2 * added new player option "no centering when relocating" for "invisible"
3 teleportations to level areas that look exactly the same, giving the
4 illusion that the player did not relocate at all (this was the default
5 since 3.2.3, but caused visual problems with room creation in "Zelda")
6 * added new menu fading effect "melt", shamelessly stolen from "DOOM"
9 * improved menu fading, adding separate fading definitions for entering
10 and leaving a menu and for fading between menu and "content" screens
11 * fixed small bug with recognizing also ".font_xyz" style definitions
14 * improved menu fading, adding separate fading definitions for fading
15 between menu screens and fading between menu and "destination" screens
18 * titlemessage_initial_x and titlemessage_x set to "[DEFAULT]" in static
19 configuration (set from "[titlemessage_initial]" and "[titlemessage]")
20 * fading settings of "[titlemessage_initial]" and "[titlemessage]" set
21 to "[DEFAULT]" in static configuration (set from "[title_initial]" and
23 * improved title fading, allowing fading animation types "none", "fade"
24 and "crossfade" (including cross-fading of last title to main menu)
27 * added configurability of graphics, sounds and music for title screens,
28 which are separated into initial title screens (only shown once at
29 program startup) and title screens shown for a given level set; these
30 title screens can be composed of up to five title images and up to
31 five title text messages (each drawn using an optional background
32 image), also using background music and/or sounds; aspects like
33 background images, sounds and music of title screens can either be
34 defined generally (valid for all title screens) or specifically (and
35 therefore differently for each title screen) using these directives:
37 to define a background image, sound or music file for all screens:
38 - background.TITLE_INITIAL (for all title screens for game startup)
39 - background.TITLE (for all title screens for level sets)
41 to define a background image, sound or music file for a single screen:
42 - background.titlescreen_initial_x (with x in 1,2,3,4,5)
43 - background.titlescreen_x (with x in 1,2,3,4,5)
44 - background.titlemessage_initial_x (with x in 1,2,3,4,5)
45 - background.titlemessage_x (with x in 1,2,3,4,5)
47 to define the title screen images:
48 - titlescreen_initial_x (with x in 1,2,3,4,5)
49 - titlescreen_x (with x in 1,2,3,4,5)
51 to define the title text messages, place text files into the level set
52 directory that have the following file names:
53 - titlemessage_initial_x.txt (with x in 1,2,3,4,5)
54 - titlemessage_x.txt (with x in 1,2,3,4,5)
56 to define the properties of the text messages, either use directives
57 that affect all text messages:
58 - [titlemessage_initial].<suffix>
59 - [titlemessage].<suffix>
60 or use directives that affect single text messages:
61 - titlemessage_initial_x.<suffix> (with x in 1,2,3,4,5)
62 - titlemessage_x.<suffix> (with x in 1,2,3,4,5)
64 valid values for <suffix> are the same as for readme.<suffix> below;
65 use ".sort_priority" (default: 0) to define an arbitrary order for
66 title images and title messages (which can therefore be mixed)
69 * added full configurability of "readme.txt" screen appearance:
70 - readme.x: <left position used with alignment>
71 - readme.y: <top position>
72 - readme.width: <maximim text width in pixels>
73 - readme.height: <maximum text height in pixels>
74 - readme.chars: <maximum number of chars per line>
75 - readme.lines: <maximum number of lines displayed>
76 - readme.align: left,center,right (default: center)
77 - readme.top: top,middle,bottom (default: top)
78 - readme.font: font name
79 - readme.autowrap: true,false (default: true)
80 - readme.centered: true,false (default: false)
81 - readme.parse_comments: true,false (default: true)
82 - readme.sort_priority: (not used here, but only for title screens)
83 when "readme.chars" and/or "readme.lines" is set to "-1" (this is the
84 default), they are automatically determined from "readme.width" and
85 "readme.height" accordingly; when they are not "-1", they have
86 precedence over "readme.width" and "readme.height"
87 * added internal ad-hoc config settings for displaying text files like
88 title messages or "readme.txt" style level set info files:
89 - .font: font name (default: readme.font)
90 - .autowrap: true,false (default: readme.autowrap)
91 - .centered: true,false (default: readme.centered)
92 - .parse_comments: true,false (default: readme.parse_comments)
93 (the leading '.' and the separating ':' are mandatory here); to use
94 these ad-hoc settings, they have to be written inside a comment, like
95 "# .autowrap: false" or "# .centered: true"; these settings then
96 override the above global settings (they can even be used more than
97 once, like "# .centered: true", then some text that should be drawn
98 centered, then "# .centered: false" to go back to non-centered text;
99 important note: after using "# .parse_comments: false", or when using
100 "readme.parse_comments: false", detecting and parsing comments inside
101 the file is disabled and comments are just printed like normal text;
102 also be aware that all automatic text size calculations are done with
103 the font defined in "readme.font", while using different fonts using
104 "# .font: <font>" inside the text file may cause unexpected results
107 * changed some numerical limits in the level editor from 255 to 999
110 * added option "system.sdl_videodriver" to select SDL video driver
111 * added output of SDL video and audio driver to "version info" page
114 * added group element drawing to IntelliDraw drawing functions
115 * fixed animation resetting problem again (last try broke Snake Bite)
116 * fixed diagonal scrolling in screen scrolling (last try broke Pac Man)
119 * added new (special) "include: <filename>" directive that works in all
120 configuration files (like "graphicsinfo.conf") and that has the same
121 effect as if that directive would be replaced with the content of the
122 specified file (this can be useful to split large configuration files
123 into several smaller ones and include them from one main file, or to
124 store configuration settings that always stay the same into a separate
125 file, while including it and only add those parts that really change)
128 * fixed minor bug (screen redraw of player tiles) in EMC graphics engine
131 * fixed bug in "InitMovingField()" where treating an integer array as
132 boolean caused wrong resetting of animations while elements are moving
133 * fixed problem with resetting animations when starting element change
136 * added sort priority for order of title screens and title messages
139 * changed end of game again: do not wait for the user to press a key
140 anymore, but directly ask/confirm tape saving and go to hall of fame
141 * re-enabled quitting of lost game by pressing space or return again
142 * added blanking of mouse pointer when displaying title screens
143 * added remaining menu draw offset definitions for info sub-screens
146 * added setup option to select game speed (from very slow to very fast)
147 * improved handling of title text messages (initial and for level set)
150 * added new options "auto-wrap" and "centered" for DC2 style envelopes
153 * fixed displaying and typing of player name when it is centered
154 * added special characters to be allowed for player name (not only A-Z)
157 * fixed blit in ScrollLevel() to same bitmap to not overlap anymore
158 (newer versions of the SDL library seem to not like this anymore)
161 * added code for configuration directives for control of game panel
164 * fixed small cosmetical bug with underlining property tabs in editor
167 * fixed small drawing bug in X11FadeRectangle
168 * added new elements for newly supported Diamond Caves II levels:
169 - EM/DC style exits that disappear after passing
170 - white key and gate (one white key needed for each white gate)
171 - fake gate (there is no key to open/pass this kind of gate!)
