2 * added new pseudo game mode "PANEL" to define panel fonts and graphics
3 - panel fonts now use ".PANEL" suffix instead of ".PLAYING" suffix
4 - panel graphics now use ".PANEL" suffix instead of ".DOOR" suffix
5 (else graphics would have to use ".PLAYING", which would be confusing)
8 * added attribute ".tile_size" for element style game panel controls
11 * added <space> key as additional valid key to use for confirm requester
14 * improved menu fading, adding separate fading definitions for entering
15 and leaving a "content" screen (in general), and optional definitions
16 for the special "content" screens SCORES, EDITOR, INFO and PLAYING
19 * added (currently invisible) setup option to define scroll delay value
20 * fixed small bug in priority handling when auto-detecting level start
21 position in levels without player element (but player from CE etc.)
22 * added option "game.forced_scroll_delay_value" to override user choice
23 of scroll delay value for certain level sets with "graphicsinfo.conf"
24 * replaced setup option "scroll delay: on/off" by new setup option that
25 directly allows selecting the desired scroll delay value from 0 to 8
28 * added displaying of most game panel control elements (not animated)
31 * added new configuration directives to display additional game engine
32 values on the game control panel, like the following examples:
33 - game.panel.time_hh/time_mm/time_ss - level time in HH/MM/SS format
34 - game.panel.penguins - number of penguins to rescue
35 - game.panel.level_name - level name of current level
38 * added support for preview tile sizes "1" and "2" (1x1 and 2x2 pixels)
41 * added new player option "no centering when relocating" for "invisible"
42 teleportations to level areas that look exactly the same, giving the
43 illusion that the player did not relocate at all (this was the default
44 since 3.2.3, but caused visual problems with room creation in "Zelda")
45 * added new menu fading effect "melt", shamelessly stolen from "DOOM"
48 * improved menu fading, adding separate fading definitions for entering
49 and leaving a menu and for fading between menu and "content" screens
50 * fixed small bug with recognizing also ".font_xyz" style definitions
53 * improved menu fading, adding separate fading definitions for fading
54 between menu screens and fading between menu and "destination" screens
57 * titlemessage_initial_x and titlemessage_x set to "[DEFAULT]" in static
58 configuration (set from "[titlemessage_initial]" and "[titlemessage]")
59 * fading settings of "[titlemessage_initial]" and "[titlemessage]" set
60 to "[DEFAULT]" in static configuration (set from "[title_initial]" and
62 * improved title fading, allowing fading animation types "none", "fade"
63 and "crossfade" (including cross-fading of last title to main menu)
66 * added configurability of graphics, sounds and music for title screens,
67 which are separated into initial title screens (only shown once at
68 program startup) and title screens shown for a given level set; these
69 title screens can be composed of up to five title images and up to
70 five title text messages (each drawn using an optional background
71 image), also using background music and/or sounds; aspects like
72 background images, sounds and music of title screens can either be
73 defined generally (valid for all title screens) or specifically (and
74 therefore differently for each title screen) using these directives:
76 to define a background image, sound or music file for all screens:
77 - background.TITLE_INITIAL (for all title screens for game startup)
78 - background.TITLE (for all title screens for level sets)
80 to define a background image, sound or music file for a single screen:
81 - background.titlescreen_initial_x (with x in 1,2,3,4,5)
82 - background.titlescreen_x (with x in 1,2,3,4,5)
83 - background.titlemessage_initial_x (with x in 1,2,3,4,5)
84 - background.titlemessage_x (with x in 1,2,3,4,5)
86 to define the title screen images:
87 - titlescreen_initial_x (with x in 1,2,3,4,5)
88 - titlescreen_x (with x in 1,2,3,4,5)
90 to define the title text messages, place text files into the level set
91 directory that have the following file names:
92 - titlemessage_initial_x.txt (with x in 1,2,3,4,5)
93 - titlemessage_x.txt (with x in 1,2,3,4,5)
95 to define the properties of the text messages, either use directives
96 that affect all text messages:
97 - [titlemessage_initial].<suffix>
98 - [titlemessage].<suffix>
99 or use directives that affect single text messages:
100 - titlemessage_initial_x.<suffix> (with x in 1,2,3,4,5)
101 - titlemessage_x.<suffix> (with x in 1,2,3,4,5)
103 valid values for <suffix> are the same as for readme.<suffix> below;
104 use ".sort_priority" (default: 0) to define an arbitrary order for
105 title images and title messages (which can therefore be mixed)
108 * added full configurability of "readme.txt" screen appearance:
109 - readme.x: <left position used with alignment>
110 - readme.y: <top position>
111 - readme.width: <maximim text width in pixels>
112 - readme.height: <maximum text height in pixels>
113 - readme.chars: <maximum number of chars per line>
114 - readme.lines: <maximum number of lines displayed>
115 - readme.align: left,center,right (default: center)
116 - readme.top: top,middle,bottom (default: top)
117 - readme.font: font name
118 - readme.autowrap: true,false (default: true)
119 - readme.centered: true,false (default: false)
120 - readme.parse_comments: true,false (default: true)
121 - readme.sort_priority: (not used here, but only for title screens)
122 when "readme.chars" and/or "readme.lines" is set to "-1" (this is the
123 default), they are automatically determined from "readme.width" and
124 "readme.height" accordingly; when they are not "-1", they have
125 precedence over "readme.width" and "readme.height"
126 * added internal ad-hoc config settings for displaying text files like
127 title messages or "readme.txt" style level set info files:
128 - .font: font name (default: readme.font)
129 - .autowrap: true,false (default: readme.autowrap)
130 - .centered: true,false (default: readme.centered)
131 - .parse_comments: true,false (default: readme.parse_comments)
132 (the leading '.' and the separating ':' are mandatory here); to use
133 these ad-hoc settings, they have to be written inside a comment, like
134 "# .autowrap: false" or "# .centered: true"; these settings then
135 override the above global settings (they can even be used more than
136 once, like "# .centered: true", then some text that should be drawn
137 centered, then "# .centered: false" to go back to non-centered text;
138 important note: after using "# .parse_comments: false", or when using
139 "readme.parse_comments: false", detecting and parsing comments inside
140 the file is disabled and comments are just printed like normal text;
141 also be aware that all automatic text size calculations are done with
142 the font defined in "readme.font", while using different fonts using
143 "# .font: <font>" inside the text file may cause unexpected results
146 * changed some numerical limits in the level editor from 255 to 999
149 * added option "system.sdl_videodriver" to select SDL video driver
150 * added output of SDL video and audio driver to "version info" page
153 * added group element drawing to IntelliDraw drawing functions
154 * fixed animation resetting problem again (last try broke Snake Bite)
155 * fixed diagonal scrolling in screen scrolling (last try broke Pac Man)
158 * added new (special) "include: <filename>" directive that works in all
159 configuration files (like "graphicsinfo.conf") and that has the same
160 effect as if that directive would be replaced with the content of the
161 specified file (this can be useful to split large configuration files
162 into several smaller ones and include them from one main file, or to
163 store configuration settings that always stay the same into a separate
164 file, while including it and only add those parts that really change)
167 * fixed minor bug (screen redraw of player tiles) in EMC graphics engine
170 * fixed bug in "InitMovingField()" where treating an integer array as
171 boolean caused wrong resetting of animations while elements are moving
172 * fixed problem with resetting animations when starting element change
175 * added sort priority for order of title screens and title messages
178 * changed end of game again: do not wait for the user to press a key
179 anymore, but directly ask/confirm tape saving and go to hall of fame
180 * re-enabled quitting of lost game by pressing space or return again
181 * added blanking of mouse pointer when displaying title screens
182 * added remaining menu draw offset definitions for info sub-screens
185 * added setup option to select game speed (from very slow to very fast)
186 * improved handling of title text messages (initial and for level set)
189 * added new options "auto-wrap" and "centered" for DC2 style envelopes
192 * fixed displaying and typing of player name when it is centered
193 * added special characters to be allowed for player name (not only A-Z)
196 * fixed blit in ScrollLevel() to same bitmap to not overlap anymore
197 (newer versions of the SDL library seem to not like this anymore)
200 * added code for configuration directives for control of game panel
203 * fixed small cosmetical bug with underlining property tabs in editor
206 * fixed small drawing bug in X11FadeRectangle
207 * added new elements for newly supported Diamond Caves II levels:
208 - EM/DC style exits that disappear after passing
209 - white key and gate (one white key needed for each white gate)
210 - fake gate (there is no key to open/pass this kind of gate!)
