true,false (default: readme.centered)
136 - .parse_comments: true,false (default: readme.parse_comments)
137 (the leading '.' and the separating ':' are mandatory here); to use
138 these ad-hoc settings, they have to be written inside a comment, like
139 "# .autowrap: false" or "# .centered: true"; these settings then
140 override the above global settings (they can even be used more than
141 once, like "# .centered: true", then some text that should be drawn
142 centered, then "# .centered: false" to go back to non-centered text;
143 important note: after using "# .parse_comments: false", or when using
144 "readme.parse_comments: false", detecting and parsing comments inside
145 the file is disabled and comments are just printed like normal text;
146 also be aware that all automatic text size calculations are done with
147 the font defined in "readme.font", while using different fonts using
148 "# .font: <font>" inside the text file may cause unexpected results
151 * changed some numerical limits in the level editor from 255 to 999
154 * added option "system.sdl_videodriver" to select SDL video driver
155 * added output of SDL video and audio driver to "version info" page
158 * added group element drawing to IntelliDraw drawing functions
159 * fixed animation resetting problem again (last try broke Snake Bite)
160 * fixed diagonal scrolling in screen scrolling (last try broke Pac Man)
163 * added new (special) "include: <filename>" directive that works in all
164 configuration files (like "graphicsinfo.conf") and that has the same
165 effect as if that directive would be replaced with the content of the
166 specified file (this can be useful to split large configuration files
167 into several smaller ones and include them from one main file, or to
168 store configuration settings that always stay the same into a separate
169 file, while including it and only add those parts that really change)
172 * fixed minor bug (screen redraw of player tiles) in EMC graphics engine
175 * fixed bug in "InitMovingField()" where treating an integer array as
176 boolean caused wrong resetting of animations while elements are moving
177 * fixed problem with resetting animations when starting element change
180 * added sort priority for order of title screens and title messages
183 * changed end of game again: do not wait for the user to press a key
184 anymore, but directly ask/confirm tape saving and go to hall of fame
185 * re-enabled quitting of lost game by pressing space or return again
186 * added blanking of mouse pointer when displaying title screens
187 * added remaining menu draw offset definitions for info sub-screens
190 * added setup option to select game speed (from very slow to very fast)
191 * improved handling of title text messages (initial and for level set)
194 * added new options "auto-wrap" and "centered" for DC2 style envelopes
197 * fixed displaying and typing of player name when it is centered
198 * added special characters to be allowed for player name (not only A-Z)
201 * fixed blit in ScrollLevel() to same bitmap to not overlap anymore
202 (newer versions of the SDL library seem to not like this anymore)
205 * added code for configuration directives for control of game panel
208 * fixed small cosmetical bug with underlining property tabs in editor
211 * fixed small drawing bug in X11FadeRectangle
212 * added new elements for newly supported Diamond Caves II levels:
213 - EM/DC style exits that disappear after passing
214 - white key and gate (one white key needed for each white gate)
215 - fake gate (there is no key to open/pass this kind of gate!)
216 - extended magic wall which also handles pearls and crystals
220 * changed maximum value for endless loop detection to a higher value
221 (some levels really used very deep recursion without being endless)
224 * added new elements for newly supported Diamond Caves II levels:
225 - growing steel walls
226 - snappable land mine
229 * added new elements for newly supported Diamond Caves II levels:
230 - steel text elements
233 * added level file loader for native Diamond Caves II levels
236 * version number set to 3.2.4
239 * version 3.2.3 released
242 * fixed malloc/free bug when updating EMC artwork entries in level list
243 * added workaround (warning and request to quit the current game) when
244 changing elements cause endless recursion loop (which would otherwise
245 freeze the game, causing a crash-like program exit on some systems)
248 * fixed nasty string overflow bug when entering too long envelope text
251 * added feedback sounds for menu navigation "menu.item.activating" and
252 "menu.item.selecting" (for highlighting and executing menu entries)
255 * improved "no scrolling when relocating" to also consider scroll delay
256 (meaning that the player is not automatically centered in this case;
257 this makes it possible to "invisibly" relocate the player to a region
258 of the level playfield which looks the same as the old level region)
259 * fixed bug with not recognizing "main.input.name.align" when active
262 * fixed bug with displaying masked borders over title screens when
263 screen fading is disabled
266 * fixed infinite loop / crash bug when killing the player while having
267 a CE with the setting "kill player X when explosion of <player X>"
268 * added special editor graphic for "char_space" to distinguish it from
269 "empty_space" when editing a level (in-game graphics still the same)
272 * fixed nasty bug with initialization only done for the first player
275 * small change to handle loading empty element/content list micro chunks
278 * uploaded pre-release (test) version 3.2.3-0 binary and source code
281 * some optimizations on startup speed by reducing initial text output
284 * added caching of custom artwork information for faster startup times
287 * fixed graphical bug when using fewer menu entries on level selection
288 screen than usual (with "menu.list_size.LEVELS" directive)
289 * fixed crash bug (Windows/SDL only) caused by BlitBitmap blitting from
290 the backbuffer to the backbuffer by error (with identical rectangle)
293 * fixed bug when displaying titlescreen with size less than element tile
294 * fixed bug that caused elements with "change when digging <e>" event
295 to change for _every_ digged element, not only those specified in <e>
296 * fixed bug that caused impact style collision when dropping element one
297 tile over the player that can both fall down and smash players
298 * fixed bug that caused impact style collision when element changed to
299 falling/smashing element over the player immediately after movement
302 * fixed bug that allowed making engine snapshots from the level editor
305 * fixed bugs with player name and current level positions on main screen
308 * added configuration directives for control of title screens:
309 - "title.fade_delay" for fading time
310 - "title.post_delay" for pause between screens (when not crossfading)
311 - "title.auto_delay" to automatically continue after some time
312 these settings can each be overridden by specifying them with titles:
313 - "titlescreen_initial_{1-5}.{fade_delay,post_delay,auto_delay}"
314 - "titlescreen_{1-5}.{fade_delay,post_delay,auto_delay}"
315 fading mode can also be specified:
316 - "titlescreen_initial_{1-5}.anim_mode: {fade,crossfade}
317 - "titlescreen_{1-5}.anim_mode: {fade,crossfade}
318 default is using normal fading for menues and initial title screens,
319 while using cross-fading for level set title screens
320 * fixed bug with background not drawn in Hall of Fame after game was won
323 * added configuration directives for the remaining main menu items
326 * added additional configuration directives for info screen draw offset:
327 menu.draw_{x,y}offset.INFO[{ELEMENTS,MUSIC,CREDITS,PROGRAM,LEVELSET}]
328 * added additional configuration directives for preview info text
329 * limited mouse wheel sensitive screen area to scrollable screen area
332 * added highlighted menu text entries to menu navigation when selected
335 * fixed bug that prevented player from correctly being created in the
336 top left corner by a custom element change in a level without player
337 * fixed bug that prevented player from being killed when indestructible,
338 non-walkable element is placed on player position by extended change
339 * added configurable menu button, text and input positions to main menu
342 * added page fading effects for remaining info sub-screens
343 * fixed small bug that caused some delays when answering door request
346 * added directives "border.draw_masked.*" for menu/playfield area and
347 door areas to display overlapping/masked borders from "global.border"
350 * fixed bug with CE with move speed "not moving" not being animated
351 * when changing player artwork by CE action, reset animation frame
354 * fixed bug with not unmapping main menu screen gadgets on other screens
355 * fixed bug with un-pausing a paused game by releasing still pressed key
356 * fixed bug with not redrawing screen when toggling to/from fullscreen
357 mode while fast reloading tape (without redrawing playfield contents)
358 * fixed bug with quick-saving tape snapshot despite answering with "no"
361 * version number set to 3.2.3
364 * version 3.2.2 released
367 * fixed bug with redrawing screen in fullscreen mode after quick tape
368 reloading when using the EMC game engine
369 * changed token names from "last_ce_[1-8]" to "prev_ce_[1-8]"
372 * fixed bug in GameWon() when level contains no exit (like in Sokoban)
375 * added engine snapshot functionality for instant tape reloading (this
376 only works for the last tape saved using "quick save", and does not
377 work across program restarts, because it completely works in memory)
380 * version number set to 3.2.2
383 * version 3.2.1 released
386 * fixed nasty bugs with handling error message file on Mac OS X systems
389 * general code cleanup (removing many annoying "#if 0" blocks etc.)
