2 * added attribute ".tile_size" for element style game panel controls
5 * added <space> key as additional valid key to use for confirm requester
8 * improved menu fading, adding separate fading definitions for entering
9 and leaving a "content" screen (in general), and optional definitions
10 for the special "content" screens SCORES, EDITOR, INFO and PLAYING
13 * added (currently invisible) setup option to define scroll delay value
14 * fixed small bug in priority handling when auto-detecting level start
15 position in levels without player element (but player from CE etc.)
16 * added option "game.forced_scroll_delay_value" to override user choice
17 of scroll delay value for certain level sets with "graphicsinfo.conf"
18 * replaced setup option "scroll delay: on/off" by new setup option that
19 directly allows selecting the desired scroll delay value from 0 to 8
22 * added displaying of most game panel control elements (not animated)
25 * added new configuration directives to display additional game engine
26 values on the game control panel, like the following examples:
27 - game.panel.time_hh/time_mm/time_ss - level time in HH/MM/SS format
28 - game.panel.penguins - number of penguins to rescue
29 - game.panel.level_name - level name of current level
32 * added support for preview tile sizes "1" and "2" (1x1 and 2x2 pixels)
35 * added new player option "no centering when relocating" for "invisible"
36 teleportations to level areas that look exactly the same, giving the
37 illusion that the player did not relocate at all (this was the default
38 since 3.2.3, but caused visual problems with room creation in "Zelda")
39 * added new menu fading effect "melt", shamelessly stolen from "DOOM"
42 * improved menu fading, adding separate fading definitions for entering
43 and leaving a menu and for fading between menu and "content" screens
44 * fixed small bug with recognizing also ".font_xyz" style definitions
47 * improved menu fading, adding separate fading definitions for fading
48 between menu screens and fading between menu and "destination" screens
51 * titlemessage_initial_x and titlemessage_x set to "[DEFAULT]" in static
52 configuration (set from "[titlemessage_initial]" and "[titlemessage]")
53 * fading settings of "[titlemessage_initial]" and "[titlemessage]" set
54 to "[DEFAULT]" in static configuration (set from "[title_initial]" and
56 * improved title fading, allowing fading animation types "none", "fade"
57 and "crossfade" (including cross-fading of last title to main menu)
60 * added configurability of graphics, sounds and music for title screens,
61 which are separated into initial title screens (only shown once at
62 program startup) and title screens shown for a given level set; these
63 title screens can be composed of up to five title images and up to
64 five title text messages (each drawn using an optional background
65 image), also using background music and/or sounds; aspects like
66 background images, sounds and music of title screens can either be
67 defined generally (valid for all title screens) or specifically (and
68 therefore differently for each title screen) using these directives:
70 to define a background image, sound or music file for all screens:
71 - background.TITLE_INITIAL (for all title screens for game startup)
72 - background.TITLE (for all title screens for level sets)
74 to define a background image, sound or music file for a single screen:
75 - background.titlescreen_initial_x (with x in 1,2,3,4,5)
76 - background.titlescreen_x (with x in 1,2,3,4,5)
77 - background.titlemessage_initial_x (with x in 1,2,3,4,5)
78 - background.titlemessage_x (with x in 1,2,3,4,5)
80 to define the title screen images:
81 - titlescreen_initial_x (with x in 1,2,3,4,5)
82 - titlescreen_x (with x in 1,2,3,4,5)
84 to define the title text messages, place text files into the level set
85 directory that have the following file names:
86 - titlemessage_initial_x.txt (with x in 1,2,3,4,5)
87 - titlemessage_x.txt (with x in 1,2,3,4,5)
89 to define the properties of the text messages, either use directives
90 that affect all text messages:
91 - [titlemessage_initial].<suffix>
92 - [titlemessage].<suffix>
93 or use directives that affect single text messages:
94 - titlemessage_initial_x.<suffix> (with x in 1,2,3,4,5)
95 - titlemessage_x.<suffix> (with x in 1,2,3,4,5)
97 valid values for <suffix> are the same as for readme.<suffix> below;
98 use ".sort_priority" (default: 0) to define an arbitrary order for
99 title images and title messages (which can therefore be mixed)
102 * added full configurability of "readme.txt" screen appearance:
103 - readme.x: <left position used with alignment>
104 - readme.y: <top position>
105 - readme.width: <maximim text width in pixels>
106 - readme.height: <maximum text height in pixels>
107 - readme.chars: <maximum number of chars per line>
108 - readme.lines: <maximum number of lines displayed>
109 - readme.align: left,center,right (default: center)
110 - readme.top: top,middle,bottom (default: top)
111 - readme.font: font name
112 - readme.autowrap: true,false (default: true)
113 - readme.centered: true,false (default: false)
114 - readme.parse_comments: true,false (default: true)
115 - readme.sort_priority: (not used here, but only for title screens)
116 when "readme.chars" and/or "readme.lines" is set to "-1" (this is the
117 default), they are automatically determined from "readme.width" and
118 "readme.height" accordingly; when they are not "-1", they have
119 precedence over "readme.width" and "readme.height"
120 * added internal ad-hoc config settings for displaying text files like
121 title messages or "readme.txt" style level set info files:
122 - .font: font name (default: readme.font)
123 - .autowrap: true,false (default: readme.autowrap)
124 - .centered: true,false (default: readme.centered)
125 - .parse_comments: true,false (default: readme.parse_comments)
126 (the leading '.' and the separating ':' are mandatory here); to use
127 these ad-hoc settings, they have to be written inside a comment, like
128 "# .autowrap: false" or "# .centered: true"; these settings then
129 override the above global settings (they can even be used more than
130 once, like "# .centered: true", then some text that should be drawn
131 centered, then "# .centered: false" to go back to non-centered text;
132 important note: after using "# .parse_comments: false", or when using
133 "readme.parse_comments: false", detecting and parsing comments inside
134 the file is disabled and comments are just printed like normal text;
135 also be aware that all automatic text size calculations are done with
136 the font defined in "readme.font", while using different fonts using
137 "# .font: <font>" inside the text file may cause unexpected results
140 * changed some numerical limits in the level editor from 255 to 999
143 * added option "system.sdl_videodriver" to select SDL video driver
144 * added output of SDL video and audio driver to "version info" page
147 * added group element drawing to IntelliDraw drawing functions
148 * fixed animation resetting problem again (last try broke Snake Bite)
149 * fixed diagonal scrolling in screen scrolling (last try broke Pac Man)
152 * added new (special) "include: <filename>" directive that works in all
153 configuration files (like "graphicsinfo.conf") and that has the same
154 effect as if that directive would be replaced with the content of the
155 specified file (this can be useful to split large configuration files
156 into several smaller ones and include them from one main file, or to
157 store configuration settings that always stay the same into a separate
158 file, while including it and only add those parts that really change)
161 * fixed minor bug (screen redraw of player tiles) in EMC graphics engine
164 * fixed bug in "InitMovingField()" where treating an integer array as
165 boolean caused wrong resetting of animations while elements are moving
166 * fixed problem with resetting animations when starting element change
169 * added sort priority for order of title screens and title messages
172 * changed end of game again: do not wait for the user to press a key
173 anymore, but directly ask/confirm tape saving and go to hall of fame
174 * re-enabled quitting of lost game by pressing space or return again
175 * added blanking of mouse pointer when displaying title screens
176 * added remaining menu draw offset definitions for info sub-screens
179 * added setup option to select game speed (from very slow to very fast)
180 * improved handling of title text messages (initial and for level set)
183 * added new options "auto-wrap" and "centered" for DC2 style envelopes
186 * fixed displaying and typing of player name when it is centered
187 * added special characters to be allowed for player name (not only A-Z)
190 * fixed blit in ScrollLevel() to same bitmap to not overlap anymore
191 (newer versions of the SDL library seem to not like this anymore)
194 * added code for configuration directives for control of game panel
197 * fixed small cosmetical bug with underlining property tabs in editor
200 * fixed small drawing bug in X11FadeRectangle
201 * added new elements for newly supported Diamond Caves II levels:
202 - EM/DC style exits that disappear after passing
203 - white key and gate (one white key needed for each white gate)
204 - fake gate (there is no key to open/pass this kind of gate!)