172 - extended magic wall which also handles pearls and crystals
176 * changed maximum value for endless loop detection to a higher value
177 (some levels really used very deep recursion without being endless)
180 * added new elements for newly supported Diamond Caves II levels:
181 - growing steel walls
182 - snappable land mine
185 * added new elements for newly supported Diamond Caves II levels:
186 - steel text elements
189 * added level file loader for native Diamond Caves II levels
192 * version number set to 3.2.4
195 * version 3.2.3 released
198 * fixed malloc/free bug when updating EMC artwork entries in level list
199 * added workaround (warning and request to quit the current game) when
200 changing elements cause endless recursion loop (which would otherwise
201 freeze the game, causing a crash-like program exit on some systems)
204 * fixed nasty string overflow bug when entering too long envelope text
207 * added feedback sounds for menu navigation "menu.item.activating" and
208 "menu.item.selecting" (for highlighting and executing menu entries)
211 * improved "no scrolling when relocating" to also consider scroll delay
212 (meaning that the player is not automatically centered in this case;
213 this makes it possible to "invisibly" relocate the player to a region
214 of the level playfield which looks the same as the old level region)
215 * fixed bug with not recognizing "main.input.name.align" when active
218 * fixed bug with displaying masked borders over title screens when
219 screen fading is disabled
222 * fixed infinite loop / crash bug when killing the player while having
223 a CE with the setting "kill player X when explosion of <player X>"
224 * added special editor graphic for "char_space" to distinguish it from
225 "empty_space" when editing a level (in-game graphics still the same)
228 * fixed nasty bug with initialization only done for the first player
231 * small change to handle loading empty element/content list micro chunks
234 * uploaded pre-release (test) version 3.2.3-0 binary and source code
237 * some optimizations on startup speed by reducing initial text output
240 * added caching of custom artwork information for faster startup times
243 * fixed graphical bug when using fewer menu entries on level selection
244 screen than usual (with "menu.list_size.LEVELS" directive)
245 * fixed crash bug (Windows/SDL only) caused by BlitBitmap blitting from
246 the backbuffer to the backbuffer by error (with identical rectangle)
249 * fixed bug when displaying titlescreen with size less than element tile
250 * fixed bug that caused elements with "change when digging <e>" event
251 to change for _every_ digged element, not only those specified in <e>
252 * fixed bug that caused impact style collision when dropping element one
253 tile over the player that can both fall down and smash players
254 * fixed bug that caused impact style collision when element changed to
255 falling/smashing element over the player immediately after movement
258 * fixed bug that allowed making engine snapshots from the level editor
261 * fixed bugs with player name and current level positions on main screen
264 * added configuration directives for control of title screens:
265 - "title.fade_delay" for fading time
266 - "title.post_delay" for pause between screens (when not crossfading)
267 - "title.auto_delay" to automatically continue after some time
268 these settings can each be overridden by specifying them with titles:
269 - "titlescreen_initial_{1-5}.{fade_delay,post_delay,auto_delay}"
270 - "titlescreen_{1-5}.{fade_delay,post_delay,auto_delay}"
271 fading mode can also be specified:
272 - "titlescreen_initial_{1-5}.anim_mode: {fade,crossfade}
273 - "titlescreen_{1-5}.anim_mode: {fade,crossfade}
274 default is using normal fading for menues and initial title screens,
275 while using cross-fading for level set title screens
276 * fixed bug with background not drawn in Hall of Fame after game was won
279 * added configuration directives for the remaining main menu items
282 * added additional configuration directives for info screen draw offset:
283 menu.draw_{x,y}offset.INFO[{ELEMENTS,MUSIC,CREDITS,PROGRAM,LEVELSET}]
284 * added additional configuration directives for preview info text
285 * limited mouse wheel sensitive screen area to scrollable screen area
288 * added highlighted menu text entries to menu navigation when selected
291 * fixed bug that prevented player from correctly being created in the
292 top left corner by a custom element change in a level without player
293 * fixed bug that prevented player from being killed when indestructible,
294 non-walkable element is placed on player position by extended change
295 * added configurable menu button, text and input positions to main menu
298 * added page fading effects for remaining info sub-screens
299 * fixed small bug that caused some delays when answering door request
302 * added directives "border.draw_masked.*" for menu/playfield area and
303 door areas to display overlapping/masked borders from "global.border"
306 * fixed bug with CE with move speed "not moving" not being animated
307 * when changing player artwork by CE action, reset animation frame
310 * fixed bug with not unmapping main menu screen gadgets on other screens
311 * fixed bug with un-pausing a paused game by releasing still pressed key
312 * fixed bug with not redrawing screen when toggling to/from fullscreen
313 mode while fast reloading tape (without redrawing playfield contents)
314 * fixed bug with quick-saving tape snapshot despite answering with "no"
317 * version number set to 3.2.3
320 * version 3.2.2 released
323 * fixed bug with redrawing screen in fullscreen mode after quick tape
324 reloading when using the EMC game engine
325 * changed token names from "last_ce_[1-8]" to "prev_ce_[1-8]"
328 * fixed bug in GameWon() when level contains no exit (like in Sokoban)
331 * added engine snapshot functionality for instant tape reloading (this
332 only works for the last tape saved using "quick save", and does not
333 work across program restarts, because it completely works in memory)
336 * version number set to 3.2.2
339 * version 3.2.1 released
342 * fixed nasty bugs with handling error message file on Mac OS X systems
345 * general code cleanup (removing many annoying "#if 0" blocks etc.)
348 * fixed bug that caused broken tapes when manually appending to tapes
349 using the "pause before death" functionality, followed by recording
350 * added setup option to disable fading of screens for faster testing
353 * code cleanup of new fading functions
356 * changed behaviour after solved game -- do not immediately stop engine
357 * added some more smooth screen fadings (game start, hall of fame etc.)
360 * fixed bug with displaying pushed CE with value/score/delay anim_mode
363 * added configurable level preview position, tile size and dimensions
364 * added configurable game panel value positions (gems, time, score etc.)
367 * fixed small bug with time displayed incorrectly when collecting CEs
370 * fixed bug with bumpy scrolling with EM engine in double player mode
373 * added compatibility code to fix "Snake Bite" style levels that were
374 broken due to a bugfix regarding EL_SOKOBAN_FIELD_PLAYER in 3.2.0
377 * fixed bug with scrollbars inside editor when using the Windows mouse
378 enhancement tool "True X-Mouse" (which injects key events to the event
379 queue to insert selected stuff into the Windows clipboard, which gets
380 confused with the "Insert" key for jumping to the last editor cascade
381 block in the element list)
382 * added Rocks'n'Diamonds icon for use as window icon to SDL version
383 * added key shortcut "Alt + Enter" to toggle fullscreen mode at any time
386 * added selection of preferred fullscreen mode to setup / graphics menu
387 (useful if default mode 800 x 600 does not match screen aspect ratio)
390 * improved down-scaling of images for better editor and preview graphics
391 * changed user data directory for Mac OS X from Unix style to new place
394 * improved level number selection in main menu and player selection in
395 setup menu (input devices section) by using standard button gadgets
396 * added support for mouse scroll wheel (caused buggy behaviour before)
397 * added support for scrolling horizontal scrollbars with mouse wheel by
398 holding "Shift" key pressed while scrolling the wheel
399 * added support for single step mouse wheel scrolling by holding "Alt"
400 key pressed while scrolling the wheel (can be combined with "Shift")
401 * changed output file "stderr.txt" on Windows platform now always to be
402 created in the R'n'D sub-directory of the personal documents directory
403 * added Windows message box to direct to "stderr.txt" after error aborts
406 * improved general scrollbar handling (when jump-scrolling scrollbars)
409 * changed scrollbars to always show last line as first after scrolling
410 (that means jumping n - 1 screen lines instead of n screen lines)
413 * fixed level versions of EMC level loader (from V4 to V1, V2 and V3)
414 * fixed level time for EMC levels for V2 engine (V2 and V5 levels)
415 * fixed special handling of vertically stacked acid becoming fake acid
418 * fixed bug (very special case) with CE_SCORE_GETS_ZERO, which can
419 affect multiple instances of the same CE, although this kind of
420 change condition usually only affects one single custom element
423 * version number set to 3.2.1
426 * version 3.2.0 released
429 * reorganized level editor element list a bit to match engines better