392 * fixed bug that caused broken tapes when manually appending to tapes
393 using the "pause before death" functionality, followed by recording
394 * added setup option to disable fading of screens for faster testing
397 * code cleanup of new fading functions
400 * changed behaviour after solved game -- do not immediately stop engine
401 * added some more smooth screen fadings (game start, hall of fame etc.)
404 * fixed bug with displaying pushed CE with value/score/delay anim_mode
407 * added configurable level preview position, tile size and dimensions
408 * added configurable game panel value positions (gems, time, score etc.)
411 * fixed small bug with time displayed incorrectly when collecting CEs
414 * fixed bug with bumpy scrolling with EM engine in double player mode
417 * added compatibility code to fix "Snake Bite" style levels that were
418 broken due to a bugfix regarding EL_SOKOBAN_FIELD_PLAYER in 3.2.0
421 * fixed bug with scrollbars inside editor when using the Windows mouse
422 enhancement tool "True X-Mouse" (which injects key events to the event
423 queue to insert selected stuff into the Windows clipboard, which gets
424 confused with the "Insert" key for jumping to the last editor cascade
425 block in the element list)
426 * added Rocks'n'Diamonds icon for use as window icon to SDL version
427 * added key shortcut "Alt + Enter" to toggle fullscreen mode at any time
430 * added selection of preferred fullscreen mode to setup / graphics menu
431 (useful if default mode 800 x 600 does not match screen aspect ratio)
434 * improved down-scaling of images for better editor and preview graphics
435 * changed user data directory for Mac OS X from Unix style to new place
438 * improved level number selection in main menu and player selection in
439 setup menu (input devices section) by using standard button gadgets
440 * added support for mouse scroll wheel (caused buggy behaviour before)
441 * added support for scrolling horizontal scrollbars with mouse wheel by
442 holding "Shift" key pressed while scrolling the wheel
443 * added support for single step mouse wheel scrolling by holding "Alt"
444 key pressed while scrolling the wheel (can be combined with "Shift")
445 * changed output file "stderr.txt" on Windows platform now always to be
446 created in the R'n'D sub-directory of the personal documents directory
447 * added Windows message box to direct to "stderr.txt" after error aborts
450 * improved general scrollbar handling (when jump-scrolling scrollbars)
453 * changed scrollbars to always show last line as first after scrolling
454 (that means jumping n - 1 screen lines instead of n screen lines)
457 * fixed level versions of EMC level loader (from V4 to V1, V2 and V3)
458 * fixed level time for EMC levels for V2 engine (V2 and V5 levels)
459 * fixed special handling of vertically stacked acid becoming fake acid
462 * fixed bug (very special case) with CE_SCORE_GETS_ZERO, which can
463 affect multiple instances of the same CE, although this kind of
464 change condition usually only affects one single custom element
467 * version number set to 3.2.1
470 * version 3.2.0 released
473 * reorganized level editor element list a bit to match engines better
476 * fixed newly introduced bug with wrongly initializing clipboard element
479 * fixed bug with displaying visible/invisible level border in editor
482 * reorganized some elements in the level editor element list
485 * fixed bug with displaying any player as "yellow" when moving into acid
486 * fixed bug with displaying running player when player stopped at border
489 * fixed bug with player exploding when moving into acid
490 * fixed bug with level settings being reset in editor and when playing
491 (some compatibility settings being set not only after level loading)
492 * fixed crash bug when number of custom graphic frames was set to zero
493 * fixed bug with teleporting player on walkable tile not working anymore
494 * added partial compatibility support for pre-release-only "CONF" chunk
495 (to make Alan Bond's "color cycle" demo work again :-) )
498 * fixed some bugs when displaying title screens from info screen menu
499 * fixed bug which caused EMC doors #5 to #8 to be passable without keys
502 * changed file major version to 3 to reflect level file format changes
503 * uploaded pre-release (test) version 3.2.0-8 binary and source code
506 * added new chunk "NAME" to level file format for level name settings
507 * added new chunk "NOTE" to level file format for envelope settings
508 * changed name of chunk "CONF" to "ELEM" (for normal element settings)
509 * updated magic(5) file to recognize changed and new level file chunks
510 * removed change events "change when CE value/score changes" as unneeded
513 * changed gravity (which only affects the player) from level property
514 to player property (only makes a difference in multi-player levels)
515 * added change events "change when CE value/score changes"
516 * added change events "change when CE value/score changes of <element>"
519 * added new chunk "INFO" to level file format for global level settings
520 * added all element settings from "HEAD" chunk to "CONF" chunk
521 * added all global level settings from "HEAD" chunk to "INFO" chunk
524 * changed level file format by adding two new chunks "CUSX" (for custom
525 elements, replacing the previous "CUS4" chunk) and "GRPX" (for group
526 elements, replacing the previous "GRP1" chunk); these new IFF style
527 chunks use the new and flexible "micro chunks inside chunks" technique
528 already used with the new "CONF" chunk (for normal element properties)
529 which makes it possible to easily extend the existing level format
530 (instead of using fixed-length chunks like before, which are either
531 too big due to reserved bytes for future use, or too small when those
532 reserved bytes have all been used and even more data should be stored,
533 requiring the replacement by new and larger chunks just like it went
534 with "CUS1" to "CUS4"); this whole problem now does not exist anymore
537 * added credits pages to the "credits" section that were really missing
538 * added some missing element descriptions to the level editor
539 * added down position of switchgate switch to the level editor
540 and allowed the use of both switch positions at the same time
541 * changed use of "Insert" and "Delete" keys to navigate element list in
542 level editor to start of previous or next cascading block of elements
545 * added the possibility to view the title screen to the info screen menu
546 * fixed some minor bugs with viewing title screens
549 * fixed bug with title (cross)fading in/out when using fullscreen mode
552 * fixed bug that forced re-defining of menu settings in local graphics
553 config file which are already defined in existing base config file
554 * fixed small bug that caused door sounds playing when music is enabled
557 * added the possibility to define up to five title screens for each
558 level set that are displayed after loading using (cross)fading in/out
559 (this was added to display the various start images of the EMC sets)
562 * added "CE score gets zero [of]" to custom element trigger conditions
563 * added setup option to display element token name in level editor
566 * added compatibility code for Juergen Bonhagen's menu artwork settings
569 * fixed bug with displaying wrong animation frame 0 after CE changes
570 * fixed bug with creating invisible elements when light switch is on
573 * added selection between ECS and AGA graphics for EMC levels to setup
576 * adjusted font handling for various narrow EMC style fonts
579 * changed EM engine behaviour back to re-allow initial rolling springs
582 * fixed handling of over-large selectboxes (less error-prone now)
583 * fixed bug when creating GE with walkable element under the player
586 * added use of "Insert" and "Delete" keys to navigate element list in
587 level editor to start of custom elements or start of group elements
588 * added virtual elements to access CE value and CE score of elements:
589 - "CE value of triggering element"
590 - "CE score of triggering element"
591 - "CE value of current element"
592 - "CE score of current element"
595 * fixed "grass" to "sand" in older EM levels (up to file version V4)
598 * changed behaviour of network games with internal errors (because of
599 different client frame counters) from immediately terminating R'n'D