205 - extended magic wall which also handles pearls and crystals
209 * changed maximum value for endless loop detection to a higher value
210 (some levels really used very deep recursion without being endless)
213 * added new elements for newly supported Diamond Caves II levels:
214 - growing steel walls
215 - snappable land mine
218 * added new elements for newly supported Diamond Caves II levels:
219 - steel text elements
222 * added level file loader for native Diamond Caves II levels
225 * version number set to 3.2.4
228 * version 3.2.3 released
231 * fixed malloc/free bug when updating EMC artwork entries in level list
232 * added workaround (warning and request to quit the current game) when
233 changing elements cause endless recursion loop (which would otherwise
234 freeze the game, causing a crash-like program exit on some systems)
237 * fixed nasty string overflow bug when entering too long envelope text
240 * added feedback sounds for menu navigation "menu.item.activating" and
241 "menu.item.selecting" (for highlighting and executing menu entries)
244 * improved "no scrolling when relocating" to also consider scroll delay
245 (meaning that the player is not automatically centered in this case;
246 this makes it possible to "invisibly" relocate the player to a region
247 of the level playfield which looks the same as the old level region)
248 * fixed bug with not recognizing "main.input.name.align" when active
251 * fixed bug with displaying masked borders over title screens when
252 screen fading is disabled
255 * fixed infinite loop / crash bug when killing the player while having
256 a CE with the setting "kill player X when explosion of <player X>"
257 * added special editor graphic for "char_space" to distinguish it from
258 "empty_space" when editing a level (in-game graphics still the same)
261 * fixed nasty bug with initialization only done for the first player
264 * small change to handle loading empty element/content list micro chunks
267 * uploaded pre-release (test) version 3.2.3-0 binary and source code
270 * some optimizations on startup speed by reducing initial text output
273 * added caching of custom artwork information for faster startup times
276 * fixed graphical bug when using fewer menu entries on level selection
277 screen than usual (with "menu.list_size.LEVELS" directive)
278 * fixed crash bug (Windows/SDL only) caused by BlitBitmap blitting from
279 the backbuffer to the backbuffer by error (with identical rectangle)
282 * fixed bug when displaying titlescreen with size less than element tile
283 * fixed bug that caused elements with "change when digging <e>" event
284 to change for _every_ digged element, not only those specified in <e>
285 * fixed bug that caused impact style collision when dropping element one
286 tile over the player that can both fall down and smash players
287 * fixed bug that caused impact style collision when element changed to
288 falling/smashing element over the player immediately after movement
291 * fixed bug that allowed making engine snapshots from the level editor
294 * fixed bugs with player name and current level positions on main screen
297 * added configuration directives for control of title screens:
298 - "title.fade_delay" for fading time
299 - "title.post_delay" for pause between screens (when not crossfading)
300 - "title.auto_delay" to automatically continue after some time
301 these settings can each be overridden by specifying them with titles:
302 - "titlescreen_initial_{1-5}.{fade_delay,post_delay,auto_delay}"
303 - "titlescreen_{1-5}.{fade_delay,post_delay,auto_delay}"
304 fading mode can also be specified:
305 - "titlescreen_initial_{1-5}.anim_mode: {fade,crossfade}
306 - "titlescreen_{1-5}.anim_mode: {fade,crossfade}
307 default is using normal fading for menues and initial title screens,
308 while using cross-fading for level set title screens
309 * fixed bug with background not drawn in Hall of Fame after game was won
312 * added configuration directives for the remaining main menu items
315 * added additional configuration directives for info screen draw offset:
316 menu.draw_{x,y}offset.INFO[{ELEMENTS,MUSIC,CREDITS,PROGRAM,LEVELSET}]
317 * added additional configuration directives for preview info text
318 * limited mouse wheel sensitive screen area to scrollable screen area
321 * added highlighted menu text entries to menu navigation when selected
324 * fixed bug that prevented player from correctly being created in the
325 top left corner by a custom element change in a level without player
326 * fixed bug that prevented player from being killed when indestructible,
327 non-walkable element is placed on player position by extended change
328 * added configurable menu button, text and input positions to main menu
331 * added page fading effects for remaining info sub-screens
332 * fixed small bug that caused some delays when answering door request
335 * added directives "border.draw_masked.*" for menu/playfield area and
336 door areas to display overlapping/masked borders from "global.border"
339 * fixed bug with CE with move speed "not moving" not being animated
340 * when changing player artwork by CE action, reset animation frame
343 * fixed bug with not unmapping main menu screen gadgets on other screens
344 * fixed bug with un-pausing a paused game by releasing still pressed key
345 * fixed bug with not redrawing screen when toggling to/from fullscreen
346 mode while fast reloading tape (without redrawing playfield contents)
347 * fixed bug with quick-saving tape snapshot despite answering with "no"
350 * version number set to 3.2.3
353 * version 3.2.2 released
356 * fixed bug with redrawing screen in fullscreen mode after quick tape
357 reloading when using the EMC game engine
358 * changed token names from "last_ce_[1-8]" to "prev_ce_[1-8]"
361 * fixed bug in GameWon() when level contains no exit (like in Sokoban)
364 * added engine snapshot functionality for instant tape reloading (this
365 only works for the last tape saved using "quick save", and does not
366 work across program restarts, because it completely works in memory)
369 * version number set to 3.2.2
372 * version 3.2.1 released
375 * fixed nasty bugs with handling error message file on Mac OS X systems
378 * general code cleanup (removing many annoying "#if 0" blocks etc.)
381 * fixed bug that caused broken tapes when manually appending to tapes
382 using the "pause before death" functionality, followed by recording
383 * added setup option to disable fading of screens for faster testing
386 * code cleanup of new fading functions
389 * changed behaviour after solved game -- do not immediately stop engine
390 * added some more smooth screen fadings (game start, hall of fame etc.)
393 * fixed bug with displaying pushed CE with value/score/delay anim_mode
396 * added configurable level preview position, tile size and dimensions
397 * added configurable game panel value positions (gems, time, score etc.)