211 - extended magic wall which also handles pearls and crystals
215 * changed maximum value for endless loop detection to a higher value
216 (some levels really used very deep recursion without being endless)
219 * added new elements for newly supported Diamond Caves II levels:
220 - growing steel walls
221 - snappable land mine
224 * added new elements for newly supported Diamond Caves II levels:
225 - steel text elements
228 * added level file loader for native Diamond Caves II levels
231 * version number set to 3.2.4
234 * version 3.2.3 released
237 * fixed malloc/free bug when updating EMC artwork entries in level list
238 * added workaround (warning and request to quit the current game) when
239 changing elements cause endless recursion loop (which would otherwise
240 freeze the game, causing a crash-like program exit on some systems)
243 * fixed nasty string overflow bug when entering too long envelope text
246 * added feedback sounds for menu navigation "menu.item.activating" and
247 "menu.item.selecting" (for highlighting and executing menu entries)
250 * improved "no scrolling when relocating" to also consider scroll delay
251 (meaning that the player is not automatically centered in this case;
252 this makes it possible to "invisibly" relocate the player to a region
253 of the level playfield which looks the same as the old level region)
254 * fixed bug with not recognizing "main.input.name.align" when active
257 * fixed bug with displaying masked borders over title screens when
258 screen fading is disabled
261 * fixed infinite loop / crash bug when killing the player while having
262 a CE with the setting "kill player X when explosion of <player X>"
263 * added special editor graphic for "char_space" to distinguish it from
264 "empty_space" when editing a level (in-game graphics still the same)
267 * fixed nasty bug with initialization only done for the first player
270 * small change to handle loading empty element/content list micro chunks
273 * uploaded pre-release (test) version 3.2.3-0 binary and source code
276 * some optimizations on startup speed by reducing initial text output
279 * added caching of custom artwork information for faster startup times
282 * fixed graphical bug when using fewer menu entries on level selection
283 screen than usual (with "menu.list_size.LEVELS" directive)
284 * fixed crash bug (Windows/SDL only) caused by BlitBitmap blitting from
285 the backbuffer to the backbuffer by error (with identical rectangle)
288 * fixed bug when displaying titlescreen with size less than element tile
289 * fixed bug that caused elements with "change when digging <e>" event
290 to change for _every_ digged element, not only those specified in <e>
291 * fixed bug that caused impact style collision when dropping element one
292 tile over the player that can both fall down and smash players
293 * fixed bug that caused impact style collision when element changed to
294 falling/smashing element over the player immediately after movement
297 * fixed bug that allowed making engine snapshots from the level editor
300 * fixed bugs with player name and current level positions on main screen
303 * added configuration directives for control of title screens:
304 - "title.fade_delay" for fading time
305 - "title.post_delay" for pause between screens (when not crossfading)
306 - "title.auto_delay" to automatically continue after some time
307 these settings can each be overridden by specifying them with titles:
308 - "titlescreen_initial_{1-5}.{fade_delay,post_delay,auto_delay}"
309 - "titlescreen_{1-5}.{fade_delay,post_delay,auto_delay}"
310 fading mode can also be specified:
311 - "titlescreen_initial_{1-5}.anim_mode: {fade,crossfade}
312 - "titlescreen_{1-5}.anim_mode: {fade,crossfade}
313 default is using normal fading for menues and initial title screens,
314 while using cross-fading for level set title screens
315 * fixed bug with background not drawn in Hall of Fame after game was won
318 * added configuration directives for the remaining main menu items
321 * added additional configuration directives for info screen draw offset:
322 menu.draw_{x,y}offset.INFO[{ELEMENTS,MUSIC,CREDITS,PROGRAM,LEVELSET}]
323 * added additional configuration directives for preview info text
324 * limited mouse wheel sensitive screen area to scrollable screen area
327 * added highlighted menu text entries to menu navigation when selected
330 * fixed bug that prevented player from correctly being created in the
331 top left corner by a custom element change in a level without player
332 * fixed bug that prevented player from being killed when indestructible,
333 non-walkable element is placed on player position by extended change
334 * added configurable menu button, text and input positions to main menu
337 * added page fading effects for remaining info sub-screens
338 * fixed small bug that caused some delays when answering door request
341 * added directives "border.draw_masked.*" for menu/playfield area and
342 door areas to display overlapping/masked borders from "global.border"
345 * fixed bug with CE with move speed "not moving" not being animated
346 * when changing player artwork by CE action, reset animation frame
349 * fixed bug with not unmapping main menu screen gadgets on other screens
350 * fixed bug with un-pausing a paused game by releasing still pressed key
351 * fixed bug with not redrawing screen when toggling to/from fullscreen
352 mode while fast reloading tape (without redrawing playfield contents)
353 * fixed bug with quick-saving tape snapshot despite answering with "no"
356 * version number set to 3.2.3
359 * version 3.2.2 released
362 * fixed bug with redrawing screen in fullscreen mode after quick tape
363 reloading when using the EMC game engine
364 * changed token names from "last_ce_[1-8]" to "prev_ce_[1-8]"
367 * fixed bug in GameWon() when level contains no exit (like in Sokoban)
370 * added engine snapshot functionality for instant tape reloading (this
371 only works for the last tape saved using "quick save", and does not
372 work across program restarts, because it completely works in memory)
375 * version number set to 3.2.2
378 * version 3.2.1 released
381 * fixed nasty bugs with handling error message file on Mac OS X systems
384 * general code cleanup (removing many annoying "#if 0" blocks etc.)
387 * fixed bug that caused broken tapes when manually appending to tapes
388 using the "pause before death" functionality, followed by recording
389 * added setup option to disable fading of screens for faster testing
392 * code cleanup of new fading functions
395 * changed behaviour after solved game -- do not immediately stop engine
396 * added some more smooth screen fadings (game start, hall of fame etc.)
399 * fixed bug with displaying pushed CE with value/score/delay anim_mode
402 * added configurable level preview position, tile size and dimensions
403 * added configurable game panel value positions (gems, time, score etc.)