600 to displaying an error message requester and stopping only the game
601 (also to prevent impression of crashes under non command-line runs)
602 * fixed playing network games with the EMC engine (did not work before)
603 * fixed bug with not scrolling the screen in multi-player mode with the
604 focus on player 1 when all players are moving in different directions
605 * fixed bug with keeping pointer to gadget even after its deallocation
606 * fixed bug with allowing "focus on all players" in network games
607 * fixed bug with player focus when playing tapes from network games
610 * uploaded pre-release (test) version 3.2.0-7 binary and source code
613 * code cleanup for game action control for R'n'D and EMC game engine
616 * fixed bug in multi-player movement with focus on both players
617 * added option to control only the focussed player with all input
620 * added player focus switching to level tape recording and re-playing
623 * fixed some bugs in player focus switching in EMC and RND game engine
626 * added special Supaplex animations for Murphy digging and snapping
627 * added special Supaplex animations for Murphy being bored and sleeping
630 * added four new yam yams with explicit start direction for EMC engine
631 * fixed bug in src/libgame/text.c with printing text outside the window
634 * fixed small bug in EMC level loader (copyright sign in EM II levels)
637 * added delayed ignition of EM style dynamite when used in R'n'D engine
638 * added limited movement range to EMC engine when focus on all players
641 * fixed bug with missing (zero) score values for native Supaplex levels
644 * added "continuous snapping" (snapping many elements while holding the
645 snap key pressed, without releasing the snap key after each element)
646 as a new player setting for more compatibility with the classic games
649 * finished scrolling for "focus on all players" in EMC graphics engine
652 * level sets with "levels: 0" are ignored for levels, but not artwork
653 * fixed bug when scanning empty level group directories (endless loop)
656 * fixed bug with explosion graphic for player using "Murphy" graphic
657 * fixed bug with explosion graphic if player leaves explosion in time
658 * changed some descriptive text in setup menu to use medium-width font
659 * added key shortcut settings for switching player focus to setup menu
662 * fixed bug with random value initialization when recording tapes
663 * fixed bug with playing single player tapes when team mode activated
666 * fixed little bug when trying to switch to player that does not exist
669 * added player switching (visual and quick) to R'n'D and EM game engine
670 * added setup option to select visual or quick in-game player switching
673 * added use of "Home" and "End" keys to handle element list in editor
676 * fixed bug with adding score when playing tape with EMC game engine
677 * added steel wall border for levels using EMC engine without border
678 * finally fixed delayed scrolling in EMC engine also for small levels
681 * fixed potential crash bug in WarnBuggyBase() (missing boundary check)
684 * fixed bug with CE change order in TestIfElementTouchesCustomElement()
685 * fixed bug when displaying info element without action, but direction
688 * fixed minor graphical problems with springs smashing and slurping
689 (when using R'n'D style graphics instead of EMC style graphics)
692 * added scroll delay (as configured in setup) to EMC graphics engine
695 * improved screen redraw for EMC graphics engine (faster and smoother)
696 * when not scrolling, do not redraw the whole playfield if not needed
699 * added multi-player mode for EMC game engine (with up to four players)
702 * added android (can clone elements) from EMC engine to R'n'D engine
705 * added spring bumper (reflects spring) from EMC engine to R'n'D engine
708 * added selectbox for initial player speed to player settings in editor
711 * version 3.1.2 created that is basically version 3.1.1, but with a
712 major bug fixed that prevented editing your own private levels
713 * version 3.1.2 released
716 * added magic ball (creates elements) from EMC engine to R'n'D engine
719 * uploaded fixed pre-release version 3.2.0-6 binary and source code
722 * fixed bug when using "CE can leave behind <trigger element>"
723 * added new change condition "(after/when) creation of <element>"
724 * added new change condition "(after/when) digging <element>"
725 * fixed bug accessing invalid gadget that caused crashes under Windows
726 * deactivated new possibility for multiple CE changes per frame
729 * uploaded pre-release (test) version 3.2.0-6 binary and source code
732 * added animation types "ce_value" and "ce_score" to graphicsinfo.conf
733 * fixed bug with not keeping CE value for moving CEs with only action
734 * changed CE action selectboxes in editor to be only reset when needed
737 * added option "use artwork from element" for custom player artwork
738 * added option "use explosion from element" for player explosions
741 * added cascaded element lists in the level editor
742 * added persistence for cascaded element lists by "editorcascade.conf"
743 * added dynamic element list with all elements used in current level
744 * added possibility for multiple CE changes per frame (experimental)
747 * uploaded pre-release (test) version 3.2.0-5 binary and source code
750 * changed "score for each 10 seconds/steps left" to "1 second/step"
751 * added own score for collecting "extra time" instead of sharing it
752 * added change events "switched by player" and "player switches <e>"
753 * added change events "snapped by player" and "player snaps <e>"
754 * added "set player artwork: <element choice>" to CE action options
755 * added change event "move of <element>"
758 * added "set player shield: off / normal / deadly" to CE action options
759 * added new player option "use level start element" in level editor
760 to set the correct focus at level start to elements from which the
761 player is created later (this did not work before for cascaded CE
762 changes resulting in creation of the player; it is now also possible
763 to create the player from a yam yam which is smashed at level start)
766 * added "set player speed: frozen (not moving)" to CE action options
767 * added "move player: l/r/u/d/trigger/-trigger" to CE action options
770 * added new player option "block snap field" (enabled by default) to
771 make it possible to show a snapping animation like in Emerald Mine
774 * added dynamic selectboxes to custom element action settings in editor
775 * added "CE value" counter for custom elements (instead of "CE count")
776 * added option to use the last "CE value" after custom element change
777 * added option to use the "CE value" of other elements in CE actions
778 * fixed odd behaviour when pressing time orb in levels w/o time limit
779 * added checkbox "use time orb bug" for older levels that use this bug
782 * added missing configuration settings for the following elements:
783 - EL_TIMEGATE_SWITCH (time of open time gate)
784 - EL_LIGHT_SWITCH_ACTIVE (time of light switched on)
785 - EL_SHIELD_NORMAL (time of shield duration)
786 - EL_SHIELD_DEADLY (time of shield duration)
787 - EL_EXTRA_TIME (time added to level time)
788 - EL_TIME_ORB_FULL (time added to level time)
791 * added "wind direction" as a movement pattern for custom elements
792 * added initial wind direction for balloon / custom elements to editor
793 * added functionality for EL_BALLOON_SWITCH_NONE to R'n'D game engine
796 * added parameters for "game of life" and "biomaze" elements to editor
799 * added level file chunk "CONF" for generic level and element settings
802 * uploaded pre-release (test) version 3.2.0-4 binary and source code
805 * skip empty level sets (with "levels: 0"; may be artwork base sets)
806 * added sound action ".page[1]" to ".page[32]" for each CE change page
809 * added image config suffix ".clone_from" to copy whole image settings
810 * fixed bug with invalid ("undefined") CE settings in old level files
813 * fixed graphical bug with smashing elements falling faster than player
816 * fixed major bug which prevented private levels from being edited
817 * fixed bug with precedence of general and special font definitions
820 * fixed graphical bug with player animation when player moves slowly
823 * uploaded pre-release (test) version 3.2.0-3 binary and source code