400 * fixed small bug with time displayed incorrectly when collecting CEs
403 * fixed bug with bumpy scrolling with EM engine in double player mode
406 * added compatibility code to fix "Snake Bite" style levels that were
407 broken due to a bugfix regarding EL_SOKOBAN_FIELD_PLAYER in 3.2.0
410 * fixed bug with scrollbars inside editor when using the Windows mouse
411 enhancement tool "True X-Mouse" (which injects key events to the event
412 queue to insert selected stuff into the Windows clipboard, which gets
413 confused with the "Insert" key for jumping to the last editor cascade
414 block in the element list)
415 * added Rocks'n'Diamonds icon for use as window icon to SDL version
416 * added key shortcut "Alt + Enter" to toggle fullscreen mode at any time
419 * added selection of preferred fullscreen mode to setup / graphics menu
420 (useful if default mode 800 x 600 does not match screen aspect ratio)
423 * improved down-scaling of images for better editor and preview graphics
424 * changed user data directory for Mac OS X from Unix style to new place
427 * improved level number selection in main menu and player selection in
428 setup menu (input devices section) by using standard button gadgets
429 * added support for mouse scroll wheel (caused buggy behaviour before)
430 * added support for scrolling horizontal scrollbars with mouse wheel by
431 holding "Shift" key pressed while scrolling the wheel
432 * added support for single step mouse wheel scrolling by holding "Alt"
433 key pressed while scrolling the wheel (can be combined with "Shift")
434 * changed output file "stderr.txt" on Windows platform now always to be
435 created in the R'n'D sub-directory of the personal documents directory
436 * added Windows message box to direct to "stderr.txt" after error aborts
439 * improved general scrollbar handling (when jump-scrolling scrollbars)
442 * changed scrollbars to always show last line as first after scrolling
443 (that means jumping n - 1 screen lines instead of n screen lines)
446 * fixed level versions of EMC level loader (from V4 to V1, V2 and V3)
447 * fixed level time for EMC levels for V2 engine (V2 and V5 levels)
448 * fixed special handling of vertically stacked acid becoming fake acid
451 * fixed bug (very special case) with CE_SCORE_GETS_ZERO, which can
452 affect multiple instances of the same CE, although this kind of
453 change condition usually only affects one single custom element
456 * version number set to 3.2.1
459 * version 3.2.0 released
462 * reorganized level editor element list a bit to match engines better
465 * fixed newly introduced bug with wrongly initializing clipboard element
468 * fixed bug with displaying visible/invisible level border in editor
471 * reorganized some elements in the level editor element list
474 * fixed bug with displaying any player as "yellow" when moving into acid
475 * fixed bug with displaying running player when player stopped at border
478 * fixed bug with player exploding when moving into acid
479 * fixed bug with level settings being reset in editor and when playing
480 (some compatibility settings being set not only after level loading)
481 * fixed crash bug when number of custom graphic frames was set to zero
482 * fixed bug with teleporting player on walkable tile not working anymore
483 * added partial compatibility support for pre-release-only "CONF" chunk
484 (to make Alan Bond's "color cycle" demo work again :-) )
487 * fixed some bugs when displaying title screens from info screen menu
488 * fixed bug which caused EMC doors #5 to #8 to be passable without keys
491 * changed file major version to 3 to reflect level file format changes
492 * uploaded pre-release (test) version 3.2.0-8 binary and source code
495 * added new chunk "NAME" to level file format for level name settings
496 * added new chunk "NOTE" to level file format for envelope settings
497 * changed name of chunk "CONF" to "ELEM" (for normal element settings)
498 * updated magic(5) file to recognize changed and new level file chunks
499 * removed change events "change when CE value/score changes" as unneeded
502 * changed gravity (which only affects the player) from level property
503 to player property (only makes a difference in multi-player levels)
504 * added change events "change when CE value/score changes"
505 * added change events "change when CE value/score changes of <element>"
508 * added new chunk "INFO" to level file format for global level settings
509 * added all element settings from "HEAD" chunk to "CONF" chunk
510 * added all global level settings from "HEAD" chunk to "INFO" chunk
513 * changed level file format by adding two new chunks "CUSX" (for custom
514 elements, replacing the previous "CUS4" chunk) and "GRPX" (for group
515 elements, replacing the previous "GRP1" chunk); these new IFF style
516 chunks use the new and flexible "micro chunks inside chunks" technique
517 already used with the new "CONF" chunk (for normal element properties)
518 which makes it possible to easily extend the existing level format
519 (instead of using fixed-length chunks like before, which are either
520 too big due to reserved bytes for future use, or too small when those
521 reserved bytes have all been used and even more data should be stored,
522 requiring the replacement by new and larger chunks just like it went
523 with "CUS1" to "CUS4"); this whole problem now does not exist anymore
526 * added credits pages to the "credits" section that were really missing
527 * added some missing element descriptions to the level editor
528 * added down position of switchgate switch to the level editor
529 and allowed the use of both switch positions at the same time
530 * changed use of "Insert" and "Delete" keys to navigate element list in
531 level editor to start of previous or next cascading block of elements
534 * added the possibility to view the title screen to the info screen menu
535 * fixed some minor bugs with viewing title screens
538 * fixed bug with title (cross)fading in/out when using fullscreen mode
541 * fixed bug that forced re-defining of menu settings in local graphics
542 config file which are already defined in existing base config file
543 * fixed small bug that caused door sounds playing when music is enabled
546 * added the possibility to define up to five title screens for each
547 level set that are displayed after loading using (cross)fading in/out
548 (this was added to display the various start images of the EMC sets)
551 * added "CE score gets zero [of]" to custom element trigger conditions
552 * added setup option to display element token name in level editor
555 * added compatibility code for Juergen Bonhagen's menu artwork settings
558 * fixed bug with displaying wrong animation frame 0 after CE changes
559 * fixed bug with creating invisible elements when light switch is on
562 * added selection between ECS and AGA graphics for EMC levels to setup
565 * adjusted font handling for various narrow EMC style fonts
568 * changed EM engine behaviour back to re-allow initial rolling springs
571 * fixed handling of over-large selectboxes (less error-prone now)
572 * fixed bug when creating GE with walkable element under the player
575 * added use of "Insert" and "Delete" keys to navigate element list in
576 level editor to start of custom elements or start of group elements
577 * added virtual elements to access CE value and CE score of elements:
578 - "CE value of triggering element"
579 - "CE score of triggering element"
580 - "CE value of current element"
581 - "CE score of current element"
584 * fixed "grass" to "sand" in older EM levels (up to file version V4)
587 * changed behaviour of network games with internal errors (because of
588 different client frame counters) from immediately terminating R'n'D
589 to displaying an error message requester and stopping only the game
590 (also to prevent impression of crashes under non command-line runs)
591 * fixed playing network games with the EMC engine (did not work before)
592 * fixed bug with not scrolling the screen in multi-player mode with the
593 focus on player 1 when all players are moving in different directions
594 * fixed bug with keeping pointer to gadget even after its deallocation
595 * fixed bug with allowing "focus on all players" in network games
596 * fixed bug with player focus when playing tapes from network games
599 * uploaded pre-release (test) version 3.2.0-7 binary and source code
602 * code cleanup for game action control for R'n'D and EMC game engine
605 * fixed bug in multi-player movement with focus on both players
606 * added option to control only the focussed player with all input
609 * added player focus switching to level tape recording and re-playing
612 * fixed some bugs in player focus switching in EMC and RND game engine
615 * added special Supaplex animations for Murphy digging and snapping
616 * added special Supaplex animations for Murphy being bored and sleeping
619 * added four new yam yams with explicit start direction for EMC engine
620 * fixed bug in src/libgame/text.c with printing text outside the window