406 * fixed small bug with time displayed incorrectly when collecting CEs
409 * fixed bug with bumpy scrolling with EM engine in double player mode
412 * added compatibility code to fix "Snake Bite" style levels that were
413 broken due to a bugfix regarding EL_SOKOBAN_FIELD_PLAYER in 3.2.0
416 * fixed bug with scrollbars inside editor when using the Windows mouse
417 enhancement tool "True X-Mouse" (which injects key events to the event
418 queue to insert selected stuff into the Windows clipboard, which gets
419 confused with the "Insert" key for jumping to the last editor cascade
420 block in the element list)
421 * added Rocks'n'Diamonds icon for use as window icon to SDL version
422 * added key shortcut "Alt + Enter" to toggle fullscreen mode at any time
425 * added selection of preferred fullscreen mode to setup / graphics menu
426 (useful if default mode 800 x 600 does not match screen aspect ratio)
429 * improved down-scaling of images for better editor and preview graphics
430 * changed user data directory for Mac OS X from Unix style to new place
433 * improved level number selection in main menu and player selection in
434 setup menu (input devices section) by using standard button gadgets
435 * added support for mouse scroll wheel (caused buggy behaviour before)
436 * added support for scrolling horizontal scrollbars with mouse wheel by
437 holding "Shift" key pressed while scrolling the wheel
438 * added support for single step mouse wheel scrolling by holding "Alt"
439 key pressed while scrolling the wheel (can be combined with "Shift")
440 * changed output file "stderr.txt" on Windows platform now always to be
441 created in the R'n'D sub-directory of the personal documents directory
442 * added Windows message box to direct to "stderr.txt" after error aborts
445 * improved general scrollbar handling (when jump-scrolling scrollbars)
448 * changed scrollbars to always show last line as first after scrolling
449 (that means jumping n - 1 screen lines instead of n screen lines)
452 * fixed level versions of EMC level loader (from V4 to V1, V2 and V3)
453 * fixed level time for EMC levels for V2 engine (V2 and V5 levels)
454 * fixed special handling of vertically stacked acid becoming fake acid
457 * fixed bug (very special case) with CE_SCORE_GETS_ZERO, which can
458 affect multiple instances of the same CE, although this kind of
459 change condition usually only affects one single custom element
462 * version number set to 3.2.1
465 * version 3.2.0 released
468 * reorganized level editor element list a bit to match engines better
471 * fixed newly introduced bug with wrongly initializing clipboard element
474 * fixed bug with displaying visible/invisible level border in editor
477 * reorganized some elements in the level editor element list
480 * fixed bug with displaying any player as "yellow" when moving into acid
481 * fixed bug with displaying running player when player stopped at border
484 * fixed bug with player exploding when moving into acid
485 * fixed bug with level settings being reset in editor and when playing
486 (some compatibility settings being set not only after level loading)
487 * fixed crash bug when number of custom graphic frames was set to zero
488 * fixed bug with teleporting player on walkable tile not working anymore
489 * added partial compatibility support for pre-release-only "CONF" chunk
490 (to make Alan Bond's "color cycle" demo work again :-) )
493 * fixed some bugs when displaying title screens from info screen menu
494 * fixed bug which caused EMC doors #5 to #8 to be passable without keys
497 * changed file major version to 3 to reflect level file format changes
498 * uploaded pre-release (test) version 3.2.0-8 binary and source code
501 * added new chunk "NAME" to level file format for level name settings
502 * added new chunk "NOTE" to level file format for envelope settings
503 * changed name of chunk "CONF" to "ELEM" (for normal element settings)
504 * updated magic(5) file to recognize changed and new level file chunks
505 * removed change events "change when CE value/score changes" as unneeded
508 * changed gravity (which only affects the player) from level property
509 to player property (only makes a difference in multi-player levels)
510 * added change events "change when CE value/score changes"
511 * added change events "change when CE value/score changes of <element>"
514 * added new chunk "INFO" to level file format for global level settings
515 * added all element settings from "HEAD" chunk to "CONF" chunk
516 * added all global level settings from "HEAD" chunk to "INFO" chunk
519 * changed level file format by adding two new chunks "CUSX" (for custom
520 elements, replacing the previous "CUS4" chunk) and "GRPX" (for group
521 elements, replacing the previous "GRP1" chunk); these new IFF style
522 chunks use the new and flexible "micro chunks inside chunks" technique
523 already used with the new "CONF" chunk (for normal element properties)
524 which makes it possible to easily extend the existing level format
525 (instead of using fixed-length chunks like before, which are either
526 too big due to reserved bytes for future use, or too small when those
527 reserved bytes have all been used and even more data should be stored,
528 requiring the replacement by new and larger chunks just like it went
529 with "CUS1" to "CUS4"); this whole problem now does not exist anymore
532 * added credits pages to the "credits" section that were really missing
533 * added some missing element descriptions to the level editor
534 * added down position of switchgate switch to the level editor
535 and allowed the use of both switch positions at the same time
536 * changed use of "Insert" and "Delete" keys to navigate element list in
537 level editor to start of previous or next cascading block of elements
540 * added the possibility to view the title screen to the info screen menu
541 * fixed some minor bugs with viewing title screens
544 * fixed bug with title (cross)fading in/out when using fullscreen mode
547 * fixed bug that forced re-defining of menu settings in local graphics
548 config file which are already defined in existing base config file
549 * fixed small bug that caused door sounds playing when music is enabled
552 * added the possibility to define up to five title screens for each
553 level set that are displayed after loading using (cross)fading in/out
554 (this was added to display the various start images of the EMC sets)
557 * added "CE score gets zero [of]" to custom element trigger conditions
558 * added setup option to display element token name in level editor
561 * added compatibility code for Juergen Bonhagen's menu artwork settings
564 * fixed bug with displaying wrong animation frame 0 after CE changes
565 * fixed bug with creating invisible elements when light switch is on
568 * added selection between ECS and AGA graphics for EMC levels to setup
571 * adjusted font handling for various narrow EMC style fonts
574 * changed EM engine behaviour back to re-allow initial rolling springs
577 * fixed handling of over-large selectboxes (less error-prone now)
578 * fixed bug when creating GE with walkable element under the player
581 * added use of "Insert" and "Delete" keys to navigate element list in
582 level editor to start of custom elements or start of group elements
583 * added virtual elements to access CE value and CE score of elements:
584 - "CE value of triggering element"
585 - "CE score of triggering element"
586 - "CE value of current element"
587 - "CE score of current element"
590 * fixed "grass" to "sand" in older EM levels (up to file version V4)
593 * changed behaviour of network games with internal errors (because of
594 different client frame counters) from immediately terminating R'n'D
595 to displaying an error message requester and stopping only the game
596 (also to prevent impression of crashes under non command-line runs)
597 * fixed playing network games with the EMC engine (did not work before)
598 * fixed bug with not scrolling the screen in multi-player mode with the
599 focus on player 1 when all players are moving in different directions
600 * fixed bug with keeping pointer to gadget even after its deallocation
601 * fixed bug with allowing "focus on all players" in network games
602 * fixed bug with player focus when playing tapes from network games
605 * uploaded pre-release (test) version 3.2.0-7 binary and source code
608 * code cleanup for game action control for R'n'D and EMC game engine
611 * fixed bug in multi-player movement with focus on both players
612 * added option to control only the focussed player with all input
615 * added player focus switching to level tape recording and re-playing
618 * fixed some bugs in player focus switching in EMC and RND game engine
621 * added special Supaplex animations for Murphy digging and snapping
622 * added special Supaplex animations for Murphy being bored and sleeping
625 * added four new yam yams with explicit start direction for EMC engine
626 * fixed bug in src/libgame/text.c with printing text outside the window
629 * fixed small bug in EMC level loader (copyright sign in EM II levels)
632 * added delayed ignition of EM style dynamite when used in R'n'D engine
633 * added limited movement range to EMC engine when focus on all players
636 * fixed bug with missing (zero) score values for native Supaplex levels
639 * added "continuous snapping" (snapping many elements while holding the
640 snap key pressed, without releasing the snap key after each element)
641 as a new player setting for more compatibility with the classic games
644 * finished scrolling for "focus on all players" in EMC graphics engine
647 * level sets with "levels: 0" are ignored for levels, but not artwork
648 * fixed bug when scanning empty level group directories (endless loop)
651 * fixed bug with explosion graphic for player using "Murphy" graphic
652 * fixed bug with explosion graphic if player leaves explosion in time
653 * changed some descriptive text in setup menu to use medium-width font
654 * added key shortcut settings for switching player focus to setup menu
657 * fixed bug with random value initialization when recording tapes
658 * fixed bug with playing single player tapes when team mode activated
661 * fixed little bug when trying to switch to player that does not exist
664 * added player switching (visual and quick) to R'n'D and EM game engine