432 * fixed newly introduced bug with wrongly initializing clipboard element
435 * fixed bug with displaying visible/invisible level border in editor
438 * reorganized some elements in the level editor element list
441 * fixed bug with displaying any player as "yellow" when moving into acid
442 * fixed bug with displaying running player when player stopped at border
445 * fixed bug with player exploding when moving into acid
446 * fixed bug with level settings being reset in editor and when playing
447 (some compatibility settings being set not only after level loading)
448 * fixed crash bug when number of custom graphic frames was set to zero
449 * fixed bug with teleporting player on walkable tile not working anymore
450 * added partial compatibility support for pre-release-only "CONF" chunk
451 (to make Alan Bond's "color cycle" demo work again :-) )
454 * fixed some bugs when displaying title screens from info screen menu
455 * fixed bug which caused EMC doors #5 to #8 to be passable without keys
458 * changed file major version to 3 to reflect level file format changes
459 * uploaded pre-release (test) version 3.2.0-8 binary and source code
462 * added new chunk "NAME" to level file format for level name settings
463 * added new chunk "NOTE" to level file format for envelope settings
464 * changed name of chunk "CONF" to "ELEM" (for normal element settings)
465 * updated magic(5) file to recognize changed and new level file chunks
466 * removed change events "change when CE value/score changes" as unneeded
469 * changed gravity (which only affects the player) from level property
470 to player property (only makes a difference in multi-player levels)
471 * added change events "change when CE value/score changes"
472 * added change events "change when CE value/score changes of <element>"
475 * added new chunk "INFO" to level file format for global level settings
476 * added all element settings from "HEAD" chunk to "CONF" chunk
477 * added all global level settings from "HEAD" chunk to "INFO" chunk
480 * changed level file format by adding two new chunks "CUSX" (for custom
481 elements, replacing the previous "CUS4" chunk) and "GRPX" (for group
482 elements, replacing the previous "GRP1" chunk); these new IFF style
483 chunks use the new and flexible "micro chunks inside chunks" technique
484 already used with the new "CONF" chunk (for normal element properties)
485 which makes it possible to easily extend the existing level format
486 (instead of using fixed-length chunks like before, which are either
487 too big due to reserved bytes for future use, or too small when those
488 reserved bytes have all been used and even more data should be stored,
489 requiring the replacement by new and larger chunks just like it went
490 with "CUS1" to "CUS4"); this whole problem now does not exist anymore
493 * added credits pages to the "credits" section that were really missing
494 * added some missing element descriptions to the level editor
495 * added down position of switchgate switch to the level editor
496 and allowed the use of both switch positions at the same time
497 * changed use of "Insert" and "Delete" keys to navigate element list in
498 level editor to start of previous or next cascading block of elements
501 * added the possibility to view the title screen to the info screen menu
502 * fixed some minor bugs with viewing title screens
505 * fixed bug with title (cross)fading in/out when using fullscreen mode
508 * fixed bug that forced re-defining of menu settings in local graphics
509 config file which are already defined in existing base config file
510 * fixed small bug that caused door sounds playing when music is enabled
513 * added the possibility to define up to five title screens for each
514 level set that are displayed after loading using (cross)fading in/out
515 (this was added to display the various start images of the EMC sets)
518 * added "CE score gets zero [of]" to custom element trigger conditions
519 * added setup option to display element token name in level editor
522 * added compatibility code for Juergen Bonhagen's menu artwork settings
525 * fixed bug with displaying wrong animation frame 0 after CE changes
526 * fixed bug with creating invisible elements when light switch is on
529 * added selection between ECS and AGA graphics for EMC levels to setup
532 * adjusted font handling for various narrow EMC style fonts
535 * changed EM engine behaviour back to re-allow initial rolling springs
538 * fixed handling of over-large selectboxes (less error-prone now)
539 * fixed bug when creating GE with walkable element under the player
542 * added use of "Insert" and "Delete" keys to navigate element list in
543 level editor to start of custom elements or start of group elements
544 * added virtual elements to access CE value and CE score of elements:
545 - "CE value of triggering element"
546 - "CE score of triggering element"
547 - "CE value of current element"
548 - "CE score of current element"
551 * fixed "grass" to "sand" in older EM levels (up to file version V4)
554 * changed behaviour of network games with internal errors (because of
555 different client frame counters) from immediately terminating R'n'D
556 to displaying an error message requester and stopping only the game
557 (also to prevent impression of crashes under non command-line runs)
558 * fixed playing network games with the EMC engine (did not work before)
559 * fixed bug with not scrolling the screen in multi-player mode with the
560 focus on player 1 when all players are moving in different directions
561 * fixed bug with keeping pointer to gadget even after its deallocation
562 * fixed bug with allowing "focus on all players" in network games
563 * fixed bug with player focus when playing tapes from network games
566 * uploaded pre-release (test) version 3.2.0-7 binary and source code
569 * code cleanup for game action control for R'n'D and EMC game engine
572 * fixed bug in multi-player movement with focus on both players
573 * added option to control only the focussed player with all input
576 * added player focus switching to level tape recording and re-playing
579 * fixed some bugs in player focus switching in EMC and RND game engine
582 * added special Supaplex animations for Murphy digging and snapping
583 * added special Supaplex animations for Murphy being bored and sleeping
586 * added four new yam yams with explicit start direction for EMC engine
587 * fixed bug in src/libgame/text.c with printing text outside the window
590 * fixed small bug in EMC level loader (copyright sign in EM II levels)
593 * added delayed ignition of EM style dynamite when used in R'n'D engine
594 * added limited movement range to EMC engine when focus on all players
597 * fixed bug with missing (zero) score values for native Supaplex levels
600 * added "continuous snapping" (snapping many elements while holding the
601 snap key pressed, without releasing the snap key after each element)
602 as a new player setting for more compatibility with the classic games
605 * finished scrolling for "focus on all players" in EMC graphics engine
608 * level sets with "levels: 0" are ignored for levels, but not artwork
609 * fixed bug when scanning empty level group directories (endless loop)
612 * fixed bug with explosion graphic for player using "Murphy" graphic
613 * fixed bug with explosion graphic if player leaves explosion in time
614 * changed some descriptive text in setup menu to use medium-width font
615 * added key shortcut settings for switching player focus to setup menu
618 * fixed bug with random value initialization when recording tapes
619 * fixed bug with playing single player tapes when team mode activated
622 * fixed little bug when trying to switch to player that does not exist
625 * added player switching (visual and quick) to R'n'D and EM game engine
626 * added setup option to select visual or quick in-game player switching
629 * added use of "Home" and "End" keys to handle element list in editor
632 * fixed bug with adding score when playing tape with EMC game engine
633 * added steel wall border for levels using EMC engine without border
634 * finally fixed delayed scrolling in EMC engine also for small levels
637 * fixed potential crash bug in WarnBuggyBase() (missing boundary check)
640 * fixed bug with CE change order in TestIfElementTouchesCustomElement()
641 * fixed bug when displaying info element without action, but direction
644 * fixed minor graphical problems with springs smashing and slurping
645 (when using R'n'D style graphics instead of EMC style graphics)
648 * added scroll delay (as configured in setup) to EMC graphics engine
651 * improved screen redraw for EMC graphics engine (faster and smoother)
652 * when not scrolling, do not redraw the whole playfield if not needed
655 * added multi-player mode for EMC game engine (with up to four players)
658 * added android (can clone elements) from EMC engine to R'n'D engine
661 * added spring bumper (reflects spring) from EMC engine to R'n'D engine
664 * added selectbox for initial player speed to player settings in editor
667 * version 3.1.2 created that is basically version 3.1.1, but with a
668 major bug fixed that prevented editing your own private levels
669 * version 3.1.2 released
672 * added magic ball (creates elements) from EMC engine to R'n'D engine
675 * uploaded fixed pre-release version 3.2.0-6 binary and source code
678 * fixed bug when using "CE can leave behind <trigger element>"
679 * added new change condition "(after/when) creation of <element>"