623 * fixed small bug in EMC level loader (copyright sign in EM II levels)
626 * added delayed ignition of EM style dynamite when used in R'n'D engine
627 * added limited movement range to EMC engine when focus on all players
630 * fixed bug with missing (zero) score values for native Supaplex levels
633 * added "continuous snapping" (snapping many elements while holding the
634 snap key pressed, without releasing the snap key after each element)
635 as a new player setting for more compatibility with the classic games
638 * finished scrolling for "focus on all players" in EMC graphics engine
641 * level sets with "levels: 0" are ignored for levels, but not artwork
642 * fixed bug when scanning empty level group directories (endless loop)
645 * fixed bug with explosion graphic for player using "Murphy" graphic
646 * fixed bug with explosion graphic if player leaves explosion in time
647 * changed some descriptive text in setup menu to use medium-width font
648 * added key shortcut settings for switching player focus to setup menu
651 * fixed bug with random value initialization when recording tapes
652 * fixed bug with playing single player tapes when team mode activated
655 * fixed little bug when trying to switch to player that does not exist
658 * added player switching (visual and quick) to R'n'D and EM game engine
659 * added setup option to select visual or quick in-game player switching
662 * added use of "Home" and "End" keys to handle element list in editor
665 * fixed bug with adding score when playing tape with EMC game engine
666 * added steel wall border for levels using EMC engine without border
667 * finally fixed delayed scrolling in EMC engine also for small levels
670 * fixed potential crash bug in WarnBuggyBase() (missing boundary check)
673 * fixed bug with CE change order in TestIfElementTouchesCustomElement()
674 * fixed bug when displaying info element without action, but direction
677 * fixed minor graphical problems with springs smashing and slurping
678 (when using R'n'D style graphics instead of EMC style graphics)
681 * added scroll delay (as configured in setup) to EMC graphics engine
684 * improved screen redraw for EMC graphics engine (faster and smoother)
685 * when not scrolling, do not redraw the whole playfield if not needed
688 * added multi-player mode for EMC game engine (with up to four players)
691 * added android (can clone elements) from EMC engine to R'n'D engine
694 * added spring bumper (reflects spring) from EMC engine to R'n'D engine
697 * added selectbox for initial player speed to player settings in editor
700 * version 3.1.2 created that is basically version 3.1.1, but with a
701 major bug fixed that prevented editing your own private levels
702 * version 3.1.2 released
705 * added magic ball (creates elements) from EMC engine to R'n'D engine
708 * uploaded fixed pre-release version 3.2.0-6 binary and source code
711 * fixed bug when using "CE can leave behind <trigger element>"
712 * added new change condition "(after/when) creation of <element>"
713 * added new change condition "(after/when) digging <element>"
714 * fixed bug accessing invalid gadget that caused crashes under Windows
715 * deactivated new possibility for multiple CE changes per frame
718 * uploaded pre-release (test) version 3.2.0-6 binary and source code
721 * added animation types "ce_value" and "ce_score" to graphicsinfo.conf
722 * fixed bug with not keeping CE value for moving CEs with only action
723 * changed CE action selectboxes in editor to be only reset when needed
726 * added option "use artwork from element" for custom player artwork
727 * added option "use explosion from element" for player explosions
730 * added cascaded element lists in the level editor
731 * added persistence for cascaded element lists by "editorcascade.conf"
732 * added dynamic element list with all elements used in current level
733 * added possibility for multiple CE changes per frame (experimental)
736 * uploaded pre-release (test) version 3.2.0-5 binary and source code
739 * changed "score for each 10 seconds/steps left" to "1 second/step"
740 * added own score for collecting "extra time" instead of sharing it
741 * added change events "switched by player" and "player switches <e>"
742 * added change events "snapped by player" and "player snaps <e>"
743 * added "set player artwork: <element choice>" to CE action options
744 * added change event "move of <element>"
747 * added "set player shield: off / normal / deadly" to CE action options
748 * added new player option "use level start element" in level editor
749 to set the correct focus at level start to elements from which the
750 player is created later (this did not work before for cascaded CE
751 changes resulting in creation of the player; it is now also possible
752 to create the player from a yam yam which is smashed at level start)
755 * added "set player speed: frozen (not moving)" to CE action options
756 * added "move player: l/r/u/d/trigger/-trigger" to CE action options
759 * added new player option "block snap field" (enabled by default) to
760 make it possible to show a snapping animation like in Emerald Mine
763 * added dynamic selectboxes to custom element action settings in editor
764 * added "CE value" counter for custom elements (instead of "CE count")
765 * added option to use the last "CE value" after custom element change
766 * added option to use the "CE value" of other elements in CE actions
767 * fixed odd behaviour when pressing time orb in levels w/o time limit
768 * added checkbox "use time orb bug" for older levels that use this bug
771 * added missing configuration settings for the following elements:
772 - EL_TIMEGATE_SWITCH (time of open time gate)
773 - EL_LIGHT_SWITCH_ACTIVE (time of light switched on)
774 - EL_SHIELD_NORMAL (time of shield duration)
775 - EL_SHIELD_DEADLY (time of shield duration)
776 - EL_EXTRA_TIME (time added to level time)
777 - EL_TIME_ORB_FULL (time added to level time)
780 * added "wind direction" as a movement pattern for custom elements
781 * added initial wind direction for balloon / custom elements to editor
782 * added functionality for EL_BALLOON_SWITCH_NONE to R'n'D game engine
785 * added parameters for "game of life" and "biomaze" elements to editor
788 * added level file chunk "CONF" for generic level and element settings
791 * uploaded pre-release (test) version 3.2.0-4 binary and source code
794 * skip empty level sets (with "levels: 0"; may be artwork base sets)
795 * added sound action ".page[1]" to ".page[32]" for each CE change page
798 * added image config suffix ".clone_from" to copy whole image settings
799 * fixed bug with invalid ("undefined") CE settings in old level files
802 * fixed graphical bug with smashing elements falling faster than player
805 * fixed major bug which prevented private levels from being edited
806 * fixed bug with precedence of general and special font definitions
809 * fixed graphical bug with player animation when player moves slowly
812 * uploaded pre-release (test) version 3.2.0-3 binary and source code
815 * fixed bug which prevented "global.num_toons: 0" from working
818 * major code cleanup (removed all these annoying "#if 0" blocks)
821 * added custom element actions for CE change page in level editor
824 * fixed music initialization bug in init.c (thanks to David Binderman)
825 * fixed mouse wheel "button" bug in editor (thanks to Tomi Belan)
826 (this bug must probably be fixed at other places, too)
829 * fixed buggy '#include "SDL.h"' statements in src/libgame/sdl.h
830 (should be '#include <SDL.h>' instead)
833 * fixed bug which prevented "walkable from no direction" from working
834 (due to compatibility code overwriting this setting after loading)
837 * fixed bug on Mac OS X (use of reserved name "Random") in EM engine
840 * version number temporarily set to 3.1.1 (intermediate bugfix release)
841 * version 3.1.1 released
844 * changed some va_arg() arguments from 'long' to 'int', fixing problems
845 on 64-bit architecture systems with LP64 data model
848 * fixed bug with bombs not exploding when hitting the last level line
849 (introduced after the release of 3.1.0)
852 * added support for dumping small-sized level sketches from editor
855 * added recognition of "trigger element" for "change digged element to"
856 (this is not really what the "trigger element" was made for, but its
857 use may seem obvious for leaving back digged elements unchanged)
860 * fixed multiple warnings about failed joystick device initialization
863 * fixed bug with dynamite dropped on top of just dropped custom element
864 (collect dynamite, collect CE, drop CE => dynamite was also dropped);
865 dynamite can still be dropped, but drop key must be released before
868 * fixed bug with wrong start directory when started from file browser
869 (due to this bug, R'n'D could not be started from KDE's Konqueror)
872 * fixed bug causing "change when impact" on player not working
873 * fixed wrong priority of "hitting something" over "hitting <element>"