665 * added setup option to select visual or quick in-game player switching
668 * added use of "Home" and "End" keys to handle element list in editor
671 * fixed bug with adding score when playing tape with EMC game engine
672 * added steel wall border for levels using EMC engine without border
673 * finally fixed delayed scrolling in EMC engine also for small levels
676 * fixed potential crash bug in WarnBuggyBase() (missing boundary check)
679 * fixed bug with CE change order in TestIfElementTouchesCustomElement()
680 * fixed bug when displaying info element without action, but direction
683 * fixed minor graphical problems with springs smashing and slurping
684 (when using R'n'D style graphics instead of EMC style graphics)
687 * added scroll delay (as configured in setup) to EMC graphics engine
690 * improved screen redraw for EMC graphics engine (faster and smoother)
691 * when not scrolling, do not redraw the whole playfield if not needed
694 * added multi-player mode for EMC game engine (with up to four players)
697 * added android (can clone elements) from EMC engine to R'n'D engine
700 * added spring bumper (reflects spring) from EMC engine to R'n'D engine
703 * added selectbox for initial player speed to player settings in editor
706 * version 3.1.2 created that is basically version 3.1.1, but with a
707 major bug fixed that prevented editing your own private levels
708 * version 3.1.2 released
711 * added magic ball (creates elements) from EMC engine to R'n'D engine
714 * uploaded fixed pre-release version 3.2.0-6 binary and source code
717 * fixed bug when using "CE can leave behind <trigger element>"
718 * added new change condition "(after/when) creation of <element>"
719 * added new change condition "(after/when) digging <element>"
720 * fixed bug accessing invalid gadget that caused crashes under Windows
721 * deactivated new possibility for multiple CE changes per frame
724 * uploaded pre-release (test) version 3.2.0-6 binary and source code
727 * added animation types "ce_value" and "ce_score" to graphicsinfo.conf
728 * fixed bug with not keeping CE value for moving CEs with only action
729 * changed CE action selectboxes in editor to be only reset when needed
732 * added option "use artwork from element" for custom player artwork
733 * added option "use explosion from element" for player explosions
736 * added cascaded element lists in the level editor
737 * added persistence for cascaded element lists by "editorcascade.conf"
738 * added dynamic element list with all elements used in current level
739 * added possibility for multiple CE changes per frame (experimental)
742 * uploaded pre-release (test) version 3.2.0-5 binary and source code
745 * changed "score for each 10 seconds/steps left" to "1 second/step"
746 * added own score for collecting "extra time" instead of sharing it
747 * added change events "switched by player" and "player switches <e>"
748 * added change events "snapped by player" and "player snaps <e>"
749 * added "set player artwork: <element choice>" to CE action options
750 * added change event "move of <element>"
753 * added "set player shield: off / normal / deadly" to CE action options
754 * added new player option "use level start element" in level editor
755 to set the correct focus at level start to elements from which the
756 player is created later (this did not work before for cascaded CE
757 changes resulting in creation of the player; it is now also possible
758 to create the player from a yam yam which is smashed at level start)
761 * added "set player speed: frozen (not moving)" to CE action options
762 * added "move player: l/r/u/d/trigger/-trigger" to CE action options
765 * added new player option "block snap field" (enabled by default) to
766 make it possible to show a snapping animation like in Emerald Mine
769 * added dynamic selectboxes to custom element action settings in editor
770 * added "CE value" counter for custom elements (instead of "CE count")
771 * added option to use the last "CE value" after custom element change
772 * added option to use the "CE value" of other elements in CE actions
773 * fixed odd behaviour when pressing time orb in levels w/o time limit
774 * added checkbox "use time orb bug" for older levels that use this bug
777 * added missing configuration settings for the following elements:
778 - EL_TIMEGATE_SWITCH (time of open time gate)
779 - EL_LIGHT_SWITCH_ACTIVE (time of light switched on)
780 - EL_SHIELD_NORMAL (time of shield duration)
781 - EL_SHIELD_DEADLY (time of shield duration)
782 - EL_EXTRA_TIME (time added to level time)
783 - EL_TIME_ORB_FULL (time added to level time)
786 * added "wind direction" as a movement pattern for custom elements
787 * added initial wind direction for balloon / custom elements to editor
788 * added functionality for EL_BALLOON_SWITCH_NONE to R'n'D game engine
791 * added parameters for "game of life" and "biomaze" elements to editor
794 * added level file chunk "CONF" for generic level and element settings
797 * uploaded pre-release (test) version 3.2.0-4 binary and source code
800 * skip empty level sets (with "levels: 0"; may be artwork base sets)
801 * added sound action ".page[1]" to ".page[32]" for each CE change page
804 * added image config suffix ".clone_from" to copy whole image settings
805 * fixed bug with invalid ("undefined") CE settings in old level files
808 * fixed graphical bug with smashing elements falling faster than player
811 * fixed major bug which prevented private levels from being edited
812 * fixed bug with precedence of general and special font definitions
815 * fixed graphical bug with player animation when player moves slowly
818 * uploaded pre-release (test) version 3.2.0-3 binary and source code
821 * fixed bug which prevented "global.num_toons: 0" from working
824 * major code cleanup (removed all these annoying "#if 0" blocks)
827 * added custom element actions for CE change page in level editor
830 * fixed music initialization bug in init.c (thanks to David Binderman)
831 * fixed mouse wheel "button" bug in editor (thanks to Tomi Belan)
832 (this bug must probably be fixed at other places, too)
835 * fixed buggy '#include "SDL.h"' statements in src/libgame/sdl.h
836 (should be '#include <SDL.h>' instead)
839 * fixed bug which prevented "walkable from no direction" from working
840 (due to compatibility code overwriting this setting after loading)
843 * fixed bug on Mac OS X (use of reserved name "Random") in EM engine
846 * version number temporarily set to 3.1.1 (intermediate bugfix release)
847 * version 3.1.1 released
850 * changed some va_arg() arguments from 'long' to 'int', fixing problems
851 on 64-bit architecture systems with LP64 data model
854 * fixed bug with bombs not exploding when hitting the last level line
855 (introduced after the release of 3.1.0)
858 * added support for dumping small-sized level sketches from editor
861 * added recognition of "trigger element" for "change digged element to"
862 (this is not really what the "trigger element" was made for, but its
863 use may seem obvious for leaving back digged elements unchanged)
866 * fixed multiple warnings about failed joystick device initialization
869 * fixed bug with dynamite dropped on top of just dropped custom element
870 (collect dynamite, collect CE, drop CE => dynamite was also dropped);
871 dynamite can still be dropped, but drop key must be released before
874 * fixed bug with wrong start directory when started from file browser
875 (due to this bug, R'n'D could not be started from KDE's Konqueror)
878 * fixed bug causing "change when impact" on player not working
879 * fixed wrong priority of "hitting something" over "hitting <element>"
880 * fixed wrong priority of "hit by something" over "hit by <element>"
883 * fixed graphical bug which caused the player (being Murphy) to show
884 collecting animations although the element was collected by penguin
887 * fixed two bugs causing wrong door background graphics in system.c
888 (in functions "SetBackgroundBitmap()" and "DrawingOnBackground()")
891 * fixed graphic bug with exploding bomb and R'n'D graphics in EM engine
892 * added "no direction" to "walkable/passable from" selectbox options
895 * enhanced tape autoplay to accept "autoplay <set> [<nr> ...]" format
896 * in tape autoplay, not only report broken, but also missing tapes
899 * uploaded pre-release (test) version 3.2.0-2 binary and source code
902 * fixed small bug with "linear" animation not working for active lamp
905 * fixed bug with moving up despite gravity due to "block last field"
906 * fixed small bug with wrong draw offset when typing name in main menu
907 * when reading user names from "passwd", ignore data after first comma
908 * when creating new "levelinfo.conf", only write some selected entries
911 * fixed displaying "imported from/by" on preview with empty string
912 * fixed ignoring draw offset for fonts used for level preview texts
915 * fixed a delay problem with SDL and too many mouse motion events
916 * added setup option "skip levels" and level skipping functionality
919 * added move speed "not moving" for non-moving CEs, but with direction
922 * fixed mapping of obsolete element token names in "editorsetup.conf"
923 * fixed bug with sound "acid.splashing" treated as a loop sound
924 * fixed some little sound bugs in native EM engine
927 * fixed small bug when dragging scrollbars to end positions
930 * added editor element descriptions written by Aaron Davidson
933 * improved fallback handling when configured artwork is not available
934 (now using default artwork instead of exiting when files not found)
937 * fixed bug on level selection screen when dragging scrollbar
940 * fixed bug which caused broken tapes when appending to EM engine tapes
943 * uploaded pre-release (test) version 3.2.0-1 binary and source code
946 * added code to replace changed artwork config tokens with other tokens
947 (needed for backwards compatibility, so that older tokens still work)
950 * added native R'n'D graphics for some new EMC elements in EM engine
953 * fixed some bugs in the EM engine integration code
954 * changed EM engine code to allow diagonal movement
955 * changed EM engine code to allow use of separate snap and drop keys
958 * fixed some redraw bugs when using EM engine
961 * fixed bug with not converting RND levels which are set to use native
962 engine to native level structure when loading