826 * fixed bug which prevented "global.num_toons: 0" from working
829 * major code cleanup (removed all these annoying "#if 0" blocks)
832 * added custom element actions for CE change page in level editor
835 * fixed music initialization bug in init.c (thanks to David Binderman)
836 * fixed mouse wheel "button" bug in editor (thanks to Tomi Belan)
837 (this bug must probably be fixed at other places, too)
840 * fixed buggy '#include "SDL.h"' statements in src/libgame/sdl.h
841 (should be '#include <SDL.h>' instead)
844 * fixed bug which prevented "walkable from no direction" from working
845 (due to compatibility code overwriting this setting after loading)
848 * fixed bug on Mac OS X (use of reserved name "Random") in EM engine
851 * version number temporarily set to 3.1.1 (intermediate bugfix release)
852 * version 3.1.1 released
855 * changed some va_arg() arguments from 'long' to 'int', fixing problems
856 on 64-bit architecture systems with LP64 data model
859 * fixed bug with bombs not exploding when hitting the last level line
860 (introduced after the release of 3.1.0)
863 * added support for dumping small-sized level sketches from editor
866 * added recognition of "trigger element" for "change digged element to"
867 (this is not really what the "trigger element" was made for, but its
868 use may seem obvious for leaving back digged elements unchanged)
871 * fixed multiple warnings about failed joystick device initialization
874 * fixed bug with dynamite dropped on top of just dropped custom element
875 (collect dynamite, collect CE, drop CE => dynamite was also dropped);
876 dynamite can still be dropped, but drop key must be released before
879 * fixed bug with wrong start directory when started from file browser
880 (due to this bug, R'n'D could not be started from KDE's Konqueror)
883 * fixed bug causing "change when impact" on player not working
884 * fixed wrong priority of "hitting something" over "hitting <element>"
885 * fixed wrong priority of "hit by something" over "hit by <element>"
888 * fixed graphical bug which caused the player (being Murphy) to show
889 collecting animations although the element was collected by penguin
892 * fixed two bugs causing wrong door background graphics in system.c
893 (in functions "SetBackgroundBitmap()" and "DrawingOnBackground()")
896 * fixed graphic bug with exploding bomb and R'n'D graphics in EM engine
897 * added "no direction" to "walkable/passable from" selectbox options
900 * enhanced tape autoplay to accept "autoplay <set> [<nr> ...]" format
901 * in tape autoplay, not only report broken, but also missing tapes
904 * uploaded pre-release (test) version 3.2.0-2 binary and source code
907 * fixed small bug with "linear" animation not working for active lamp
910 * fixed bug with moving up despite gravity due to "block last field"
911 * fixed small bug with wrong draw offset when typing name in main menu
912 * when reading user names from "passwd", ignore data after first comma
913 * when creating new "levelinfo.conf", only write some selected entries
916 * fixed displaying "imported from/by" on preview with empty string
917 * fixed ignoring draw offset for fonts used for level preview texts
920 * fixed a delay problem with SDL and too many mouse motion events
921 * added setup option "skip levels" and level skipping functionality
924 * added move speed "not moving" for non-moving CEs, but with direction
927 * fixed mapping of obsolete element token names in "editorsetup.conf"
928 * fixed bug with sound "acid.splashing" treated as a loop sound
929 * fixed some little sound bugs in native EM engine
932 * fixed small bug when dragging scrollbars to end positions
935 * added editor element descriptions written by Aaron Davidson
938 * improved fallback handling when configured artwork is not available
939 (now using default artwork instead of exiting when files not found)
942 * fixed bug on level selection screen when dragging scrollbar
945 * fixed bug which caused broken tapes when appending to EM engine tapes
948 * uploaded pre-release (test) version 3.2.0-1 binary and source code
951 * added code to replace changed artwork config tokens with other tokens
952 (needed for backwards compatibility, so that older tokens still work)
955 * added native R'n'D graphics for some new EMC elements in EM engine
958 * fixed some bugs in the EM engine integration code
959 * changed EM engine code to allow diagonal movement
960 * changed EM engine code to allow use of separate snap and drop keys
963 * fixed some redraw bugs when using EM engine
966 * fixed bug with not converting RND levels which are set to use native
967 engine to native level structure when loading
970 * uploaded pre-release (test) version 3.2.0-0 binary and source code
973 * version number set to 3.2.0
976 * level data now reset to defaults after attempt to load invalid file
979 * added use of "editorsetup.conf" for different level sets
982 * added auto-detection for various types of Emerald Mine level files
985 * fixed bug with scrollbars getting too small when list is very large
988 * fixed bug with 3+3 (cross) sized explosion not making explosion sound
991 * added most level editor configuration gadgets for new EMC elements
994 * added more element and graphic definitions for new EMC elements
997 * modified native EM engine to use integrated R'n'D sound system
1000 * added SDL support to graphics functions in native EM engine
1001 (by always using generic libgame interface functions)
1004 * fixed bug in frame synchronization in native EM engine
1007 * added code to convert levels between R'n'D and native EM engine
1010 * new Emerald Mine engine can now play levels selected in main menu
1013 * fixed big memory leak in function "CreateBitmapWithSmallBitmaps()"
1014 (which creates scaled down graphics for level editor and preview);
1015 there's still a memory leak somewhere in the artwork handling code
1016 * added "scale image up" functionality to X11 version of zoom function
1019 * first attempts to integrate new, native Emerald Mine Club engine
1022 * fixed bug in gadget code which caused reset of CEs in level editor
1023 (example: pressing 'b' [grab brush] on CE config page erased values)
1024 (solution: check if gadgets in ClickOnGadget() are really mapped)
1025 * improved level change detection in editor (settings now also checked)
1026 * fixed bug with "can move into acid" and "don't collide with" state
1029 * fixed maze runner style CEs to use the configured move delay value
1032 * added Aaron Davidson's tutorial level set to the "Tutorials" section
1035 * fixed engine change that broke 3.0.8 levels like "Walpurgis Gardens"
1036 * fixed the above fix because it broke level set "machine" (*sigh*)
1037 * fixed random element placement in level editor to work as expected
1038 * fixed undefined graphic of runtime element "EL_AMOEBA_TO_DIAMOND"
1041 * re-recorded tape for BD2K3, level 010 (broken due to bugfix)
1044 * fixed bug (missing array boundary check) which caused broken tapes
1045 * fixed bug (when loading level template) which caused broken levels
1046 * fixed bug with new block last field code when using non-yellow player
1049 * fixed bug when pressing "stop, pause, stop, play" on tape recorder
1050 * internal change of how the player blocks the last field when moving
1051 * fixed blocking delay of last field for EM and SP style block delay
1052 * fixed bug where the player had to wait for the usual move delay after
1053 unsuccessfully trying to move, when he directly could move after that
1054 * the last two changes should make original Supaplex level 93 solvable
1055 * improved use of random number generator to make it less predictable
1056 * fixed behaviour of slippery SP elements to let slip left, then right
1059 * fixed bug with wrong door state after trying to quickload empty tape
1060 * fixed waste of static memory usage of the binary, making it smaller
1061 * fixed very little graphical bug in Supaplex explosion
1064 * version number set to 3.1.1
1067 * version 3.1.0 released
1070 * fixed bug with crash when writing user levelinfo.conf the first time
1073 * added option "convert LEVELDIR [NR]" to command line batch commands
1074 * re-converted Supaplex levels to apply latest engine fixes
1075 * changed "use graphic/sound of element" to "use graphic of element"
1076 due to compatibility problems with some levels ("bug machine" etc.)