874 * fixed wrong priority of "hit by something" over "hit by <element>"
877 * fixed graphical bug which caused the player (being Murphy) to show
878 collecting animations although the element was collected by penguin
881 * fixed two bugs causing wrong door background graphics in system.c
882 (in functions "SetBackgroundBitmap()" and "DrawingOnBackground()")
885 * fixed graphic bug with exploding bomb and R'n'D graphics in EM engine
886 * added "no direction" to "walkable/passable from" selectbox options
889 * enhanced tape autoplay to accept "autoplay <set> [<nr> ...]" format
890 * in tape autoplay, not only report broken, but also missing tapes
893 * uploaded pre-release (test) version 3.2.0-2 binary and source code
896 * fixed small bug with "linear" animation not working for active lamp
899 * fixed bug with moving up despite gravity due to "block last field"
900 * fixed small bug with wrong draw offset when typing name in main menu
901 * when reading user names from "passwd", ignore data after first comma
902 * when creating new "levelinfo.conf", only write some selected entries
905 * fixed displaying "imported from/by" on preview with empty string
906 * fixed ignoring draw offset for fonts used for level preview texts
909 * fixed a delay problem with SDL and too many mouse motion events
910 * added setup option "skip levels" and level skipping functionality
913 * added move speed "not moving" for non-moving CEs, but with direction
916 * fixed mapping of obsolete element token names in "editorsetup.conf"
917 * fixed bug with sound "acid.splashing" treated as a loop sound
918 * fixed some little sound bugs in native EM engine
921 * fixed small bug when dragging scrollbars to end positions
924 * added editor element descriptions written by Aaron Davidson
927 * improved fallback handling when configured artwork is not available
928 (now using default artwork instead of exiting when files not found)
931 * fixed bug on level selection screen when dragging scrollbar
934 * fixed bug which caused broken tapes when appending to EM engine tapes
937 * uploaded pre-release (test) version 3.2.0-1 binary and source code
940 * added code to replace changed artwork config tokens with other tokens
941 (needed for backwards compatibility, so that older tokens still work)
944 * added native R'n'D graphics for some new EMC elements in EM engine
947 * fixed some bugs in the EM engine integration code
948 * changed EM engine code to allow diagonal movement
949 * changed EM engine code to allow use of separate snap and drop keys
952 * fixed some redraw bugs when using EM engine
955 * fixed bug with not converting RND levels which are set to use native
956 engine to native level structure when loading
959 * uploaded pre-release (test) version 3.2.0-0 binary and source code
962 * version number set to 3.2.0
965 * level data now reset to defaults after attempt to load invalid file
968 * added use of "editorsetup.conf" for different level sets
971 * added auto-detection for various types of Emerald Mine level files
974 * fixed bug with scrollbars getting too small when list is very large
977 * fixed bug with 3+3 (cross) sized explosion not making explosion sound
980 * added most level editor configuration gadgets for new EMC elements
983 * added more element and graphic definitions for new EMC elements
986 * modified native EM engine to use integrated R'n'D sound system
989 * added SDL support to graphics functions in native EM engine
990 (by always using generic libgame interface functions)
993 * fixed bug in frame synchronization in native EM engine
996 * added code to convert levels between R'n'D and native EM engine
999 * new Emerald Mine engine can now play levels selected in main menu
1002 * fixed big memory leak in function "CreateBitmapWithSmallBitmaps()"
1003 (which creates scaled down graphics for level editor and preview);
1004 there's still a memory leak somewhere in the artwork handling code
1005 * added "scale image up" functionality to X11 version of zoom function
1008 * first attempts to integrate new, native Emerald Mine Club engine
1011 * fixed bug in gadget code which caused reset of CEs in level editor
1012 (example: pressing 'b' [grab brush] on CE config page erased values)
1013 (solution: check if gadgets in ClickOnGadget() are really mapped)
1014 * improved level change detection in editor (settings now also checked)
1015 * fixed bug with "can move into acid" and "don't collide with" state
1018 * fixed maze runner style CEs to use the configured move delay value
1021 * added Aaron Davidson's tutorial level set to the "Tutorials" section
1024 * fixed engine change that broke 3.0.8 levels like "Walpurgis Gardens"
1025 * fixed the above fix because it broke level set "machine" (*sigh*)
1026 * fixed random element placement in level editor to work as expected
1027 * fixed undefined graphic of runtime element "EL_AMOEBA_TO_DIAMOND"
1030 * re-recorded tape for BD2K3, level 010 (broken due to bugfix)
1033 * fixed bug (missing array boundary check) which caused broken tapes
1034 * fixed bug (when loading level template) which caused broken levels
1035 * fixed bug with new block last field code when using non-yellow player
1038 * fixed bug when pressing "stop, pause, stop, play" on tape recorder
1039 * internal change of how the player blocks the last field when moving
1040 * fixed blocking delay of last field for EM and SP style block delay
1041 * fixed bug where the player had to wait for the usual move delay after
1042 unsuccessfully trying to move, when he directly could move after that
1043 * the last two changes should make original Supaplex level 93 solvable
1044 * improved use of random number generator to make it less predictable
1045 * fixed behaviour of slippery SP elements to let slip left, then right
1048 * fixed bug with wrong door state after trying to quickload empty tape
1049 * fixed waste of static memory usage of the binary, making it smaller
1050 * fixed very little graphical bug in Supaplex explosion
1053 * version number set to 3.1.1
1056 * version 3.1.0 released
1059 * fixed bug with crash when writing user levelinfo.conf the first time
1062 * added option "convert LEVELDIR [NR]" to command line batch commands
1063 * re-converted Supaplex levels to apply latest engine fixes
1064 * changed "use graphic/sound of element" to "use graphic of element"
1065 due to compatibility problems with some levels ("bug machine" etc.)
1068 * fixed bug with CE change replacing player with same or other player
1071 * fixed bug with opaque font in envelope with background graphic when
1072 background graphic is not transparent itself
1075 * added "gravity on" and "gravity off" ports for Supaplex compatibility
1076 * corrected original Supaplex level loading code to use these new ports
1077 * also corrected Supaplex loader to auto-count infotrons if set to zero
1080 * fixed bug with missing initialization of "modified" flag for GEs
1083 * fixed bug that caused endless recursion loop when relocating player
1084 * fixed tape recorder bug in "step mode" when using "pause before end"
1085 * fixed tape recorder bug when changing from "warp forward" mode
1088 * fixed bug with "when touching" for pushed elements at last position
1091 * fixed bug that caused two activated toolbox buttons in level editor
1092 * fixed bug with exploding dynabomb under player due to other explosion
1095 * fixed bug with creating walkable custom element under player (again)
1096 * fixed bug with not copying explosion type when copying CEs in editor
1097 * fixed graphical bug when drawing player in setup menu (input devices)
1098 * fixed graphical bug when the player is pushing an accessible element
1099 * fixed bug with classic switchable elements triggering CE changes
1100 * fixed bug with entering/leaving walkable element in RelocatePlayer()
1101 * fixed crash bug when CE leaves behind the trigger player element
1104 * fixed bug with broken tubes after placing/exploding dynamite in them
1105 * fixed bug with exploding dynamite under player due to other explosion
1106 * fixed bug with not resetting push delay under certain circumstances
1109 * added option "handicap" for "levelinfo.conf" (thanks to Niko Böhm)
1110 * added network multiplayer code for Windows (thanks to Niko Böhm)
1113 * added option "reachable despite gravity" for gravity movement
1114 * changed gravity movement of most classic walkable and passable
1115 elements back to "not reachable" (for compatibility reasons)
1118 * fixed (removed) "indestructible" / "can explode" dependency in editor
1119 * fixed (removed) "accessible inside" / "protected" dependency
1120 * fixed (removed) "step mode" / "shield time" dependency
1123 * fixed dynabombs exploding now into anything diggable
1124 * fixed Supaplex style gravity movement into buggy base now impossible
1125 * added pressing key "space" as valid action to select menu options
1128 * added "replace when walkable" to relocate player to walkable element
1129 * added "enter"/"leave" event for elements affected by relocation
1130 * fixed "direct"/"indirect" change order also for "when change" event