680 * added new change condition "(after/when) digging <element>"
681 * fixed bug accessing invalid gadget that caused crashes under Windows
682 * deactivated new possibility for multiple CE changes per frame
685 * uploaded pre-release (test) version 3.2.0-6 binary and source code
688 * added animation types "ce_value" and "ce_score" to graphicsinfo.conf
689 * fixed bug with not keeping CE value for moving CEs with only action
690 * changed CE action selectboxes in editor to be only reset when needed
693 * added option "use artwork from element" for custom player artwork
694 * added option "use explosion from element" for player explosions
697 * added cascaded element lists in the level editor
698 * added persistence for cascaded element lists by "editorcascade.conf"
699 * added dynamic element list with all elements used in current level
700 * added possibility for multiple CE changes per frame (experimental)
703 * uploaded pre-release (test) version 3.2.0-5 binary and source code
706 * changed "score for each 10 seconds/steps left" to "1 second/step"
707 * added own score for collecting "extra time" instead of sharing it
708 * added change events "switched by player" and "player switches <e>"
709 * added change events "snapped by player" and "player snaps <e>"
710 * added "set player artwork: <element choice>" to CE action options
711 * added change event "move of <element>"
714 * added "set player shield: off / normal / deadly" to CE action options
715 * added new player option "use level start element" in level editor
716 to set the correct focus at level start to elements from which the
717 player is created later (this did not work before for cascaded CE
718 changes resulting in creation of the player; it is now also possible
719 to create the player from a yam yam which is smashed at level start)
722 * added "set player speed: frozen (not moving)" to CE action options
723 * added "move player: l/r/u/d/trigger/-trigger" to CE action options
726 * added new player option "block snap field" (enabled by default) to
727 make it possible to show a snapping animation like in Emerald Mine
730 * added dynamic selectboxes to custom element action settings in editor
731 * added "CE value" counter for custom elements (instead of "CE count")
732 * added option to use the last "CE value" after custom element change
733 * added option to use the "CE value" of other elements in CE actions
734 * fixed odd behaviour when pressing time orb in levels w/o time limit
735 * added checkbox "use time orb bug" for older levels that use this bug
738 * added missing configuration settings for the following elements:
739 - EL_TIMEGATE_SWITCH (time of open time gate)
740 - EL_LIGHT_SWITCH_ACTIVE (time of light switched on)
741 - EL_SHIELD_NORMAL (time of shield duration)
742 - EL_SHIELD_DEADLY (time of shield duration)
743 - EL_EXTRA_TIME (time added to level time)
744 - EL_TIME_ORB_FULL (time added to level time)
747 * added "wind direction" as a movement pattern for custom elements
748 * added initial wind direction for balloon / custom elements to editor
749 * added functionality for EL_BALLOON_SWITCH_NONE to R'n'D game engine
752 * added parameters for "game of life" and "biomaze" elements to editor
755 * added level file chunk "CONF" for generic level and element settings
758 * uploaded pre-release (test) version 3.2.0-4 binary and source code
761 * skip empty level sets (with "levels: 0"; may be artwork base sets)
762 * added sound action ".page[1]" to ".page[32]" for each CE change page
765 * added image config suffix ".clone_from" to copy whole image settings
766 * fixed bug with invalid ("undefined") CE settings in old level files
769 * fixed graphical bug with smashing elements falling faster than player
772 * fixed major bug which prevented private levels from being edited
773 * fixed bug with precedence of general and special font definitions
776 * fixed graphical bug with player animation when player moves slowly
779 * uploaded pre-release (test) version 3.2.0-3 binary and source code
782 * fixed bug which prevented "global.num_toons: 0" from working
785 * major code cleanup (removed all these annoying "#if 0" blocks)
788 * added custom element actions for CE change page in level editor
791 * fixed music initialization bug in init.c (thanks to David Binderman)
792 * fixed mouse wheel "button" bug in editor (thanks to Tomi Belan)
793 (this bug must probably be fixed at other places, too)
796 * fixed buggy '#include "SDL.h"' statements in src/libgame/sdl.h
797 (should be '#include <SDL.h>' instead)
800 * fixed bug which prevented "walkable from no direction" from working
801 (due to compatibility code overwriting this setting after loading)
804 * fixed bug on Mac OS X (use of reserved name "Random") in EM engine
807 * version number temporarily set to 3.1.1 (intermediate bugfix release)
808 * version 3.1.1 released
811 * changed some va_arg() arguments from 'long' to 'int', fixing problems
812 on 64-bit architecture systems with LP64 data model
815 * fixed bug with bombs not exploding when hitting the last level line
816 (introduced after the release of 3.1.0)
819 * added support for dumping small-sized level sketches from editor
822 * added recognition of "trigger element" for "change digged element to"
823 (this is not really what the "trigger element" was made for, but its
824 use may seem obvious for leaving back digged elements unchanged)
827 * fixed multiple warnings about failed joystick device initialization
830 * fixed bug with dynamite dropped on top of just dropped custom element
831 (collect dynamite, collect CE, drop CE => dynamite was also dropped);
832 dynamite can still be dropped, but drop key must be released before
835 * fixed bug with wrong start directory when started from file browser
836 (due to this bug, R'n'D could not be started from KDE's Konqueror)
839 * fixed bug causing "change when impact" on player not working
840 * fixed wrong priority of "hitting something" over "hitting <element>"
841 * fixed wrong priority of "hit by something" over "hit by <element>"
844 * fixed graphical bug which caused the player (being Murphy) to show
845 collecting animations although the element was collected by penguin
848 * fixed two bugs causing wrong door background graphics in system.c
849 (in functions "SetBackgroundBitmap()" and "DrawingOnBackground()")
852 * fixed graphic bug with exploding bomb and R'n'D graphics in EM engine
853 * added "no direction" to "walkable/passable from" selectbox options
856 * enhanced tape autoplay to accept "autoplay <set> [<nr> ...]" format
857 * in tape autoplay, not only report broken, but also missing tapes
860 * uploaded pre-release (test) version 3.2.0-2 binary and source code
863 * fixed small bug with "linear" animation not working for active lamp
866 * fixed bug with moving up despite gravity due to "block last field"
867 * fixed small bug with wrong draw offset when typing name in main menu
868 * when reading user names from "passwd", ignore data after first comma
869 * when creating new "levelinfo.conf", only write some selected entries
872 * fixed displaying "imported from/by" on preview with empty string
873 * fixed ignoring draw offset for fonts used for level preview texts
876 * fixed a delay problem with SDL and too many mouse motion events
877 * added setup option "skip levels" and level skipping functionality
880 * added move speed "not moving" for non-moving CEs, but with direction
883 * fixed mapping of obsolete element token names in "editorsetup.conf"
884 * fixed bug with sound "acid.splashing" treated as a loop sound
885 * fixed some little sound bugs in native EM engine
888 * fixed small bug when dragging scrollbars to end positions
891 * added editor element descriptions written by Aaron Davidson
894 * improved fallback handling when configured artwork is not available
895 (now using default artwork instead of exiting when files not found)
898 * fixed bug on level selection screen when dragging scrollbar
901 * fixed bug which caused broken tapes when appending to EM engine tapes
904 * uploaded pre-release (test) version 3.2.0-1 binary and source code
907 * added code to replace changed artwork config tokens with other tokens
908 (needed for backwards compatibility, so that older tokens still work)
911 * added native R'n'D graphics for some new EMC elements in EM engine
914 * fixed some bugs in the EM engine integration code
915 * changed EM engine code to allow diagonal movement
916 * changed EM engine code to allow use of separate snap and drop keys
919 * fixed some redraw bugs when using EM engine
922 * fixed bug with not converting RND levels which are set to use native
923 engine to native level structure when loading
926 * uploaded pre-release (test) version 3.2.0-0 binary and source code
929 * version number set to 3.2.0
932 * level data now reset to defaults after attempt to load invalid file
935 * added use of "editorsetup.conf" for different level sets
938 * added auto-detection for various types of Emerald Mine level files
941 * fixed bug with scrollbars getting too small when list is very large
944 * fixed bug with 3+3 (cross) sized explosion not making explosion sound
947 * added most level editor configuration gadgets for new EMC elements
950 * added more element and graphic definitions for new EMC elements
953 * modified native EM engine to use integrated R'n'D sound system
956 * added SDL support to graphics functions in native EM engine
957 (by always using generic libgame interface functions)
960 * fixed bug in frame synchronization in native EM engine