1079 * fixed bug with CE change replacing player with same or other player
1082 * fixed bug with opaque font in envelope with background graphic when
1083 background graphic is not transparent itself
1086 * added "gravity on" and "gravity off" ports for Supaplex compatibility
1087 * corrected original Supaplex level loading code to use these new ports
1088 * also corrected Supaplex loader to auto-count infotrons if set to zero
1091 * fixed bug with missing initialization of "modified" flag for GEs
1094 * fixed bug that caused endless recursion loop when relocating player
1095 * fixed tape recorder bug in "step mode" when using "pause before end"
1096 * fixed tape recorder bug when changing from "warp forward" mode
1099 * fixed bug with "when touching" for pushed elements at last position
1102 * fixed bug that caused two activated toolbox buttons in level editor
1103 * fixed bug with exploding dynabomb under player due to other explosion
1106 * fixed bug with creating walkable custom element under player (again)
1107 * fixed bug with not copying explosion type when copying CEs in editor
1108 * fixed graphical bug when drawing player in setup menu (input devices)
1109 * fixed graphical bug when the player is pushing an accessible element
1110 * fixed bug with classic switchable elements triggering CE changes
1111 * fixed bug with entering/leaving walkable element in RelocatePlayer()
1112 * fixed crash bug when CE leaves behind the trigger player element
1115 * fixed bug with broken tubes after placing/exploding dynamite in them
1116 * fixed bug with exploding dynamite under player due to other explosion
1117 * fixed bug with not resetting push delay under certain circumstances
1120 * added option "handicap" for "levelinfo.conf" (thanks to Niko Böhm)
1121 * added network multiplayer code for Windows (thanks to Niko Böhm)
1124 * added option "reachable despite gravity" for gravity movement
1125 * changed gravity movement of most classic walkable and passable
1126 elements back to "not reachable" (for compatibility reasons)
1129 * fixed (removed) "indestructible" / "can explode" dependency in editor
1130 * fixed (removed) "accessible inside" / "protected" dependency
1131 * fixed (removed) "step mode" / "shield time" dependency
1134 * fixed dynabombs exploding now into anything diggable
1135 * fixed Supaplex style gravity movement into buggy base now impossible
1136 * added pressing key "space" as valid action to select menu options
1139 * added "replace when walkable" to relocate player to walkable element
1140 * added "enter"/"leave" event for elements affected by relocation
1141 * fixed "direct"/"indirect" change order also for "when change" event
1142 * fixed graphical bug when pushing things from elements walkable inside
1145 * fixed graphic bug when player is snapping while moving in old levels
1146 * fixed bug when a moving custom element leaves a player element behind
1147 * fixed bug with mole not disappearing when moving into acid pool
1148 * fixed bug with incomplete path setting when using "--basepath" option
1149 * moving CE can now leave walkable elements behind under the player
1150 * when relocating, player can be set on walkable element now
1151 * fixed another gravity movement bug
1154 * uploaded pre-release (test) version 3.1.0-2 binary and source code
1157 * added "collectible" and "removable" to extended replacement types
1158 (where "removable" replaces "diggable" and "collectible" elements)
1159 * added "collectible & throwable" (to throw element to the next field)
1160 * fixed bug with CEs digging elements that are just about to explode
1161 * changed mouse cursor now always being visible when game is paused
1164 * added possibility to push/press accessible elements from a side that
1166 * fixed bug with not setting actual date when appending to tape
1169 * fixed bug with incorrectly initialized custom element editor graphics
1172 * corrected set "Contributions_1995-2000/rnd_kjell_kristiansson":
1173 - number of levels corrected from 18 to 17 in "levelinfo.conf"
1176 * fixed bug with destroyed robot wheel still attracting robots forever
1177 * fixed bug with time gate switch deactivating after robot wheel time
1178 (while the time gate itself is not affected by this misbehaviour)
1179 * changed behaviour of BD style amoeba to always get blocked by player
1180 (before it was different when there were non-BD elements in level)
1181 * fixed bug with player destroying indestructable elements with shield
1184 * added option to make growing elements grow into anything diggable
1185 (for the various amoeba types, biomaze and "game of life")
1188 * fixed bug with movable elements not moving after left behind by CEs
1189 * changed gravity movement to anything diggable, not only sand/base
1190 * optionally allowing passing to walkable element, not only empty space
1191 * added option "can pass to walkable element" for players
1192 * finally fixed gravity movement (hopefully)
1195 * fixed bug with movable elements not moving anymore after falling down
1198 * fixed another bug with custom elements digging and leaving elements
1199 * fixed bug with "along left/right side" and automatic start direction
1200 * trigger elements now also displayed when "more custom" deactivated
1201 * fixed bug with clipboard element initialized when loading new level
1202 * added option "drop delay" to set delay before dropping next element
1205 * uploaded pre-release (test) version 3.1.0-1 binary and source code
1208 * added copy and paste functions for custom change pages
1209 * enhanced graphical display and functionality of tape recorder
1210 * fixed bug with custom elements digging and leaving elements
1213 * added move speed faster than "very fast" for custom elements
1214 * fixed bug with 3+3 style explosions and missing border content
1215 * fixed little bug when copying custom elements in the editor
1216 * enhanced custom element changes by more side trigger actions
1219 * added option "no scrolling when relocating" for instant teleporting
1220 * uploaded pre-release (test) version 3.1.0-0 binary and source code
1223 * added trigger element and trigger player to use as target elements
1224 * added copy and paste functions for custom and group elements
1227 * fixed graphical bug when displaying explosion animations
1228 * fixed bug when appending to tapes, resulting in broken tapes
1229 * re-recorded a few tapes broken by fixing gravity checking bug
1232 * "can move into acid" property now for all elements independently
1233 * "can fall into acid" property for player stored in same bitfield now
1234 * added option for deadliness of Supaplex 'sniksnak' and 'electron'
1235 * version number set to 3.1.0 (finally!)