965 * uploaded pre-release (test) version 3.2.0-0 binary and source code
968 * version number set to 3.2.0
971 * level data now reset to defaults after attempt to load invalid file
974 * added use of "editorsetup.conf" for different level sets
977 * added auto-detection for various types of Emerald Mine level files
980 * fixed bug with scrollbars getting too small when list is very large
983 * fixed bug with 3+3 (cross) sized explosion not making explosion sound
986 * added most level editor configuration gadgets for new EMC elements
989 * added more element and graphic definitions for new EMC elements
992 * modified native EM engine to use integrated R'n'D sound system
995 * added SDL support to graphics functions in native EM engine
996 (by always using generic libgame interface functions)
999 * fixed bug in frame synchronization in native EM engine
1002 * added code to convert levels between R'n'D and native EM engine
1005 * new Emerald Mine engine can now play levels selected in main menu
1008 * fixed big memory leak in function "CreateBitmapWithSmallBitmaps()"
1009 (which creates scaled down graphics for level editor and preview);
1010 there's still a memory leak somewhere in the artwork handling code
1011 * added "scale image up" functionality to X11 version of zoom function
1014 * first attempts to integrate new, native Emerald Mine Club engine
1017 * fixed bug in gadget code which caused reset of CEs in level editor
1018 (example: pressing 'b' [grab brush] on CE config page erased values)
1019 (solution: check if gadgets in ClickOnGadget() are really mapped)
1020 * improved level change detection in editor (settings now also checked)
1021 * fixed bug with "can move into acid" and "don't collide with" state
1024 * fixed maze runner style CEs to use the configured move delay value
1027 * added Aaron Davidson's tutorial level set to the "Tutorials" section
1030 * fixed engine change that broke 3.0.8 levels like "Walpurgis Gardens"
1031 * fixed the above fix because it broke level set "machine" (*sigh*)
1032 * fixed random element placement in level editor to work as expected
1033 * fixed undefined graphic of runtime element "EL_AMOEBA_TO_DIAMOND"
1036 * re-recorded tape for BD2K3, level 010 (broken due to bugfix)
1039 * fixed bug (missing array boundary check) which caused broken tapes
1040 * fixed bug (when loading level template) which caused broken levels
1041 * fixed bug with new block last field code when using non-yellow player
1044 * fixed bug when pressing "stop, pause, stop, play" on tape recorder
1045 * internal change of how the player blocks the last field when moving
1046 * fixed blocking delay of last field for EM and SP style block delay
1047 * fixed bug where the player had to wait for the usual move delay after
1048 unsuccessfully trying to move, when he directly could move after that
1049 * the last two changes should make original Supaplex level 93 solvable
1050 * improved use of random number generator to make it less predictable
1051 * fixed behaviour of slippery SP elements to let slip left, then right
1054 * fixed bug with wrong door state after trying to quickload empty tape
1055 * fixed waste of static memory usage of the binary, making it smaller
1056 * fixed very little graphical bug in Supaplex explosion
1059 * version number set to 3.1.1
1062 * version 3.1.0 released
1065 * fixed bug with crash when writing user levelinfo.conf the first time
1068 * added option "convert LEVELDIR [NR]" to command line batch commands
1069 * re-converted Supaplex levels to apply latest engine fixes
1070 * changed "use graphic/sound of element" to "use graphic of element"
1071 due to compatibility problems with some levels ("bug machine" etc.)
1074 * fixed bug with CE change replacing player with same or other player
1077 * fixed bug with opaque font in envelope with background graphic when
1078 background graphic is not transparent itself
1081 * added "gravity on" and "gravity off" ports for Supaplex compatibility
1082 * corrected original Supaplex level loading code to use these new ports
1083 * also corrected Supaplex loader to auto-count infotrons if set to zero
1086 * fixed bug with missing initialization of "modified" flag for GEs
1089 * fixed bug that caused endless recursion loop when relocating player
1090 * fixed tape recorder bug in "step mode" when using "pause before end"
1091 * fixed tape recorder bug when changing from "warp forward" mode
1094 * fixed bug with "when touching" for pushed elements at last position
1097 * fixed bug that caused two activated toolbox buttons in level editor
1098 * fixed bug with exploding dynabomb under player due to other explosion
1101 * fixed bug with creating walkable custom element under player (again)
1102 * fixed bug with not copying explosion type when copying CEs in editor
1103 * fixed graphical bug when drawing player in setup menu (input devices)
1104 * fixed graphical bug when the player is pushing an accessible element
1105 * fixed bug with classic switchable elements triggering CE changes
1106 * fixed bug with entering/leaving walkable element in RelocatePlayer()
1107 * fixed crash bug when CE leaves behind the trigger player element
1110 * fixed bug with broken tubes after placing/exploding dynamite in them
1111 * fixed bug with exploding dynamite under player due to other explosion
1112 * fixed bug with not resetting push delay under certain circumstances
1115 * added option "handicap" for "levelinfo.conf" (thanks to Niko Böhm)
1116 * added network multiplayer code for Windows (thanks to Niko Böhm)
1119 * added option "reachable despite gravity" for gravity movement
1120 * changed gravity movement of most classic walkable and passable
1121 elements back to "not reachable" (for compatibility reasons)
1124 * fixed (removed) "indestructible" / "can explode" dependency in editor
1125 * fixed (removed) "accessible inside" / "protected" dependency
1126 * fixed (removed) "step mode" / "shield time" dependency
1129 * fixed dynabombs exploding now into anything diggable
1130 * fixed Supaplex style gravity movement into buggy base now impossible
1131 * added pressing key "space" as valid action to select menu options
1134 * added "replace when walkable" to relocate player to walkable element
1135 * added "enter"/"leave" event for elements affected by relocation
1136 * fixed "direct"/"indirect" change order also for "when change" event
1137 * fixed graphical bug when pushing things from elements walkable inside
1140 * fixed graphic bug when player is snapping while moving in old levels
1141 * fixed bug when a moving custom element leaves a player element behind
1142 * fixed bug with mole not disappearing when moving into acid pool
1143 * fixed bug with incomplete path setting when using "--basepath" option
1144 * moving CE can now leave walkable elements behind under the player
1145 * when relocating, player can be set on walkable element now
1146 * fixed another gravity movement bug
1149 * uploaded pre-release (test) version 3.1.0-2 binary and source code
1152 * added "collectible" and "removable" to extended replacement types
1153 (where "removable" replaces "diggable" and "collectible" elements)
1154 * added "collectible & throwable" (to throw element to the next field)
1155 * fixed bug with CEs digging elements that are just about to explode
1156 * changed mouse cursor now always being visible when game is paused
1159 * added possibility to push/press accessible elements from a side that
1161 * fixed bug with not setting actual date when appending to tape
1164 * fixed bug with incorrectly initialized custom element editor graphics
1167 * corrected set "Contributions_1995-2000/rnd_kjell_kristiansson":
1168 - number of levels corrected from 18 to 17 in "levelinfo.conf"
1171 * fixed bug with destroyed robot wheel still attracting robots forever
1172 * fixed bug with time gate switch deactivating after robot wheel time
1173 (while the time gate itself is not affected by this misbehaviour)
1174 * changed behaviour of BD style amoeba to always get blocked by player
1175 (before it was different when there were non-BD elements in level)
1176 * fixed bug with player destroying indestructable elements with shield
1179 * added option to make growing elements grow into anything diggable
1180 (for the various amoeba types, biomaze and "game of life")
1183 * fixed bug with movable elements not moving after left behind by CEs
1184 * changed gravity movement to anything diggable, not only sand/base
1185 * optionally allowing passing to walkable element, not only empty space
1186 * added option "can pass to walkable element" for players
1187 * finally fixed gravity movement (hopefully)
1190 * fixed bug with movable elements not moving anymore after falling down
1193 * fixed another bug with custom elements digging and leaving elements
1194 * fixed bug with "along left/right side" and automatic start direction
1195 * trigger elements now also displayed when "more custom" deactivated
1196 * fixed bug with clipboard element initialized when loading new level
1197 * added option "drop delay" to set delay before dropping next element
1200 * uploaded pre-release (test) version 3.1.0-1 binary and source code
1203 * added copy and paste functions for custom change pages
1204 * enhanced graphical display and functionality of tape recorder
1205 * fixed bug with custom elements digging and leaving elements
1208 * added move speed faster than "very fast" for custom elements
1209 * fixed bug with 3+3 style explosions and missing border content
1210 * fixed little bug when copying custom elements in the editor
1211 * enhanced custom element changes by more side trigger actions
1214 * added option "no scrolling when relocating" for instant teleporting
1215 * uploaded pre-release (test) version 3.1.0-0 binary and source code
1218 * added trigger element and trigger player to use as target elements
1219 * added copy and paste functions for custom and group elements
1222 * fixed graphical bug when displaying explosion animations
1223 * fixed bug when appending to tapes, resulting in broken tapes
1224 * re-recorded a few tapes broken by fixing gravity checking bug
1227 * "can move into acid" property now for all elements independently
1228 * "can fall into acid" property for player stored in same bitfield now
1229 * added option for deadliness of Supaplex 'sniksnak' and 'electron'
1230 * version number set to 3.1.0 (finally!)