963 * added code to convert levels between R'n'D and native EM engine
966 * new Emerald Mine engine can now play levels selected in main menu
969 * fixed big memory leak in function "CreateBitmapWithSmallBitmaps()"
970 (which creates scaled down graphics for level editor and preview);
971 there's still a memory leak somewhere in the artwork handling code
972 * added "scale image up" functionality to X11 version of zoom function
975 * first attempts to integrate new, native Emerald Mine Club engine
978 * fixed bug in gadget code which caused reset of CEs in level editor
979 (example: pressing 'b' [grab brush] on CE config page erased values)
980 (solution: check if gadgets in ClickOnGadget() are really mapped)
981 * improved level change detection in editor (settings now also checked)
982 * fixed bug with "can move into acid" and "don't collide with" state
985 * fixed maze runner style CEs to use the configured move delay value
988 * added Aaron Davidson's tutorial level set to the "Tutorials" section
991 * fixed engine change that broke 3.0.8 levels like "Walpurgis Gardens"
992 * fixed the above fix because it broke level set "machine" (*sigh*)
993 * fixed random element placement in level editor to work as expected
994 * fixed undefined graphic of runtime element "EL_AMOEBA_TO_DIAMOND"
997 * re-recorded tape for BD2K3, level 010 (broken due to bugfix)
1000 * fixed bug (missing array boundary check) which caused broken tapes
1001 * fixed bug (when loading level template) which caused broken levels
1002 * fixed bug with new block last field code when using non-yellow player
1005 * fixed bug when pressing "stop, pause, stop, play" on tape recorder
1006 * internal change of how the player blocks the last field when moving
1007 * fixed blocking delay of last field for EM and SP style block delay
1008 * fixed bug where the player had to wait for the usual move delay after
1009 unsuccessfully trying to move, when he directly could move after that
1010 * the last two changes should make original Supaplex level 93 solvable
1011 * improved use of random number generator to make it less predictable
1012 * fixed behaviour of slippery SP elements to let slip left, then right
1015 * fixed bug with wrong door state after trying to quickload empty tape
1016 * fixed waste of static memory usage of the binary, making it smaller
1017 * fixed very little graphical bug in Supaplex explosion
1020 * version number set to 3.1.1
1023 * version 3.1.0 released
1026 * fixed bug with crash when writing user levelinfo.conf the first time
1029 * added option "convert LEVELDIR [NR]" to command line batch commands
1030 * re-converted Supaplex levels to apply latest engine fixes
1031 * changed "use graphic/sound of element" to "use graphic of element"
1032 due to compatibility problems with some levels ("bug machine" etc.)
1035 * fixed bug with CE change replacing player with same or other player
1038 * fixed bug with opaque font in envelope with background graphic when
1039 background graphic is not transparent itself
1042 * added "gravity on" and "gravity off" ports for Supaplex compatibility
1043 * corrected original Supaplex level loading code to use these new ports
1044 * also corrected Supaplex loader to auto-count infotrons if set to zero
1047 * fixed bug with missing initialization of "modified" flag for GEs
1050 * fixed bug that caused endless recursion loop when relocating player
1051 * fixed tape recorder bug in "step mode" when using "pause before end"
1052 * fixed tape recorder bug when changing from "warp forward" mode
1055 * fixed bug with "when touching" for pushed elements at last position
1058 * fixed bug that caused two activated toolbox buttons in level editor
1059 * fixed bug with exploding dynabomb under player due to other explosion
1062 * fixed bug with creating walkable custom element under player (again)
1063 * fixed bug with not copying explosion type when copying CEs in editor
1064 * fixed graphical bug when drawing player in setup menu (input devices)
1065 * fixed graphical bug when the player is pushing an accessible element
1066 * fixed bug with classic switchable elements triggering CE changes
1067 * fixed bug with entering/leaving walkable element in RelocatePlayer()
1068 * fixed crash bug when CE leaves behind the trigger player element
1071 * fixed bug with broken tubes after placing/exploding dynamite in them
1072 * fixed bug with exploding dynamite under player due to other explosion
1073 * fixed bug with not resetting push delay under certain circumstances
1076 * added option "handicap" for "levelinfo.conf" (thanks to Niko Böhm)
1077 * added network multiplayer code for Windows (thanks to Niko Böhm)
1080 * added option "reachable despite gravity" for gravity movement
1081 * changed gravity movement of most classic walkable and passable
1082 elements back to "not reachable" (for compatibility reasons)
1085 * fixed (removed) "indestructible" / "can explode" dependency in editor
1086 * fixed (removed) "accessible inside" / "protected" dependency
1087 * fixed (removed) "step mode" / "shield time" dependency
1090 * fixed dynabombs exploding now into anything diggable
1091 * fixed Supaplex style gravity movement into buggy base now impossible
1092 * added pressing key "space" as valid action to select menu options
1095 * added "replace when walkable" to relocate player to walkable element
1096 * added "enter"/"leave" event for elements affected by relocation
1097 * fixed "direct"/"indirect" change order also for "when change" event
1098 * fixed graphical bug when pushing things from elements walkable inside
1101 * fixed graphic bug when player is snapping while moving in old levels
1102 * fixed bug when a moving custom element leaves a player element behind
1103 * fixed bug with mole not disappearing when moving into acid pool
1104 * fixed bug with incomplete path setting when using "--basepath" option
1105 * moving CE can now leave walkable elements behind under the player
1106 * when relocating, player can be set on walkable element now
1107 * fixed another gravity movement bug
1110 * uploaded pre-release (test) version 3.1.0-2 binary and source code
1113 * added "collectible" and "removable" to extended replacement types
1114 (where "removable" replaces "diggable" and "collectible" elements)
1115 * added "collectible & throwable" (to throw element to the next field)
1116 * fixed bug with CEs digging elements that are just about to explode
1117 * changed mouse cursor now always being visible when game is paused
1120 * added possibility to push/press accessible elements from a side that
1122 * fixed bug with not setting actual date when appending to tape
1125 * fixed bug with incorrectly initialized custom element editor graphics
1128 * corrected set "Contributions_1995-2000/rnd_kjell_kristiansson":
1129 - number of levels corrected from 18 to 17 in "levelinfo.conf"
1132 * fixed bug with destroyed robot wheel still attracting robots forever
1133 * fixed bug with time gate switch deactivating after robot wheel time
1134 (while the time gate itself is not affected by this misbehaviour)
1135 * changed behaviour of BD style amoeba to always get blocked by player
1136 (before it was different when there were non-BD elements in level)
1137 * fixed bug with player destroying indestructable elements with shield
1140 * added option to make growing elements grow into anything diggable
1141 (for the various amoeba types, biomaze and "game of life")
1144 * fixed bug with movable elements not moving after left behind by CEs
1145 * changed gravity movement to anything diggable, not only sand/base
1146 * optionally allowing passing to walkable element, not only empty space
1147 * added option "can pass to walkable element" for players
1148 * finally fixed gravity movement (hopefully)
1151 * fixed bug with movable elements not moving anymore after falling down
1154 * fixed another bug with custom elements digging and leaving elements
1155 * fixed bug with "along left/right side" and automatic start direction
1156 * trigger elements now also displayed when "more custom" deactivated
1157 * fixed bug with clipboard element initialized when loading new level
1158 * added option "drop delay" to set delay before dropping next element
1161 * uploaded pre-release (test) version 3.1.0-1 binary and source code
1164 * added copy and paste functions for custom change pages
1165 * enhanced graphical display and functionality of tape recorder
1166 * fixed bug with custom elements digging and leaving elements
1169 * added move speed faster than "very fast" for custom elements
1170 * fixed bug with 3+3 style explosions and missing border content
1171 * fixed little bug when copying custom elements in the editor
1172 * enhanced custom element changes by more side trigger actions
1175 * added option "no scrolling when relocating" for instant teleporting
1176 * uploaded pre-release (test) version 3.1.0-0 binary and source code
1179 * added trigger element and trigger player to use as target elements
1180 * added copy and paste functions for custom and group elements
1183 * fixed graphical bug when displaying explosion animations
1184 * fixed bug when appending to tapes, resulting in broken tapes
1185 * re-recorded a few tapes broken by fixing gravity checking bug
1188 * "can move into acid" property now for all elements independently
1189 * "can fall into acid" property for player stored in same bitfield now
1190 * added option for deadliness of Supaplex 'sniksnak' and 'electron'
1191 * version number set to 3.1.0 (finally!)