1131 * fixed graphical bug when pushing things from elements walkable inside
1134 * fixed graphic bug when player is snapping while moving in old levels
1135 * fixed bug when a moving custom element leaves a player element behind
1136 * fixed bug with mole not disappearing when moving into acid pool
1137 * fixed bug with incomplete path setting when using "--basepath" option
1138 * moving CE can now leave walkable elements behind under the player
1139 * when relocating, player can be set on walkable element now
1140 * fixed another gravity movement bug
1143 * uploaded pre-release (test) version 3.1.0-2 binary and source code
1146 * added "collectible" and "removable" to extended replacement types
1147 (where "removable" replaces "diggable" and "collectible" elements)
1148 * added "collectible & throwable" (to throw element to the next field)
1149 * fixed bug with CEs digging elements that are just about to explode
1150 * changed mouse cursor now always being visible when game is paused
1153 * added possibility to push/press accessible elements from a side that
1155 * fixed bug with not setting actual date when appending to tape
1158 * fixed bug with incorrectly initialized custom element editor graphics
1161 * corrected set "Contributions_1995-2000/rnd_kjell_kristiansson":
1162 - number of levels corrected from 18 to 17 in "levelinfo.conf"
1165 * fixed bug with destroyed robot wheel still attracting robots forever
1166 * fixed bug with time gate switch deactivating after robot wheel time
1167 (while the time gate itself is not affected by this misbehaviour)
1168 * changed behaviour of BD style amoeba to always get blocked by player
1169 (before it was different when there were non-BD elements in level)
1170 * fixed bug with player destroying indestructable elements with shield
1173 * added option to make growing elements grow into anything diggable
1174 (for the various amoeba types, biomaze and "game of life")
1177 * fixed bug with movable elements not moving after left behind by CEs
1178 * changed gravity movement to anything diggable, not only sand/base
1179 * optionally allowing passing to walkable element, not only empty space
1180 * added option "can pass to walkable element" for players
1181 * finally fixed gravity movement (hopefully)
1184 * fixed bug with movable elements not moving anymore after falling down
1187 * fixed another bug with custom elements digging and leaving elements
1188 * fixed bug with "along left/right side" and automatic start direction
1189 * trigger elements now also displayed when "more custom" deactivated
1190 * fixed bug with clipboard element initialized when loading new level
1191 * added option "drop delay" to set delay before dropping next element
1194 * uploaded pre-release (test) version 3.1.0-1 binary and source code
1197 * added copy and paste functions for custom change pages
1198 * enhanced graphical display and functionality of tape recorder
1199 * fixed bug with custom elements digging and leaving elements
1202 * added move speed faster than "very fast" for custom elements
1203 * fixed bug with 3+3 style explosions and missing border content
1204 * fixed little bug when copying custom elements in the editor
1205 * enhanced custom element changes by more side trigger actions
1208 * added option "no scrolling when relocating" for instant teleporting
1209 * uploaded pre-release (test) version 3.1.0-0 binary and source code
1212 * added trigger element and trigger player to use as target elements
1213 * added copy and paste functions for custom and group elements
1216 * fixed graphical bug when displaying explosion animations
1217 * fixed bug when appending to tapes, resulting in broken tapes
1218 * re-recorded a few tapes broken by fixing gravity checking bug
1221 * "can move into acid" property now for all elements independently
1222 * "can fall into acid" property for player stored in same bitfield now
1223 * added option for deadliness of Supaplex 'sniksnak' and 'electron'
1224 * version number set to 3.1.0 (finally!)
1227 * changed tape recording to only record input, not programmed actions
1230 * fixed totally broken (every 8th frame skipped) step-by-step recording
1231 * fixed bug with requester not displayed when quick-loading interrupted
1232 * added option "can fall into acid (with gravity)" for players
1233 * fixed bug with player not falling when snapping down with gravity
1236 * fixed bug which messed up key config when using keypad number keys
1239 * fixed bug which allowed moving upwards even when gravity was active
1240 * fixed bug with missing error handling when dumping levels or tapes
1243 * added different colored editor graphics for Supaplex gravity tubes
1246 * fixed bug that allowed solvable tapes for unsolvable levels
1249 * use unlimited number of droppable elements when "count" set to zero
1250 * added option to use step limit instead of time limit for level
1253 * added player and change page as trigger for custom element change
1256 * fixed bug with exploding amoeba (explosion 3x3 instead of 1x1)
1259 * fixed bug with dark yamyam changing to acid when moving over acid
1260 * fixed handling of levels with more than 999 seconds level time
1261 (example: level 76 of "Denmine")
1264 * "spring push bug" reintroduced as configurable element property
1265 * fixed bug with missing properties for "mole"
1266 * fixed bug that showed up when fixing the above "mole" properties bug
1267 * added option "can move into acid" for all movable elements
1268 * fixed graphical bug for elements moving into acid
1269 * changed event handling to handle all pending events before going on
1272 * fixed bug which caused all CE change pages to be ignored which had
1273 the same change event, but used a different element side
1274 (reported by Simon Forsberg)
1276 * fixed bug which caused elements that can move and fall and that are
1277 transported by a conveyor belt to continue moving into that direction
1278 after leaving the conveyor belt, regardless of their own movement
1279 type; only elements which can not move are transported now
1280 (reported by Simon Forsberg)
1282 * fixed bug which could cause an array overflow in RelocatePlayer()
1283 (reported by Niko Böhm)
1285 * changed Emerald Mine style "passable / over" elements to "protected"
1286 (fixing unsolvable level 10 of "Bondmine 9" with bug beside gate)
1288 * added new option to select from which side a "walkable/passable"
1289 element can be entered
1292 * added explosion and ignition delay for elements that can explode
1295 * fixed bug which caused player not being protected against enemies
1296 when a CE was "walkable / inside" and was not "indestructible"
1297 * added "walkable/passable" fields to be "protected/unprotected"
1298 against enemies, even if not accessible "inside" but "over/under"
1301 * corrected move pattern to 32 bit and initial move direction to 8 bit
1304 * added second custom element base configuration page
1307 * added some special EMC mappings to Emerald Mine level loader
1308 (also covering previously unknown element in level 0 of "Bondmine 8")
1311 * added option to block last field when player is moving (for Supaplex)
1312 * adjusted push delay of Supaplex elements
1313 * removed delays for envelopes etc. when replaying with maximum speed
1314 * fixed bug when dropping element on a field that just changed to empty
1317 * fixed bug: infotrons can now smash yellow disks
1318 * fixed bug: when gravity active, port above player can now be entered
1319 * removed "one white dot" mouse pointer which irritated some people
1322 * added "choice type" for group element selection
1325 * fixed bug with initial invulnerability of non-yellow player
1328 * added level loader for loading native Supaplex packed levels
1329 (including multi-part levels like the "splvls99" levels)
1332 * fixed bug which allowed creating emeralds by escaping explosions
1335 * custom elements can change (limited) or leave (unlimited) elements
1336 * finally added multiple matches using group elements
1337 * added shortcut to dump brush (type ":DB" in editor) for use in forum
1340 * added new start movement type "previous" for continued CE movement
1341 * added new start movement type "random" for random CE movement start
1344 * added new element "sokoban_field_player" needed for Sokoban levels
1345 (thanks to Ed Booker for pointing this out!)
1348 * added elements that can be digged or left behind by custom elements
1351 * added group elements for multiple matches and random element creation
1354 * fixed some graphical errors displayed in old levels
1357 * fixed wrong double speed movement after passing closing gates
1360 * added level loader for loading native Emerald Mine levels
1363 * changes for "shooting" style CE movement
1366 * Happy New Year! ;-)
1369 * changed default snap/drop keys from left/right Shift to Control keys
1372 * fixed bug with dead player getting reanimated from custom element
1375 * fixed bug with wrong penguin graphics (when entering exit)
1378 * fixed bug with wrong "Murphy" graphics (when digging etc.)