1238 * changed tape recording to only record input, not programmed actions
1241 * fixed totally broken (every 8th frame skipped) step-by-step recording
1242 * fixed bug with requester not displayed when quick-loading interrupted
1243 * added option "can fall into acid (with gravity)" for players
1244 * fixed bug with player not falling when snapping down with gravity
1247 * fixed bug which messed up key config when using keypad number keys
1250 * fixed bug which allowed moving upwards even when gravity was active
1251 * fixed bug with missing error handling when dumping levels or tapes
1254 * added different colored editor graphics for Supaplex gravity tubes
1257 * fixed bug that allowed solvable tapes for unsolvable levels
1260 * use unlimited number of droppable elements when "count" set to zero
1261 * added option to use step limit instead of time limit for level
1264 * added player and change page as trigger for custom element change
1267 * fixed bug with exploding amoeba (explosion 3x3 instead of 1x1)
1270 * fixed bug with dark yamyam changing to acid when moving over acid
1271 * fixed handling of levels with more than 999 seconds level time
1272 (example: level 76 of "Denmine")
1275 * "spring push bug" reintroduced as configurable element property
1276 * fixed bug with missing properties for "mole"
1277 * fixed bug that showed up when fixing the above "mole" properties bug
1278 * added option "can move into acid" for all movable elements
1279 * fixed graphical bug for elements moving into acid
1280 * changed event handling to handle all pending events before going on
1283 * fixed bug which caused all CE change pages to be ignored which had
1284 the same change event, but used a different element side
1285 (reported by Simon Forsberg)
1287 * fixed bug which caused elements that can move and fall and that are
1288 transported by a conveyor belt to continue moving into that direction
1289 after leaving the conveyor belt, regardless of their own movement
1290 type; only elements which can not move are transported now
1291 (reported by Simon Forsberg)
1293 * fixed bug which could cause an array overflow in RelocatePlayer()
1294 (reported by Niko Böhm)
1296 * changed Emerald Mine style "passable / over" elements to "protected"
1297 (fixing unsolvable level 10 of "Bondmine 9" with bug beside gate)
1299 * added new option to select from which side a "walkable/passable"
1300 element can be entered
1303 * added explosion and ignition delay for elements that can explode
1306 * fixed bug which caused player not being protected against enemies
1307 when a CE was "walkable / inside" and was not "indestructible"
1308 * added "walkable/passable" fields to be "protected/unprotected"
1309 against enemies, even if not accessible "inside" but "over/under"
1312 * corrected move pattern to 32 bit and initial move direction to 8 bit
1315 * added second custom element base configuration page
1318 * added some special EMC mappings to Emerald Mine level loader
1319 (also covering previously unknown element in level 0 of "Bondmine 8")
1322 * added option to block last field when player is moving (for Supaplex)
1323 * adjusted push delay of Supaplex elements
1324 * removed delays for envelopes etc. when replaying with maximum speed
1325 * fixed bug when dropping element on a field that just changed to empty
1328 * fixed bug: infotrons can now smash yellow disks
1329 * fixed bug: when gravity active, port above player can now be entered
1330 * removed "one white dot" mouse pointer which irritated some people
1333 * added "choice type" for group element selection
1336 * fixed bug with initial invulnerability of non-yellow player
1339 * added level loader for loading native Supaplex packed levels
1340 (including multi-part levels like the "splvls99" levels)
1343 * fixed bug which allowed creating emeralds by escaping explosions
1346 * custom elements can change (limited) or leave (unlimited) elements
1347 * finally added multiple matches using group elements
1348 * added shortcut to dump brush (type ":DB" in editor) for use in forum
1351 * added new start movement type "previous" for continued CE movement
1352 * added new start movement type "random" for random CE movement start
1355 * added new element "sokoban_field_player" needed for Sokoban levels
1356 (thanks to Ed Booker for pointing this out!)
1359 * added elements that can be digged or left behind by custom elements
1362 * added group elements for multiple matches and random element creation
1365 * fixed some graphical errors displayed in old levels
1368 * fixed wrong double speed movement after passing closing gates
1371 * added level loader for loading native Emerald Mine levels
1374 * changes for "shooting" style CE movement
1377 * Happy New Year! ;-)
1380 * changed default snap/drop keys from left/right Shift to Control keys
1383 * fixed bug with dead player getting reanimated from custom element
1386 * fixed bug with wrong penguin graphics (when entering exit)
1389 * fixed bug with wrong "Murphy" graphics (when digging etc.)
1392 * version number set to 3.0.9
1395 * version 3.0.8 released
1398 * added function checked_free()
1401 * fixed bug with double nut cracking sound
1402 (by eliminating "default element action sound" assignment in init.c)
1405 * fixed crash when no music info files are available
1408 * fixed boring and sleeping sounds
1411 * added "maze runner" and "maze hunter" movement types
1412 * added extended collision conditions for custom elements
1415 * added warnings for undefined token values in artwork config files
1418 * added menu entry for level set information to the info screen
1421 * fixed bug with wrong default impact sound for colored emeralds
1424 * added several sub-screens for the info screen
1425 * menu text now also clickable (not only blue/red sphere left of it)
1428 * added configurable "bored" and "sleeping" animations for the player
1429 * added "awakening" sound for player when waking up after sleeping
1432 * added "copy" and "exchange" functions for custom elements to editor
1435 * added configurable element animations for info screen
1438 * added configurable music credits for info screen
1441 * finally fixed tape recording when player is created from CE change
1444 * added "editorsetup.conf" for editor element list configuration
1447 * added "musicinfo.conf" for menu and level music configuration
1450 * fixed a very nasty bug in dragon turning code in TurnRoundExt()
1451 (that only showed up on Linux, but not on Windows systems)
1454 * fixed turning movement of butterflies and fireflies (no frame reset)
1455 * enhanced sniksnak turning movement (two steps instead of only one)
1458 * version number set to 3.0.8
1461 * version 3.0.7 released
1464 * fixed reset of player animation frame when, for example,
1465 walking, digging or collecting share the same animation
1466 * fixed CE with "deadly when touching" exploding when touching amoeba
1469 * fixed tape recording when player is created from CE element change
1472 * introduced "turning..." action graphic for elements with move delay
1473 (non-CE: bug, spaceship, sniksnak, mole, pacman, yamyam)
1474 * added turning animations for bug, spaceship and sniksnak
1477 * prevent "extended" changed elements from delay change in same frame
1480 * fixed bug when pushing element that can move away to the side
1481 (like pushing falling elements, but now with moving elements)
1484 * finally fixed serious bug in code for delayed element pushing (again)
1487 * unavailable setup options now marked as "n/a" instead of "off"
1488 * new boolean directive "latest_engine" for "levelinfo.conf": when set
1489 to "true", levels are always played with the latest game engine,
1490 which is desired for levels that are imported from other games; all
1491 other levels are played with the engine version stored in level file
1492 (which is normally the engine version the level was created with)
1495 * fixed serious bug in code for delayed element pushing
1496 * fixed little bug in animation frame selection for pushed elements
1497 * speed-up of reading config file for verbose output
1500 * added configuration option for opening and closing Supaplex exit
1501 * added configuration option for moving up/down animation for Murphy
1502 * fixed incorrectly displayed animation for attacking dragon
1503 * fixed bug with not setting initial gravity for each new game
1504 * fixed bug with teleportation of player by custom element change
1505 * fixed bug with player not getting smashed by rock sometimes
1508 * version number set to 3.0.7
1511 * version 3.0.6 released
1514 * added support for MP3 music for SDL version through SMPEG library
1517 * fixed bug when initializing font graphic structure
1518 * fixed bug with animation mode "pingpong" when using only 1 frame
1519 * fixed bug with extended change target introduced in 3.0.5
1520 * fixed bug where passing over moving element doubles player speed
1521 * fixed bug with elements continuing to move into push direction
1522 * fixed bug with duplicated player when dropping bomb with shield on
1523 * added "switching" event for custom elements ("pressing" only once)
1524 * fixed switching bug (resetting flag when not switching but not idle)
1527 * fixed element tokens for certain file elements with ".active" etc.