1194 * changed tape recording to only record input, not programmed actions
1197 * fixed totally broken (every 8th frame skipped) step-by-step recording
1198 * fixed bug with requester not displayed when quick-loading interrupted
1199 * added option "can fall into acid (with gravity)" for players
1200 * fixed bug with player not falling when snapping down with gravity
1203 * fixed bug which messed up key config when using keypad number keys
1206 * fixed bug which allowed moving upwards even when gravity was active
1207 * fixed bug with missing error handling when dumping levels or tapes
1210 * added different colored editor graphics for Supaplex gravity tubes
1213 * fixed bug that allowed solvable tapes for unsolvable levels
1216 * use unlimited number of droppable elements when "count" set to zero
1217 * added option to use step limit instead of time limit for level
1220 * added player and change page as trigger for custom element change
1223 * fixed bug with exploding amoeba (explosion 3x3 instead of 1x1)
1226 * fixed bug with dark yamyam changing to acid when moving over acid
1227 * fixed handling of levels with more than 999 seconds level time
1228 (example: level 76 of "Denmine")
1231 * "spring push bug" reintroduced as configurable element property
1232 * fixed bug with missing properties for "mole"
1233 * fixed bug that showed up when fixing the above "mole" properties bug
1234 * added option "can move into acid" for all movable elements
1235 * fixed graphical bug for elements moving into acid
1236 * changed event handling to handle all pending events before going on
1239 * fixed bug which caused all CE change pages to be ignored which had
1240 the same change event, but used a different element side
1241 (reported by Simon Forsberg)
1243 * fixed bug which caused elements that can move and fall and that are
1244 transported by a conveyor belt to continue moving into that direction
1245 after leaving the conveyor belt, regardless of their own movement
1246 type; only elements which can not move are transported now
1247 (reported by Simon Forsberg)
1249 * fixed bug which could cause an array overflow in RelocatePlayer()
1250 (reported by Niko Böhm)
1252 * changed Emerald Mine style "passable / over" elements to "protected"
1253 (fixing unsolvable level 10 of "Bondmine 9" with bug beside gate)
1255 * added new option to select from which side a "walkable/passable"
1256 element can be entered
1259 * added explosion and ignition delay for elements that can explode
1262 * fixed bug which caused player not being protected against enemies
1263 when a CE was "walkable / inside" and was not "indestructible"
1264 * added "walkable/passable" fields to be "protected/unprotected"
1265 against enemies, even if not accessible "inside" but "over/under"
1268 * corrected move pattern to 32 bit and initial move direction to 8 bit
1271 * added second custom element base configuration page
1274 * added some special EMC mappings to Emerald Mine level loader
1275 (also covering previously unknown element in level 0 of "Bondmine 8")
1278 * added option to block last field when player is moving (for Supaplex)
1279 * adjusted push delay of Supaplex elements
1280 * removed delays for envelopes etc. when replaying with maximum speed
1281 * fixed bug when dropping element on a field that just changed to empty
1284 * fixed bug: infotrons can now smash yellow disks
1285 * fixed bug: when gravity active, port above player can now be entered
1286 * removed "one white dot" mouse pointer which irritated some people
1289 * added "choice type" for group element selection
1292 * fixed bug with initial invulnerability of non-yellow player
1295 * added level loader for loading native Supaplex packed levels
1296 (including multi-part levels like the "splvls99" levels)
1299 * fixed bug which allowed creating emeralds by escaping explosions
1302 * custom elements can change (limited) or leave (unlimited) elements
1303 * finally added multiple matches using group elements
1304 * added shortcut to dump brush (type ":DB" in editor) for use in forum
1307 * added new start movement type "previous" for continued CE movement
1308 * added new start movement type "random" for random CE movement start
1311 * added new element "sokoban_field_player" needed for Sokoban levels
1312 (thanks to Ed Booker for pointing this out!)
1315 * added elements that can be digged or left behind by custom elements
1318 * added group elements for multiple matches and random element creation
1321 * fixed some graphical errors displayed in old levels
1324 * fixed wrong double speed movement after passing closing gates
1327 * added level loader for loading native Emerald Mine levels
1330 * changes for "shooting" style CE movement
1333 * Happy New Year! ;-)
1336 * changed default snap/drop keys from left/right Shift to Control keys
1339 * fixed bug with dead player getting reanimated from custom element
1342 * fixed bug with wrong penguin graphics (when entering exit)
1345 * fixed bug with wrong "Murphy" graphics (when digging etc.)
1348 * version number set to 3.0.9
1351 * version 3.0.8 released
1354 * added function checked_free()
1357 * fixed bug with double nut cracking sound
1358 (by eliminating "default element action sound" assignment in init.c)
1361 * fixed crash when no music info files are available
1364 * fixed boring and sleeping sounds
1367 * added "maze runner" and "maze hunter" movement types
1368 * added extended collision conditions for custom elements
1371 * added warnings for undefined token values in artwork config files
1374 * added menu entry for level set information to the info screen
1377 * fixed bug with wrong default impact sound for colored emeralds
1380 * added several sub-screens for the info screen
1381 * menu text now also clickable (not only blue/red sphere left of it)
1384 * added configurable "bored" and "sleeping" animations for the player
1385 * added "awakening" sound for player when waking up after sleeping
1388 * added "copy" and "exchange" functions for custom elements to editor
1391 * added configurable element animations for info screen
1394 * added configurable music credits for info screen
1397 * finally fixed tape recording when player is created from CE change
1400 * added "editorsetup.conf" for editor element list configuration
1403 * added "musicinfo.conf" for menu and level music configuration
1406 * fixed a very nasty bug in dragon turning code in TurnRoundExt()
1407 (that only showed up on Linux, but not on Windows systems)
1410 * fixed turning movement of butterflies and fireflies (no frame reset)
1411 * enhanced sniksnak turning movement (two steps instead of only one)
1414 * version number set to 3.0.8
1417 * version 3.0.7 released
1420 * fixed reset of player animation frame when, for example,
1421 walking, digging or collecting share the same animation
1422 * fixed CE with "deadly when touching" exploding when touching amoeba
1425 * fixed tape recording when player is created from CE element change
1428 * introduced "turning..." action graphic for elements with move delay
1429 (non-CE: bug, spaceship, sniksnak, mole, pacman, yamyam)
1430 * added turning animations for bug, spaceship and sniksnak
1433 * prevent "extended" changed elements from delay change in same frame
1436 * fixed bug when pushing element that can move away to the side
1437 (like pushing falling elements, but now with moving elements)
1440 * finally fixed serious bug in code for delayed element pushing (again)
1443 * unavailable setup options now marked as "n/a" instead of "off"
1444 * new boolean directive "latest_engine" for "levelinfo.conf": when set
1445 to "true", levels are always played with the latest game engine,
1446 which is desired for levels that are imported from other games; all
1447 other levels are played with the engine version stored in level file
1448 (which is normally the engine version the level was created with)
1451 * fixed serious bug in code for delayed element pushing
1452 * fixed little bug in animation frame selection for pushed elements
1453 * speed-up of reading config file for verbose output
1456 * added configuration option for opening and closing Supaplex exit
1457 * added configuration option for moving up/down animation for Murphy
1458 * fixed incorrectly displayed animation for attacking dragon
1459 * fixed bug with not setting initial gravity for each new game
1460 * fixed bug with teleportation of player by custom element change
1461 * fixed bug with player not getting smashed by rock sometimes
1464 * version number set to 3.0.7
1467 * version 3.0.6 released
1470 * added support for MP3 music for SDL version through SMPEG library
1473 * fixed bug when initializing font graphic structure
1474 * fixed bug with animation mode "pingpong" when using only 1 frame
1475 * fixed bug with extended change target introduced in 3.0.5
1476 * fixed bug where passing over moving element doubles player speed
1477 * fixed bug with elements continuing to move into push direction
1478 * fixed bug with duplicated player when dropping bomb with shield on
1479 * added "switching" event for custom elements ("pressing" only once)
1480 * fixed switching bug (resetting flag when not switching but not idle)
1483 * fixed element tokens for certain file elements with ".active" etc.