1233 * changed tape recording to only record input, not programmed actions
1236 * fixed totally broken (every 8th frame skipped) step-by-step recording
1237 * fixed bug with requester not displayed when quick-loading interrupted
1238 * added option "can fall into acid (with gravity)" for players
1239 * fixed bug with player not falling when snapping down with gravity
1242 * fixed bug which messed up key config when using keypad number keys
1245 * fixed bug which allowed moving upwards even when gravity was active
1246 * fixed bug with missing error handling when dumping levels or tapes
1249 * added different colored editor graphics for Supaplex gravity tubes
1252 * fixed bug that allowed solvable tapes for unsolvable levels
1255 * use unlimited number of droppable elements when "count" set to zero
1256 * added option to use step limit instead of time limit for level
1259 * added player and change page as trigger for custom element change
1262 * fixed bug with exploding amoeba (explosion 3x3 instead of 1x1)
1265 * fixed bug with dark yamyam changing to acid when moving over acid
1266 * fixed handling of levels with more than 999 seconds level time
1267 (example: level 76 of "Denmine")
1270 * "spring push bug" reintroduced as configurable element property
1271 * fixed bug with missing properties for "mole"
1272 * fixed bug that showed up when fixing the above "mole" properties bug
1273 * added option "can move into acid" for all movable elements
1274 * fixed graphical bug for elements moving into acid
1275 * changed event handling to handle all pending events before going on
1278 * fixed bug which caused all CE change pages to be ignored which had
1279 the same change event, but used a different element side
1280 (reported by Simon Forsberg)
1282 * fixed bug which caused elements that can move and fall and that are
1283 transported by a conveyor belt to continue moving into that direction
1284 after leaving the conveyor belt, regardless of their own movement
1285 type; only elements which can not move are transported now
1286 (reported by Simon Forsberg)
1288 * fixed bug which could cause an array overflow in RelocatePlayer()
1289 (reported by Niko Böhm)
1291 * changed Emerald Mine style "passable / over" elements to "protected"
1292 (fixing unsolvable level 10 of "Bondmine 9" with bug beside gate)
1294 * added new option to select from which side a "walkable/passable"
1295 element can be entered
1298 * added explosion and ignition delay for elements that can explode
1301 * fixed bug which caused player not being protected against enemies
1302 when a CE was "walkable / inside" and was not "indestructible"
1303 * added "walkable/passable" fields to be "protected/unprotected"
1304 against enemies, even if not accessible "inside" but "over/under"
1307 * corrected move pattern to 32 bit and initial move direction to 8 bit
1310 * added second custom element base configuration page
1313 * added some special EMC mappings to Emerald Mine level loader
1314 (also covering previously unknown element in level 0 of "Bondmine 8")
1317 * added option to block last field when player is moving (for Supaplex)
1318 * adjusted push delay of Supaplex elements
1319 * removed delays for envelopes etc. when replaying with maximum speed
1320 * fixed bug when dropping element on a field that just changed to empty
1323 * fixed bug: infotrons can now smash yellow disks
1324 * fixed bug: when gravity active, port above player can now be entered
1325 * removed "one white dot" mouse pointer which irritated some people
1328 * added "choice type" for group element selection
1331 * fixed bug with initial invulnerability of non-yellow player
1334 * added level loader for loading native Supaplex packed levels
1335 (including multi-part levels like the "splvls99" levels)
1338 * fixed bug which allowed creating emeralds by escaping explosions
1341 * custom elements can change (limited) or leave (unlimited) elements
1342 * finally added multiple matches using group elements
1343 * added shortcut to dump brush (type ":DB" in editor) for use in forum
1346 * added new start movement type "previous" for continued CE movement
1347 * added new start movement type "random" for random CE movement start
1350 * added new element "sokoban_field_player" needed for Sokoban levels
1351 (thanks to Ed Booker for pointing this out!)
1354 * added elements that can be digged or left behind by custom elements
1357 * added group elements for multiple matches and random element creation
1360 * fixed some graphical errors displayed in old levels
1363 * fixed wrong double speed movement after passing closing gates
1366 * added level loader for loading native Emerald Mine levels
1369 * changes for "shooting" style CE movement
1372 * Happy New Year! ;-)
1375 * changed default snap/drop keys from left/right Shift to Control keys
1378 * fixed bug with dead player getting reanimated from custom element
1381 * fixed bug with wrong penguin graphics (when entering exit)
1384 * fixed bug with wrong "Murphy" graphics (when digging etc.)