1530 * version number set to 3.0.6
1533 * version 3.0.5 released
1536 * now four envelope elements available
1537 * font, background, animation and sound for envelope now configurable
1538 * main menu doors opening/closing animation type now configurable
1541 * active/inactive sides configurable for custom element changes
1542 * new movement type "move when pushed" available for custom elements
1545 * fixed bug in multiple config pages loader code that caused crashes
1548 * enhanced (remaining low-resolution) Supaplex graphics
1551 * version number set to 3.0.5
1554 * version 3.0.4 released
1556 2003-09-12 src/tools.c
1557 * fixed bug in custom definition of crumbled element graphics
1559 2003-09-11 src/files.c
1560 * fixed bug in multiple config pages code that caused crashes
1563 * version number set to 3.0.4
1566 * version 3.0.3 released
1569 * added music to Supaplex classic level set
1571 2003-09-07 src/libgame/misc.c
1572 * added support for loading various music formats through SDL_mixer
1574 2003-09-06 (various source files)
1575 * fixed several nasty bugs that may have caused crashes on some systems
1576 * added envelope content which gets displayed when collecting envelope
1577 * added multiple change event pages for custom elements
1579 2003-08-24 src/game.c
1580 * fixed problem with player animation when snapping and moving
1582 2003-08-23 src/screens.c, src/cartoons.c, src/libgame/toons.c
1583 * fixed problem with flickering when drawing toon animations
1585 2003-08-23 src/libgame/sdl.c
1586 * fixed problem with setting mouse cursor in SDL version in fullscreen
1588 2003-08-23 src/game.c
1589 * fixed bug (missing array boundary check) which could crash the game
1592 * version number set to 3.0.3
1595 * version 3.0.2 released
1597 2003-08-21 src/game.c
1598 * fixed bug with creating inaccessible elements at player position
1600 2003-08-20 src/init.c
1601 * fixed bug with not finding current level artwork directory
1603 2003-08-20 src/files.c
1604 * fixed bug with choosing wrong engine version when playing tapes
1605 * fixed bug with messing up custom element properties in 3.0.0 levels
1608 * version number set to 3.0.2
1611 * version 3.0.1 released
1613 2003-08-17 (no source files affected)
1614 * changed all "classic" PCX image files with 16 colors or less to
1615 256 color (8 bit) storage format, because the Allegro game library
1616 cannot handle PCX files with less than 256 colors (contributed
1617 graphics are not affected and might look wrong in the DOS version)
1619 2003-08-16 src/init.c
1620 * fixed bug which (for example) crashed the level editor when defining
1621 "dynamite.EDITOR: [NONE]", because graphics may not be undefined
1622 (only set to default) -- invalid graphics now set to default graphic
1624 2003-08-16 src/init.c
1625 * fixed graphical bug of player digging/collecting/snapping element
1626 when no corresponding graphic/animation is defined for this action,
1627 resulting in player being drawn as EL_EMPTY (which should only be
1628 done to elements being collected, but not to the player)
1630 2003-08-16 src/game.c
1631 * fixed small graphical bug of player not totally moving into exit
1633 2003-08-16 src/libgame/setup.c
1634 * fixed bug with wrong MS-DOS 8.3 filename conversion
1636 2003-08-16 src/tools.c
1637 * fixed bug with invisible mouse cursor when pressing ESC while playing
1639 2003-08-16 (various source files)
1640 * added another 128 custom elements (disabled in editor by default)
1642 2003-08-16 src/editor.c
1643 * fixed NULL string bug causing Solaris to crash in sprintf()
1645 2003-08-16 src/screen.c
1646 * fixed drawing over scrollbar on level selection with custom fonts
1648 2003-08-15 src/game.c
1649 * cleanup of simple sounds / loop sounds / music settings
1651 2003-08-08 (various source files)
1652 * added custom element property for dropping collected elements
1654 2003-08-08 src/conf_gfx.c
1655 * fixed bug with missing graphic for active red disk bomb
1657 2003-08-07 src/files.c, src/editor.c src/game.c, src/main.h
1658 * extended variable "level.gravity" to "level.initial_gravity" and
1659 "game.current_gravity" to prevent level setting from being changed
1660 by playing the level (keeping the runtime value after playing)
1662 * fixed graphics bug when digging element that has 'crumbled' graphic
1663 definition, but not 'diggable' graphic definition
1666 * version number set to 3.0.1
1669 * version 3.0.0 released
1672 * various bug fixes; among others:
1673 - fixed bug with pushing spring over empty space
1674 - fixed bug with leaving tube while placing dynamite
1675 - fixed bug with explosion of smashed penguins
1676 - allow Murphy player graphic in levels with non-Supaplex elements
1680 * I have forgotten to document changes for some time
1683 * pre-release version 2.2.0rc1 released
1686 * version number set to 2.1.2
1689 * version 2.1.1 released
1692 * version number set to 2.1.1
1695 * version 2.1.0 released
1698 * version number set to 2.1.0
1700 2002-04-03 to 2002-05-19 (various source files)
1701 * graphics, sounds and music now fully configurable
1702 * bug fixed that prevented walking through tubes when gravity on
1704 2002-04-02 src/events.c, src/editor.c
1705 * Make Escape key less aggressive when playing or when editing level.
1706 This can be configured as an option in the setup menu. (Default is
1707 "less aggressive" which means "ask user if something can be lost"
1708 when pressing the Escape key.)
1710 2002-04-02 src/screen.c
1711 * Added "graphics setup" screen.
1713 2002-04-01 src/screen.c
1714 * Changed "choose level" setup screen stuff to be more generic (to
1715 make it easier to add more "choose from generic tree" setup screens).
1717 2002-04-01 src/config.c, src/timestamp.h
1718 * Added source files "src/config.[ch]" and "src/timestamp.h" (which
1719 automatically gets created by "src/Makefile" and contains an actual
1720 compile-time timestamp to identify development versions of the game).
1722 2002-03-31 src/tape.c, src/events.c
1723 * Added quick game/tape save/load functions to tape stuff which can be
1724 invoked by a keyboard shortcut. Default: "F1" saves game/tape, "F2"
1725 loads previously recorded tape and directly goes into recording mode
1726 from the end of the tape (therefore appending to the tape).
1728 2002-03-31 src/tape.c
1729 * Added "index mark" function to tape recorder. When playing or
1730 recording, "eject" button changes to "index" button. Setting index
1731 mark is not yet implemented, but pressing index button when playing
1732 allows very quick advancing to end of tape (when normal playing),
1733 very fast forward mode (when playing with normal fast forward) or
1734 very fast reaching of "pause before end of tape" (when playing with
1735 "pause before end" playing mode).
1737 2002-03-30 src/cartoons.c
1738 * Moved some stuff from cartoons.c to the new "src/libgame/toons.c".