1486 * version number set to 3.0.6
1489 * version 3.0.5 released
1492 * now four envelope elements available
1493 * font, background, animation and sound for envelope now configurable
1494 * main menu doors opening/closing animation type now configurable
1497 * active/inactive sides configurable for custom element changes
1498 * new movement type "move when pushed" available for custom elements
1501 * fixed bug in multiple config pages loader code that caused crashes
1504 * enhanced (remaining low-resolution) Supaplex graphics
1507 * version number set to 3.0.5
1510 * version 3.0.4 released
1512 2003-09-12 src/tools.c
1513 * fixed bug in custom definition of crumbled element graphics
1515 2003-09-11 src/files.c
1516 * fixed bug in multiple config pages code that caused crashes
1519 * version number set to 3.0.4
1522 * version 3.0.3 released
1525 * added music to Supaplex classic level set
1527 2003-09-07 src/libgame/misc.c
1528 * added support for loading various music formats through SDL_mixer
1530 2003-09-06 (various source files)
1531 * fixed several nasty bugs that may have caused crashes on some systems
1532 * added envelope content which gets displayed when collecting envelope
1533 * added multiple change event pages for custom elements
1535 2003-08-24 src/game.c
1536 * fixed problem with player animation when snapping and moving
1538 2003-08-23 src/screens.c, src/cartoons.c, src/libgame/toons.c
1539 * fixed problem with flickering when drawing toon animations
1541 2003-08-23 src/libgame/sdl.c
1542 * fixed problem with setting mouse cursor in SDL version in fullscreen
1544 2003-08-23 src/game.c
1545 * fixed bug (missing array boundary check) which could crash the game
1548 * version number set to 3.0.3
1551 * version 3.0.2 released
1553 2003-08-21 src/game.c
1554 * fixed bug with creating inaccessible elements at player position
1556 2003-08-20 src/init.c
1557 * fixed bug with not finding current level artwork directory
1559 2003-08-20 src/files.c
1560 * fixed bug with choosing wrong engine version when playing tapes
1561 * fixed bug with messing up custom element properties in 3.0.0 levels
1564 * version number set to 3.0.2
1567 * version 3.0.1 released
1569 2003-08-17 (no source files affected)
1570 * changed all "classic" PCX image files with 16 colors or less to
1571 256 color (8 bit) storage format, because the Allegro game library
1572 cannot handle PCX files with less than 256 colors (contributed
1573 graphics are not affected and might look wrong in the DOS version)
1575 2003-08-16 src/init.c
1576 * fixed bug which (for example) crashed the level editor when defining
1577 "dynamite.EDITOR: [NONE]", because graphics may not be undefined
1578 (only set to default) -- invalid graphics now set to default graphic
1580 2003-08-16 src/init.c
1581 * fixed graphical bug of player digging/collecting/snapping element
1582 when no corresponding graphic/animation is defined for this action,
1583 resulting in player being drawn as EL_EMPTY (which should only be
1584 done to elements being collected, but not to the player)
1586 2003-08-16 src/game.c
1587 * fixed small graphical bug of player not totally moving into exit
1589 2003-08-16 src/libgame/setup.c
1590 * fixed bug with wrong MS-DOS 8.3 filename conversion
1592 2003-08-16 src/tools.c
1593 * fixed bug with invisible mouse cursor when pressing ESC while playing
1595 2003-08-16 (various source files)
1596 * added another 128 custom elements (disabled in editor by default)
1598 2003-08-16 src/editor.c
1599 * fixed NULL string bug causing Solaris to crash in sprintf()
1601 2003-08-16 src/screen.c
1602 * fixed drawing over scrollbar on level selection with custom fonts
1604 2003-08-15 src/game.c
1605 * cleanup of simple sounds / loop sounds / music settings
1607 2003-08-08 (various source files)
1608 * added custom element property for dropping collected elements
1610 2003-08-08 src/conf_gfx.c
1611 * fixed bug with missing graphic for active red disk bomb
1613 2003-08-07 src/files.c, src/editor.c src/game.c, src/main.h
1614 * extended variable "level.gravity" to "level.initial_gravity" and
1615 "game.current_gravity" to prevent level setting from being changed
1616 by playing the level (keeping the runtime value after playing)
1618 * fixed graphics bug when digging element that has 'crumbled' graphic
1619 definition, but not 'diggable' graphic definition
1622 * version number set to 3.0.1
1625 * version 3.0.0 released
1628 * various bug fixes; among others:
1629 - fixed bug with pushing spring over empty space
1630 - fixed bug with leaving tube while placing dynamite
1631 - fixed bug with explosion of smashed penguins
1632 - allow Murphy player graphic in levels with non-Supaplex elements
1636 * I have forgotten to document changes for some time
1639 * pre-release version 2.2.0rc1 released
1642 * version number set to 2.1.2
1645 * version 2.1.1 released
1648 * version number set to 2.1.1
1651 * version 2.1.0 released
1654 * version number set to 2.1.0
1656 2002-04-03 to 2002-05-19 (various source files)
1657 * graphics, sounds and music now fully configurable
1658 * bug fixed that prevented walking through tubes when gravity on
1660 2002-04-02 src/events.c, src/editor.c
1661 * Make Escape key less aggressive when playing or when editing level.
1662 This can be configured as an option in the setup menu. (Default is
1663 "less aggressive" which means "ask user if something can be lost"
1664 when pressing the Escape key.)
1666 2002-04-02 src/screen.c
1667 * Added "graphics setup" screen.
1669 2002-04-01 src/screen.c
1670 * Changed "choose level" setup screen stuff to be more generic (to
1671 make it easier to add more "choose from generic tree" setup screens).
1673 2002-04-01 src/config.c, src/timestamp.h
1674 * Added source files "src/config.[ch]" and "src/timestamp.h" (which
1675 automatically gets created by "src/Makefile" and contains an actual
1676 compile-time timestamp to identify development versions of the game).
1678 2002-03-31 src/tape.c, src/events.c
1679 * Added quick game/tape save/load functions to tape stuff which can be
1680 invoked by a keyboard shortcut. Default: "F1" saves game/tape, "F2"
1681 loads previously recorded tape and directly goes into recording mode
1682 from the end of the tape (therefore appending to the tape).