1387 * version number set to 3.0.9
1390 * version 3.0.8 released
1393 * added function checked_free()
1396 * fixed bug with double nut cracking sound
1397 (by eliminating "default element action sound" assignment in init.c)
1400 * fixed crash when no music info files are available
1403 * fixed boring and sleeping sounds
1406 * added "maze runner" and "maze hunter" movement types
1407 * added extended collision conditions for custom elements
1410 * added warnings for undefined token values in artwork config files
1413 * added menu entry for level set information to the info screen
1416 * fixed bug with wrong default impact sound for colored emeralds
1419 * added several sub-screens for the info screen
1420 * menu text now also clickable (not only blue/red sphere left of it)
1423 * added configurable "bored" and "sleeping" animations for the player
1424 * added "awakening" sound for player when waking up after sleeping
1427 * added "copy" and "exchange" functions for custom elements to editor
1430 * added configurable element animations for info screen
1433 * added configurable music credits for info screen
1436 * finally fixed tape recording when player is created from CE change
1439 * added "editorsetup.conf" for editor element list configuration
1442 * added "musicinfo.conf" for menu and level music configuration
1445 * fixed a very nasty bug in dragon turning code in TurnRoundExt()
1446 (that only showed up on Linux, but not on Windows systems)
1449 * fixed turning movement of butterflies and fireflies (no frame reset)
1450 * enhanced sniksnak turning movement (two steps instead of only one)
1453 * version number set to 3.0.8
1456 * version 3.0.7 released
1459 * fixed reset of player animation frame when, for example,
1460 walking, digging or collecting share the same animation
1461 * fixed CE with "deadly when touching" exploding when touching amoeba
1464 * fixed tape recording when player is created from CE element change
1467 * introduced "turning..." action graphic for elements with move delay
1468 (non-CE: bug, spaceship, sniksnak, mole, pacman, yamyam)
1469 * added turning animations for bug, spaceship and sniksnak
1472 * prevent "extended" changed elements from delay change in same frame
1475 * fixed bug when pushing element that can move away to the side
1476 (like pushing falling elements, but now with moving elements)
1479 * finally fixed serious bug in code for delayed element pushing (again)
1482 * unavailable setup options now marked as "n/a" instead of "off"
1483 * new boolean directive "latest_engine" for "levelinfo.conf": when set
1484 to "true", levels are always played with the latest game engine,
1485 which is desired for levels that are imported from other games; all
1486 other levels are played with the engine version stored in level file
1487 (which is normally the engine version the level was created with)
1490 * fixed serious bug in code for delayed element pushing
1491 * fixed little bug in animation frame selection for pushed elements
1492 * speed-up of reading config file for verbose output
1495 * added configuration option for opening and closing Supaplex exit
1496 * added configuration option for moving up/down animation for Murphy
1497 * fixed incorrectly displayed animation for attacking dragon
1498 * fixed bug with not setting initial gravity for each new game
1499 * fixed bug with teleportation of player by custom element change
1500 * fixed bug with player not getting smashed by rock sometimes
1503 * version number set to 3.0.7
1506 * version 3.0.6 released
1509 * added support for MP3 music for SDL version through SMPEG library
1512 * fixed bug when initializing font graphic structure
1513 * fixed bug with animation mode "pingpong" when using only 1 frame
1514 * fixed bug with extended change target introduced in 3.0.5
1515 * fixed bug where passing over moving element doubles player speed
1516 * fixed bug with elements continuing to move into push direction
1517 * fixed bug with duplicated player when dropping bomb with shield on
1518 * added "switching" event for custom elements ("pressing" only once)
1519 * fixed switching bug (resetting flag when not switching but not idle)
1522 * fixed element tokens for certain file elements with ".active" etc.
1525 * version number set to 3.0.6
1528 * version 3.0.5 released
1531 * now four envelope elements available
1532 * font, background, animation and sound for envelope now configurable
1533 * main menu doors opening/closing animation type now configurable
1536 * active/inactive sides configurable for custom element changes
1537 * new movement type "move when pushed" available for custom elements
1540 * fixed bug in multiple config pages loader code that caused crashes
1543 * enhanced (remaining low-resolution) Supaplex graphics
1546 * version number set to 3.0.5
1549 * version 3.0.4 released
1551 2003-09-12 src/tools.c
1552 * fixed bug in custom definition of crumbled element graphics
1554 2003-09-11 src/files.c
1555 * fixed bug in multiple config pages code that caused crashes
1558 * version number set to 3.0.4
1561 * version 3.0.3 released
1564 * added music to Supaplex classic level set
1566 2003-09-07 src/libgame/misc.c
1567 * added support for loading various music formats through SDL_mixer
1569 2003-09-06 (various source files)
1570 * fixed several nasty bugs that may have caused crashes on some systems
1571 * added envelope content which gets displayed when collecting envelope
1572 * added multiple change event pages for custom elements
1574 2003-08-24 src/game.c
1575 * fixed problem with player animation when snapping and moving
1577 2003-08-23 src/screens.c, src/cartoons.c, src/libgame/toons.c
1578 * fixed problem with flickering when drawing toon animations
1580 2003-08-23 src/libgame/sdl.c
1581 * fixed problem with setting mouse cursor in SDL version in fullscreen
1583 2003-08-23 src/game.c
1584 * fixed bug (missing array boundary check) which could crash the game
1587 * version number set to 3.0.3
1590 * version 3.0.2 released
1592 2003-08-21 src/game.c
1593 * fixed bug with creating inaccessible elements at player position
1595 2003-08-20 src/init.c
1596 * fixed bug with not finding current level artwork directory
1598 2003-08-20 src/files.c
1599 * fixed bug with choosing wrong engine version when playing tapes
1600 * fixed bug with messing up custom element properties in 3.0.0 levels
1603 * version number set to 3.0.2
1606 * version 3.0.1 released
1608 2003-08-17 (no source files affected)
1609 * changed all "classic" PCX image files with 16 colors or less to
1610 256 color (8 bit) storage format, because the Allegro game library
1611 cannot handle PCX files with less than 256 colors (contributed
1612 graphics are not affected and might look wrong in the DOS version)
1614 2003-08-16 src/init.c
1615 * fixed bug which (for example) crashed the level editor when defining
1616 "dynamite.EDITOR: [NONE]", because graphics may not be undefined
1617 (only set to default) -- invalid graphics now set to default graphic
1619 2003-08-16 src/init.c
1620 * fixed graphical bug of player digging/collecting/snapping element
1621 when no corresponding graphic/animation is defined for this action,
1622 resulting in player being drawn as EL_EMPTY (which should only be
1623 done to elements being collected, but not to the player)
1625 2003-08-16 src/game.c
1626 * fixed small graphical bug of player not totally moving into exit
1628 2003-08-16 src/libgame/setup.c
1629 * fixed bug with wrong MS-DOS 8.3 filename conversion
1631 2003-08-16 src/tools.c
1632 * fixed bug with invisible mouse cursor when pressing ESC while playing
1634 2003-08-16 (various source files)
1635 * added another 128 custom elements (disabled in editor by default)
1637 2003-08-16 src/editor.c
1638 * fixed NULL string bug causing Solaris to crash in sprintf()
1640 2003-08-16 src/screen.c
1641 * fixed drawing over scrollbar on level selection with custom fonts
1643 2003-08-15 src/game.c
1644 * cleanup of simple sounds / loop sounds / music settings
1646 2003-08-08 (various source files)
1647 * added custom element property for dropping collected elements
1649 2003-08-08 src/conf_gfx.c
1650 * fixed bug with missing graphic for active red disk bomb
1652 2003-08-07 src/files.c, src/editor.c src/game.c, src/main.h
1653 * extended variable "level.gravity" to "level.initial_gravity" and
1654 "game.current_gravity" to prevent level setting from being changed
1655 by playing the level (keeping the runtime value after playing)
1657 * fixed graphics bug when digging element that has 'crumbled' graphic
1658 definition, but not 'diggable' graphic definition
1661 * version number set to 3.0.1
1664 * version 3.0.0 released
1667 * various bug fixes; among others:
1668 - fixed bug with pushing spring over empty space
1669 - fixed bug with leaving tube while placing dynamite
1670 - fixed bug with explosion of smashed penguins
1671 - allow Murphy player graphic in levels with non-Supaplex elements
1675 * I have forgotten to document changes for some time
1678 * pre-release version 2.2.0rc1 released
1681 * version number set to 2.1.2
1684 * version 2.1.1 released
1687 * version number set to 2.1.1
1690 * version 2.1.0 released
1693 * version number set to 2.1.0
1695 2002-04-03 to 2002-05-19 (various source files)
1696 * graphics, sounds and music now fully configurable
1697 * bug fixed that prevented walking through tubes when gravity on
1699 2002-04-02 src/events.c, src/editor.c
1700 * Make Escape key less aggressive when playing or when editing level.
1701 This can be configured as an option in the setup menu. (Default is
1702 "less aggressive" which means "ask user if something can be lost"
1703 when pressing the Escape key.)
1705 2002-04-02 src/screen.c
1706 * Added "graphics setup" screen.
1708 2002-04-01 src/screen.c
1709 * Changed "choose level" setup screen stuff to be more generic (to
1710 make it easier to add more "choose from generic tree" setup screens).
1712 2002-04-01 src/config.c, src/timestamp.h
1713 * Added source files "src/config.[ch]" and "src/timestamp.h" (which
1714 automatically gets created by "src/Makefile" and contains an actual
1715 compile-time timestamp to identify development versions of the game).