1740 2002-03-29 src/screen.c
1741 * Changed setup screen stuff to be more generic (to make it easier
1742 to add more setup screens).
1744 2002-03-23 src/main.c, src/main.h
1745 * Various changes due to the introduction of the new libgame files
1746 "setup.c" and "joystick.c".
1748 2002-03-23 src/files.c
1749 * Generic parts of "src/files.c" (mainly setup and level directory
1750 stuff) moved to new libgame file "src/libgame/setup.c".
1752 2002-03-23 src/joystick.c
1753 * File "src/joystick.c" moved to libgame source tree, with
1754 correspondig changes.
1756 2002-03-22 src/screens.c
1757 * "HandleChooseLevel()": Another bug in level series navigation fixed.
1758 (Wrong level series information displayed when entering main group.)
1760 2002-03-22 src/editor.c
1761 * Slight change to support new gadget event "GD_EVENT_INFO_LEAVING".
1763 2002-03-22 src/editor.c
1764 * Changed behaviour of "Escape" key in level editor to be more
1765 intuitive: When in "Element Properties" or "Level Info" mode,
1766 return to "Drawing Mode" instead of leaving the level editor.
1768 2002-03-21 src/game.c, src/editor.c, src/files.c
1769 * 2.0.1 introduced the corrected "Emerald Mine" style behaviour of
1770 gems (emeralds, diamonds, ...) slipping down from normal wall,
1771 steel wall and growing wall (as in E.M.C. style levels). Although
1772 the behaviour of contributed and private levels wasn't changed (due
1773 to the use of "level.game_version"; see previous entry), editing
1774 those levels will (of course) change the behaviour accordingly.
1776 This change seems a bit too hard after thinking about it, because
1777 the EM style behaviour is not the "expected" behaviour (gems would
1778 normally only slip down from "rounded" walls). Therefore this was
1779 now changed to an element property for gem style elements, with the
1780 default setting "off" (which means: no special EM style behaviour).
1781 To fix older converted levels, this flag is set to "on" for pre-2.0
1782 levels that are neither contributed nor private levels.
1784 2002-03-20 src/files.h
1785 * Corrected settings for "level.game_version" depending of level type.
1786 (Contributed and private levels always get played with game engine
1787 version they were created with, while converted levels always get
1788 played with the most recent version of the game engine, to let new
1789 corrections of the emulation behaviour take effect.)
1791 2002-03-20 src/main.h
1792 * Added "#include <time.h>". This seems to be needed by "tape.c" for
1793 compiling the SDL version on some systems.
1794 Thanks to the several people who pointed this out.
1797 * Version number set to 2.0.2.
1800 * Version 2.0.1 released.
1802 2002-03-18 src/screens.c
1803 * "HandleChooseLevel()": Small bug in level series navigation fixed.
1805 2002-03-18 src/files.c [src/libgame/misc.c]
1806 * Moved some common functions from src/files.c to src/libgame/misc.c.
1808 2002-03-18 src/files.c [src/libgame/misc.c]
1809 * Changed permissions for new directories and saved files (especially
1810 score files) according to suggestions of Debian users and mantainers.
1811 Thanks to Drew Parsons <dparsons@emerall.com> for the patch.
1813 2002-03-17 src/files.c
1814 * Changed "{Load|Save}{Level|Tape}()" to IFF style file format:
1815 Replaced "cookie" header string ("ROCKSNDIAMONDS_...\n") with
1816 real IFF style header "RND1....XXXX" (where "XXXX" is "CAVE"
1817 for levels and "TAPE" for tapes). Old "cookie" style format is
1818 still supported for reading. New level and tape files are written
1821 * New IFF chunk "VERS" contains version numbers for file and game
1822 (where "game version" is the version of the program that wrote the
1823 file, and "file version" is a version number to distinguish files
1824 with different format, for example after adding new features).
1826 2002-03-15 src/screen.c
1827 * "DrawHallOfFame()": "FadeSounds()" when entering the hall of fame.
1828 (Before, you heard a mixture of the in-game music and the
1829 hall-of-fame music.)
1831 2002-03-14 src/events.c
1832 * Function "DumpTape()" (files.c) now available by pressing 't' from
1833 main menu (when in DEBUG mode).
1835 2002-03-14 src/game.c
1836 * "GameWon()": When game was won playing a tape, now there is no delay
1837 raising the score and no corresponding sound is played.
1839 2002-03-14 src/files.c
1840 * Changed "LoadTape()" for real chunk support and also adjusted
1841 "SaveTape()" accordingly.
1843 2002-03-14 src/game.c, src/tape.c, src/files.c
1844 * Important changes to tape format: The old tape format stored all
1845 actions with a real effect with a corresponding delay between the
1846 stored actions. This had some major disadvantages (for example,
1847 push delays had to be ignored, pressing a button for some seconds
1848 mutated to several single button presses because of the non-action
1849 delays between two action frames etc.). The new tape format just
1850 stupidly records all device actions and replays them later. I really
1851 don't know why I haven't solved it that way before?! Old-style tapes
1852 (with tape file version less than 2.0) get converted to the new
1853 format on-the-fly when loading and can therefore still be played;
1854 only some minor parts of the old-style tape handling code was needed.
1855 (A perfect conversion is not possible, because there is information
1856 missing about the device actions between two action frames.)
1858 2002-03-14 src/files.c
1859 * New function "DumpTape()" to dump the contents of the current tape
1860 in a human readable format.
1862 2002-03-14 src/game.c
1863 * Small tape bug fixed: When automatically advancing to next level
1864 after a game was won, the tape from the previous level still was
1865 loaded as a tape for the new level.
1867 2002-03-14 src/tape.c
1868 * Small graphical bug fixed: When pressing ""Record" or "Play" on
1869 tape, cartoons did not get completely removed because
1870 StopAnimation() was not called.
1872 2002-03-13 src/files.c
1873 * Changed "LoadLevel()" and "SaveLevel()" to add new chunk "CNT2".
1874 Fixed bug of "CONT" and "BODY" (chunk size was set to 8-bit element
1875 size even when using 16-bit elements). Added new chunk "CNT2" for
1876 16-bit amoeba content (previously written in 8-bit field in "HEAD"
1877 chunk even when content was 16-bit element). "CNT2" should now be
1878 able to store content for arbitrary elements (up to eight blocks of
1879 3 x 3 element arrays). All "CNT2" elements will always be stored as
1880 16-bit elements. "CONT" (with 8/16-bit elements) now obsolete.
1882 2002-03-13 src/files.c
1883 * Changed "LoadLevel()" for real chunk support.
1885 2002-03-12 src/game.c
1886 * Fixed problem (introduced after 2.0.0 release) with penguins
1887 not getting killed by enemies
1889 2002-02-24 src/game.c, src/main.h
1890 * Added "player->is_moving"; now "player->last_move_dir" does
1891 not contain any information if the player is just moving at
1893 Before, "player->last_move_dir" was misused for this purpose
1894 for the robot stuff (robots don't kill players when they are
1895 moving). But setting "player->last_move_dir" to MV_NO_MOVING
1896 broke tapes when walking through pipes!
1897 ("IS_MOVING()" uses "MovPos[][]", but this fails when it is 0
1898 in a continuous movement. This fact is ignored for friends and