1684 2002-03-31 src/tape.c
1685 * Added "index mark" function to tape recorder. When playing or
1686 recording, "eject" button changes to "index" button. Setting index
1687 mark is not yet implemented, but pressing index button when playing
1688 allows very quick advancing to end of tape (when normal playing),
1689 very fast forward mode (when playing with normal fast forward) or
1690 very fast reaching of "pause before end of tape" (when playing with
1691 "pause before end" playing mode).
1693 2002-03-30 src/cartoons.c
1694 * Moved some stuff from cartoons.c to the new "src/libgame/toons.c".
1696 2002-03-29 src/screen.c
1697 * Changed setup screen stuff to be more generic (to make it easier
1698 to add more setup screens).
1700 2002-03-23 src/main.c, src/main.h
1701 * Various changes due to the introduction of the new libgame files
1702 "setup.c" and "joystick.c".
1704 2002-03-23 src/files.c
1705 * Generic parts of "src/files.c" (mainly setup and level directory
1706 stuff) moved to new libgame file "src/libgame/setup.c".
1708 2002-03-23 src/joystick.c
1709 * File "src/joystick.c" moved to libgame source tree, with
1710 correspondig changes.
1712 2002-03-22 src/screens.c
1713 * "HandleChooseLevel()": Another bug in level series navigation fixed.
1714 (Wrong level series information displayed when entering main group.)
1716 2002-03-22 src/editor.c
1717 * Slight change to support new gadget event "GD_EVENT_INFO_LEAVING".
1719 2002-03-22 src/editor.c
1720 * Changed behaviour of "Escape" key in level editor to be more
1721 intuitive: When in "Element Properties" or "Level Info" mode,
1722 return to "Drawing Mode" instead of leaving the level editor.
1724 2002-03-21 src/game.c, src/editor.c, src/files.c
1725 * 2.0.1 introduced the corrected "Emerald Mine" style behaviour of
1726 gems (emeralds, diamonds, ...) slipping down from normal wall,
1727 steel wall and growing wall (as in E.M.C. style levels). Although
1728 the behaviour of contributed and private levels wasn't changed (due
1729 to the use of "level.game_version"; see previous entry), editing
1730 those levels will (of course) change the behaviour accordingly.
1732 This change seems a bit too hard after thinking about it, because
1733 the EM style behaviour is not the "expected" behaviour (gems would
1734 normally only slip down from "rounded" walls). Therefore this was
1735 now changed to an element property for gem style elements, with the
1736 default setting "off" (which means: no special EM style behaviour).
1737 To fix older converted levels, this flag is set to "on" for pre-2.0
1738 levels that are neither contributed nor private levels.
1740 2002-03-20 src/files.h
1741 * Corrected settings for "level.game_version" depending of level type.
1742 (Contributed and private levels always get played with game engine
1743 version they were created with, while converted levels always get
1744 played with the most recent version of the game engine, to let new
1745 corrections of the emulation behaviour take effect.)
1747 2002-03-20 src/main.h
1748 * Added "#include <time.h>". This seems to be needed by "tape.c" for
1749 compiling the SDL version on some systems.
1750 Thanks to the several people who pointed this out.
1753 * Version number set to 2.0.2.
1756 * Version 2.0.1 released.
1758 2002-03-18 src/screens.c
1759 * "HandleChooseLevel()": Small bug in level series navigation fixed.
1761 2002-03-18 src/files.c [src/libgame/misc.c]
1762 * Moved some common functions from src/files.c to src/libgame/misc.c.
1764 2002-03-18 src/files.c [src/libgame/misc.c]
1765 * Changed permissions for new directories and saved files (especially
1766 score files) according to suggestions of Debian users and mantainers.
1767 Thanks to Drew Parsons <dparsons@emerall.com> for the patch.
1769 2002-03-17 src/files.c
1770 * Changed "{Load|Save}{Level|Tape}()" to IFF style file format:
1771 Replaced "cookie" header string ("ROCKSNDIAMONDS_...\n") with
1772 real IFF style header "RND1....XXXX" (where "XXXX" is "CAVE"
1773 for levels and "TAPE" for tapes). Old "cookie" style format is
1774 still supported for reading. New level and tape files are written
1777 * New IFF chunk "VERS" contains version numbers for file and game
1778 (where "game version" is the version of the program that wrote the
1779 file, and "file version" is a version number to distinguish files
1780 with different format, for example after adding new features).
1782 2002-03-15 src/screen.c
1783 * "DrawHallOfFame()": "FadeSounds()" when entering the hall of fame.
1784 (Before, you heard a mixture of the in-game music and the
1785 hall-of-fame music.)
1787 2002-03-14 src/events.c
1788 * Function "DumpTape()" (files.c) now available by pressing 't' from
1789 main menu (when in DEBUG mode).
1791 2002-03-14 src/game.c
1792 * "GameWon()": When game was won playing a tape, now there is no delay
1793 raising the score and no corresponding sound is played.
1795 2002-03-14 src/files.c
1796 * Changed "LoadTape()" for real chunk support and also adjusted
1797 "SaveTape()" accordingly.
1799 2002-03-14 src/game.c, src/tape.c, src/files.c
1800 * Important changes to tape format: The old tape format stored all
1801 actions with a real effect with a corresponding delay between the
1802 stored actions. This had some major disadvantages (for example,
1803 push delays had to be ignored, pressing a button for some seconds
1804 mutated to several single button presses because of the non-action
1805 delays between two action frames etc.). The new tape format just
1806 stupidly records all device actions and replays them later. I really
1807 don't know why I haven't solved it that way before?! Old-style tapes
1808 (with tape file version less than 2.0) get converted to the new
1809 format on-the-fly when loading and can therefore still be played;
1810 only some minor parts of the old-style tape handling code was needed.
1811 (A perfect conversion is not possible, because there is information
1812 missing about the device actions between two action frames.)
1814 2002-03-14 src/files.c
1815 * New function "DumpTape()" to dump the contents of the current tape
1816 in a human readable format.
1818 2002-03-14 src/game.c
1819 * Small tape bug fixed: When automatically advancing to next level
1820 after a game was won, the tape from the previous level still was
1821 loaded as a tape for the new level.
1823 2002-03-14 src/tape.c
1824 * Small graphical bug fixed: When pressing ""Record" or "Play" on
1825 tape, cartoons did not get completely removed because
1826 StopAnimation() was not called.
1828 2002-03-13 src/files.c
1829 * Changed "LoadLevel()" and "SaveLevel()" to add new chunk "CNT2".
1830 Fixed bug of "CONT" and "BODY" (chunk size was set to 8-bit element
1831 size even when using 16-bit elements). Added new chunk "CNT2" for
1832 16-bit amoeba content (previously written in 8-bit field in "HEAD"
1833 chunk even when content was 16-bit element). "CNT2" should now be
1834 able to store content for arbitrary elements (up to eight blocks of
1835 3 x 3 element arrays). All "CNT2" elements will always be stored as
1836 16-bit elements. "CONT" (with 8/16-bit elements) now obsolete.
1838 2002-03-13 src/files.c
1839 * Changed "LoadLevel()" for real chunk support.
1841 2002-03-12 src/game.c
1842 * Fixed problem (introduced after 2.0.0 release) with penguins
1843 not getting killed by enemies
1845 2002-02-24 src/game.c, src/main.h
1846 * Added "player->is_moving"; now "player->last_move_dir" does
1847 not contain any information if the player is just moving at
1849 Before, "player->last_move_dir" was misused for this purpose
1850 for the robot stuff (robots don't kill players when they are
1851 moving). But setting "player->last_move_dir" to MV_NO_MOVING
1852 broke tapes when walking through pipes!
1853 ("IS_MOVING()" uses "MovPos[][]", but this fails when it is 0
1854 in a continuous movement. This fact is ignored for friends and