1381 * version number set to 3.0.9
1384 * version 3.0.8 released
1387 * added function checked_free()
1390 * fixed bug with double nut cracking sound
1391 (by eliminating "default element action sound" assignment in init.c)
1394 * fixed crash when no music info files are available
1397 * fixed boring and sleeping sounds
1400 * added "maze runner" and "maze hunter" movement types
1401 * added extended collision conditions for custom elements
1404 * added warnings for undefined token values in artwork config files
1407 * added menu entry for level set information to the info screen
1410 * fixed bug with wrong default impact sound for colored emeralds
1413 * added several sub-screens for the info screen
1414 * menu text now also clickable (not only blue/red sphere left of it)
1417 * added configurable "bored" and "sleeping" animations for the player
1418 * added "awakening" sound for player when waking up after sleeping
1421 * added "copy" and "exchange" functions for custom elements to editor
1424 * added configurable element animations for info screen
1427 * added configurable music credits for info screen
1430 * finally fixed tape recording when player is created from CE change
1433 * added "editorsetup.conf" for editor element list configuration
1436 * added "musicinfo.conf" for menu and level music configuration
1439 * fixed a very nasty bug in dragon turning code in TurnRoundExt()
1440 (that only showed up on Linux, but not on Windows systems)
1443 * fixed turning movement of butterflies and fireflies (no frame reset)
1444 * enhanced sniksnak turning movement (two steps instead of only one)
1447 * version number set to 3.0.8
1450 * version 3.0.7 released
1453 * fixed reset of player animation frame when, for example,
1454 walking, digging or collecting share the same animation
1455 * fixed CE with "deadly when touching" exploding when touching amoeba
1458 * fixed tape recording when player is created from CE element change
1461 * introduced "turning..." action graphic for elements with move delay
1462 (non-CE: bug, spaceship, sniksnak, mole, pacman, yamyam)
1463 * added turning animations for bug, spaceship and sniksnak
1466 * prevent "extended" changed elements from delay change in same frame
1469 * fixed bug when pushing element that can move away to the side
1470 (like pushing falling elements, but now with moving elements)
1473 * finally fixed serious bug in code for delayed element pushing (again)
1476 * unavailable setup options now marked as "n/a" instead of "off"
1477 * new boolean directive "latest_engine" for "levelinfo.conf": when set
1478 to "true", levels are always played with the latest game engine,
1479 which is desired for levels that are imported from other games; all
1480 other levels are played with the engine version stored in level file
1481 (which is normally the engine version the level was created with)
1484 * fixed serious bug in code for delayed element pushing
1485 * fixed little bug in animation frame selection for pushed elements
1486 * speed-up of reading config file for verbose output
1489 * added configuration option for opening and closing Supaplex exit
1490 * added configuration option for moving up/down animation for Murphy
1491 * fixed incorrectly displayed animation for attacking dragon
1492 * fixed bug with not setting initial gravity for each new game
1493 * fixed bug with teleportation of player by custom element change
1494 * fixed bug with player not getting smashed by rock sometimes
1497 * version number set to 3.0.7
1500 * version 3.0.6 released
1503 * added support for MP3 music for SDL version through SMPEG library
1506 * fixed bug when initializing font graphic structure
1507 * fixed bug with animation mode "pingpong" when using only 1 frame
1508 * fixed bug with extended change target introduced in 3.0.5
1509 * fixed bug where passing over moving element doubles player speed
1510 * fixed bug with elements continuing to move into push direction
1511 * fixed bug with duplicated player when dropping bomb with shield on
1512 * added "switching" event for custom elements ("pressing" only once)
1513 * fixed switching bug (resetting flag when not switching but not idle)
1516 * fixed element tokens for certain file elements with ".active" etc.
1519 * version number set to 3.0.6
1522 * version 3.0.5 released
1525 * now four envelope elements available
1526 * font, background, animation and sound for envelope now configurable
1527 * main menu doors opening/closing animation type now configurable
1530 * active/inactive sides configurable for custom element changes
1531 * new movement type "move when pushed" available for custom elements
1534 * fixed bug in multiple config pages loader code that caused crashes
1537 * enhanced (remaining low-resolution) Supaplex graphics
1540 * version number set to 3.0.5
1543 * version 3.0.4 released
1545 2003-09-12 src/tools.c
1546 * fixed bug in custom definition of crumbled element graphics
1548 2003-09-11 src/files.c
1549 * fixed bug in multiple config pages code that caused crashes
1552 * version number set to 3.0.4
1555 * version 3.0.3 released
1558 * added music to Supaplex classic level set
1560 2003-09-07 src/libgame/misc.c
1561 * added support for loading various music formats through SDL_mixer
1563 2003-09-06 (various source files)
1564 * fixed several nasty bugs that may have caused crashes on some systems
1565 * added envelope content which gets displayed when collecting envelope
1566 * added multiple change event pages for custom elements
1568 2003-08-24 src/game.c
1569 * fixed problem with player animation when snapping and moving
1571 2003-08-23 src/screens.c, src/cartoons.c, src/libgame/toons.c
1572 * fixed problem with flickering when drawing toon animations
1574 2003-08-23 src/libgame/sdl.c
1575 * fixed problem with setting mouse cursor in SDL version in fullscreen
1577 2003-08-23 src/game.c
1578 * fixed bug (missing array boundary check) which could crash the game
1581 * version number set to 3.0.3
1584 * version 3.0.2 released
1586 2003-08-21 src/game.c
1587 * fixed bug with creating inaccessible elements at player position
1589 2003-08-20 src/init.c
1590 * fixed bug with not finding current level artwork directory
1592 2003-08-20 src/files.c
1593 * fixed bug with choosing wrong engine version when playing tapes
1594 * fixed bug with messing up custom element properties in 3.0.0 levels
1597 * version number set to 3.0.2
1600 * version 3.0.1 released
1602 2003-08-17 (no source files affected)
1603 * changed all "classic" PCX image files with 16 colors or less to
1604 256 color (8 bit) storage format, because the Allegro game library
1605 cannot handle PCX files with less than 256 colors (contributed
1606 graphics are not affected and might look wrong in the DOS version)
1608 2003-08-16 src/init.c
1609 * fixed bug which (for example) crashed the level editor when defining
1610 "dynamite.EDITOR: [NONE]", because graphics may not be undefined
1611 (only set to default) -- invalid graphics now set to default graphic
1613 2003-08-16 src/init.c
1614 * fixed graphical bug of player digging/collecting/snapping element
1615 when no corresponding graphic/animation is defined for this action,
1616 resulting in player being drawn as EL_EMPTY (which should only be
1617 done to elements being collected, but not to the player)
1619 2003-08-16 src/game.c
1620 * fixed small graphical bug of player not totally moving into exit
1622 2003-08-16 src/libgame/setup.c
1623 * fixed bug with wrong MS-DOS 8.3 filename conversion
1625 2003-08-16 src/tools.c
1626 * fixed bug with invisible mouse cursor when pressing ESC while playing
1628 2003-08-16 (various source files)
1629 * added another 128 custom elements (disabled in editor by default)
1631 2003-08-16 src/editor.c
1632 * fixed NULL string bug causing Solaris to crash in sprintf()
1634 2003-08-16 src/screen.c
1635 * fixed drawing over scrollbar on level selection with custom fonts
1637 2003-08-15 src/game.c
1638 * cleanup of simple sounds / loop sounds / music settings
1640 2003-08-08 (various source files)
1641 * added custom element property for dropping collected elements
1643 2003-08-08 src/conf_gfx.c
1644 * fixed bug with missing graphic for active red disk bomb
1646 2003-08-07 src/files.c, src/editor.c src/game.c, src/main.h
1647 * extended variable "level.gravity" to "level.initial_gravity" and
1648 "game.current_gravity" to prevent level setting from being changed
1649 by playing the level (keeping the runtime value after playing)
1651 * fixed graphics bug when digging element that has 'crumbled' graphic
1652 definition, but not 'diggable' graphic definition
1655 * version number set to 3.0.1
1658 * version 3.0.0 released
1661 * various bug fixes; among others:
1662 - fixed bug with pushing spring over empty space
1663 - fixed bug with leaving tube while placing dynamite
1664 - fixed bug with explosion of smashed penguins
1665 - allow Murphy player graphic in levels with non-Supaplex elements
1669 * I have forgotten to document changes for some time
1672 * pre-release version 2.2.0rc1 released
1675 * version number set to 2.1.2
1678 * version 2.1.1 released
1681 * version number set to 2.1.1
1684 * version 2.1.0 released
1687 * version number set to 2.1.0
1689 2002-04-03 to 2002-05-19 (various source files)
1690 * graphics, sounds and music now fully configurable
1691 * bug fixed that prevented walking through tubes when gravity on
1693 2002-04-02 src/events.c, src/editor.c
1694 * Make Escape key less aggressive when playing or when editing level.