1717 2002-03-31 src/tape.c, src/events.c
1718 * Added quick game/tape save/load functions to tape stuff which can be
1719 invoked by a keyboard shortcut. Default: "F1" saves game/tape, "F2"
1720 loads previously recorded tape and directly goes into recording mode
1721 from the end of the tape (therefore appending to the tape).
1723 2002-03-31 src/tape.c
1724 * Added "index mark" function to tape recorder. When playing or
1725 recording, "eject" button changes to "index" button. Setting index
1726 mark is not yet implemented, but pressing index button when playing
1727 allows very quick advancing to end of tape (when normal playing),
1728 very fast forward mode (when playing with normal fast forward) or
1729 very fast reaching of "pause before end of tape" (when playing with
1730 "pause before end" playing mode).
1732 2002-03-30 src/cartoons.c
1733 * Moved some stuff from cartoons.c to the new "src/libgame/toons.c".
1735 2002-03-29 src/screen.c
1736 * Changed setup screen stuff to be more generic (to make it easier
1737 to add more setup screens).
1739 2002-03-23 src/main.c, src/main.h
1740 * Various changes due to the introduction of the new libgame files
1741 "setup.c" and "joystick.c".
1743 2002-03-23 src/files.c
1744 * Generic parts of "src/files.c" (mainly setup and level directory
1745 stuff) moved to new libgame file "src/libgame/setup.c".
1747 2002-03-23 src/joystick.c
1748 * File "src/joystick.c" moved to libgame source tree, with
1749 correspondig changes.
1751 2002-03-22 src/screens.c
1752 * "HandleChooseLevel()": Another bug in level series navigation fixed.
1753 (Wrong level series information displayed when entering main group.)
1755 2002-03-22 src/editor.c
1756 * Slight change to support new gadget event "GD_EVENT_INFO_LEAVING".
1758 2002-03-22 src/editor.c
1759 * Changed behaviour of "Escape" key in level editor to be more
1760 intuitive: When in "Element Properties" or "Level Info" mode,
1761 return to "Drawing Mode" instead of leaving the level editor.
1763 2002-03-21 src/game.c, src/editor.c, src/files.c
1764 * 2.0.1 introduced the corrected "Emerald Mine" style behaviour of
1765 gems (emeralds, diamonds, ...) slipping down from normal wall,
1766 steel wall and growing wall (as in E.M.C. style levels). Although
1767 the behaviour of contributed and private levels wasn't changed (due
1768 to the use of "level.game_version"; see previous entry), editing
1769 those levels will (of course) change the behaviour accordingly.
1771 This change seems a bit too hard after thinking about it, because
1772 the EM style behaviour is not the "expected" behaviour (gems would
1773 normally only slip down from "rounded" walls). Therefore this was
1774 now changed to an element property for gem style elements, with the
1775 default setting "off" (which means: no special EM style behaviour).
1776 To fix older converted levels, this flag is set to "on" for pre-2.0
1777 levels that are neither contributed nor private levels.
1779 2002-03-20 src/files.h
1780 * Corrected settings for "level.game_version" depending of level type.
1781 (Contributed and private levels always get played with game engine
1782 version they were created with, while converted levels always get
1783 played with the most recent version of the game engine, to let new
1784 corrections of the emulation behaviour take effect.)
1786 2002-03-20 src/main.h
1787 * Added "#include <time.h>". This seems to be needed by "tape.c" for
1788 compiling the SDL version on some systems.
1789 Thanks to the several people who pointed this out.
1792 * Version number set to 2.0.2.
1795 * Version 2.0.1 released.
1797 2002-03-18 src/screens.c
1798 * "HandleChooseLevel()": Small bug in level series navigation fixed.
1800 2002-03-18 src/files.c [src/libgame/misc.c]
1801 * Moved some common functions from src/files.c to src/libgame/misc.c.
1803 2002-03-18 src/files.c [src/libgame/misc.c]
1804 * Changed permissions for new directories and saved files (especially
1805 score files) according to suggestions of Debian users and mantainers.
1806 Thanks to Drew Parsons <dparsons@emerall.com> for the patch.
1808 2002-03-17 src/files.c
1809 * Changed "{Load|Save}{Level|Tape}()" to IFF style file format:
1810 Replaced "cookie" header string ("ROCKSNDIAMONDS_...\n") with
1811 real IFF style header "RND1....XXXX" (where "XXXX" is "CAVE"
1812 for levels and "TAPE" for tapes). Old "cookie" style format is
1813 still supported for reading. New level and tape files are written
1816 * New IFF chunk "VERS" contains version numbers for file and game
1817 (where "game version" is the version of the program that wrote the
1818 file, and "file version" is a version number to distinguish files
1819 with different format, for example after adding new features).
1821 2002-03-15 src/screen.c
1822 * "DrawHallOfFame()": "FadeSounds()" when entering the hall of fame.
1823 (Before, you heard a mixture of the in-game music and the
1824 hall-of-fame music.)
1826 2002-03-14 src/events.c
1827 * Function "DumpTape()" (files.c) now available by pressing 't' from
1828 main menu (when in DEBUG mode).
1830 2002-03-14 src/game.c
1831 * "GameWon()": When game was won playing a tape, now there is no delay
1832 raising the score and no corresponding sound is played.
1834 2002-03-14 src/files.c
1835 * Changed "LoadTape()" for real chunk support and also adjusted
1836 "SaveTape()" accordingly.
1838 2002-03-14 src/game.c, src/tape.c, src/files.c
1839 * Important changes to tape format: The old tape format stored all
1840 actions with a real effect with a corresponding delay between the
1841 stored actions. This had some major disadvantages (for example,
1842 push delays had to be ignored, pressing a button for some seconds
1843 mutated to several single button presses because of the non-action
1844 delays between two action frames etc.). The new tape format just
1845 stupidly records all device actions and replays them later. I really
1846 don't know why I haven't solved it that way before?! Old-style tapes
1847 (with tape file version less than 2.0) get converted to the new
1848 format on-the-fly when loading and can therefore still be played;
1849 only some minor parts of the old-style tape handling code was needed.
1850 (A perfect conversion is not possible, because there is information
1851 missing about the device actions between two action frames.)
1853 2002-03-14 src/files.c
1854 * New function "DumpTape()" to dump the contents of the current tape
1855 in a human readable format.
1857 2002-03-14 src/game.c
1858 * Small tape bug fixed: When automatically advancing to next level
1859 after a game was won, the tape from the previous level still was
1860 loaded as a tape for the new level.
1862 2002-03-14 src/tape.c
1863 * Small graphical bug fixed: When pressing ""Record" or "Play" on
1864 tape, cartoons did not get completely removed because
1865 StopAnimation() was not called.
1867 2002-03-13 src/files.c
1868 * Changed "LoadLevel()" and "SaveLevel()" to add new chunk "CNT2".
1869 Fixed bug of "CONT" and "BODY" (chunk size was set to 8-bit element
1870 size even when using 16-bit elements). Added new chunk "CNT2" for
1871 16-bit amoeba content (previously written in 8-bit field in "HEAD"
1872 chunk even when content was 16-bit element). "CNT2" should now be
1873 able to store content for arbitrary elements (up to eight blocks of
1874 3 x 3 element arrays). All "CNT2" elements will always be stored as
1875 16-bit elements. "CONT" (with 8/16-bit elements) now obsolete.
1877 2002-03-13 src/files.c
1878 * Changed "LoadLevel()" for real chunk support.
1880 2002-03-12 src/game.c
1881 * Fixed problem (introduced after 2.0.0 release) with penguins
1882 not getting killed by enemies
1884 2002-02-24 src/game.c, src/main.h
1885 * Added "player->is_moving"; now "player->last_move_dir" does
1886 not contain any information if the player is just moving at
1888 Before, "player->last_move_dir" was misused for this purpose
1889 for the robot stuff (robots don't kill players when they are
1890 moving). But setting "player->last_move_dir" to MV_NO_MOVING
1891 broke tapes when walking through pipes!
1892 ("IS_MOVING()" uses "MovPos[][]", but this fails when it is 0
1893 in a continuous movement. This fact is ignored for friends and