1695 This can be configured as an option in the setup menu. (Default is
1696 "less aggressive" which means "ask user if something can be lost"
1697 when pressing the Escape key.)
1699 2002-04-02 src/screen.c
1700 * Added "graphics setup" screen.
1702 2002-04-01 src/screen.c
1703 * Changed "choose level" setup screen stuff to be more generic (to
1704 make it easier to add more "choose from generic tree" setup screens).
1706 2002-04-01 src/config.c, src/timestamp.h
1707 * Added source files "src/config.[ch]" and "src/timestamp.h" (which
1708 automatically gets created by "src/Makefile" and contains an actual
1709 compile-time timestamp to identify development versions of the game).
1711 2002-03-31 src/tape.c, src/events.c
1712 * Added quick game/tape save/load functions to tape stuff which can be
1713 invoked by a keyboard shortcut. Default: "F1" saves game/tape, "F2"
1714 loads previously recorded tape and directly goes into recording mode
1715 from the end of the tape (therefore appending to the tape).
1717 2002-03-31 src/tape.c
1718 * Added "index mark" function to tape recorder. When playing or
1719 recording, "eject" button changes to "index" button. Setting index
1720 mark is not yet implemented, but pressing index button when playing
1721 allows very quick advancing to end of tape (when normal playing),
1722 very fast forward mode (when playing with normal fast forward) or
1723 very fast reaching of "pause before end of tape" (when playing with
1724 "pause before end" playing mode).
1726 2002-03-30 src/cartoons.c
1727 * Moved some stuff from cartoons.c to the new "src/libgame/toons.c".
1729 2002-03-29 src/screen.c
1730 * Changed setup screen stuff to be more generic (to make it easier
1731 to add more setup screens).
1733 2002-03-23 src/main.c, src/main.h
1734 * Various changes due to the introduction of the new libgame files
1735 "setup.c" and "joystick.c".
1737 2002-03-23 src/files.c
1738 * Generic parts of "src/files.c" (mainly setup and level directory
1739 stuff) moved to new libgame file "src/libgame/setup.c".
1741 2002-03-23 src/joystick.c
1742 * File "src/joystick.c" moved to libgame source tree, with
1743 correspondig changes.
1745 2002-03-22 src/screens.c
1746 * "HandleChooseLevel()": Another bug in level series navigation fixed.
1747 (Wrong level series information displayed when entering main group.)
1749 2002-03-22 src/editor.c
1750 * Slight change to support new gadget event "GD_EVENT_INFO_LEAVING".
1752 2002-03-22 src/editor.c
1753 * Changed behaviour of "Escape" key in level editor to be more
1754 intuitive: When in "Element Properties" or "Level Info" mode,
1755 return to "Drawing Mode" instead of leaving the level editor.
1757 2002-03-21 src/game.c, src/editor.c, src/files.c
1758 * 2.0.1 introduced the corrected "Emerald Mine" style behaviour of
1759 gems (emeralds, diamonds, ...) slipping down from normal wall,
1760 steel wall and growing wall (as in E.M.C. style levels). Although
1761 the behaviour of contributed and private levels wasn't changed (due
1762 to the use of "level.game_version"; see previous entry), editing
1763 those levels will (of course) change the behaviour accordingly.
1765 This change seems a bit too hard after thinking about it, because
1766 the EM style behaviour is not the "expected" behaviour (gems would
1767 normally only slip down from "rounded" walls). Therefore this was
1768 now changed to an element property for gem style elements, with the
1769 default setting "off" (which means: no special EM style behaviour).
1770 To fix older converted levels, this flag is set to "on" for pre-2.0
1771 levels that are neither contributed nor private levels.
1773 2002-03-20 src/files.h
1774 * Corrected settings for "level.game_version" depending of level type.
1775 (Contributed and private levels always get played with game engine
1776 version they were created with, while converted levels always get
1777 played with the most recent version of the game engine, to let new
1778 corrections of the emulation behaviour take effect.)
1780 2002-03-20 src/main.h
1781 * Added "#include <time.h>". This seems to be needed by "tape.c" for
1782 compiling the SDL version on some systems.
1783 Thanks to the several people who pointed this out.
1786 * Version number set to 2.0.2.
1789 * Version 2.0.1 released.
1791 2002-03-18 src/screens.c
1792 * "HandleChooseLevel()": Small bug in level series navigation fixed.
1794 2002-03-18 src/files.c [src/libgame/misc.c]
1795 * Moved some common functions from src/files.c to src/libgame/misc.c.
1797 2002-03-18 src/files.c [src/libgame/misc.c]
1798 * Changed permissions for new directories and saved files (especially
1799 score files) according to suggestions of Debian users and mantainers.
1800 Thanks to Drew Parsons <dparsons@emerall.com> for the patch.
1802 2002-03-17 src/files.c
1803 * Changed "{Load|Save}{Level|Tape}()" to IFF style file format:
1804 Replaced "cookie" header string ("ROCKSNDIAMONDS_...\n") with
1805 real IFF style header "RND1....XXXX" (where "XXXX" is "CAVE"
1806 for levels and "TAPE" for tapes). Old "cookie" style format is
1807 still supported for reading. New level and tape files are written
1810 * New IFF chunk "VERS" contains version numbers for file and game
1811 (where "game version" is the version of the program that wrote the
1812 file, and "file version" is a version number to distinguish files
1813 with different format, for example after adding new features).
1815 2002-03-15 src/screen.c
1816 * "DrawHallOfFame()": "FadeSounds()" when entering the hall of fame.
1817 (Before, you heard a mixture of the in-game music and the
1818 hall-of-fame music.)
1820 2002-03-14 src/events.c
1821 * Function "DumpTape()" (files.c) now available by pressing 't' from
1822 main menu (when in DEBUG mode).
1824 2002-03-14 src/game.c
1825 * "GameWon()": When game was won playing a tape, now there is no delay
1826 raising the score and no corresponding sound is played.
1828 2002-03-14 src/files.c
1829 * Changed "LoadTape()" for real chunk support and also adjusted
1830 "SaveTape()" accordingly.
1832 2002-03-14 src/game.c, src/tape.c, src/files.c
1833 * Important changes to tape format: The old tape format stored all
1834 actions with a real effect with a corresponding delay between the
1835 stored actions. This had some major disadvantages (for example,
1836 push delays had to be ignored, pressing a button for some seconds
1837 mutated to several single button presses because of the non-action
1838 delays between two action frames etc.). The new tape format just
1839 stupidly records all device actions and replays them later. I really
1840 don't know why I haven't solved it that way before?! Old-style tapes
1841 (with tape file version less than 2.0) get converted to the new
1842 format on-the-fly when loading and can therefore still be played;
1843 only some minor parts of the old-style tape handling code was needed.
1844 (A perfect conversion is not possible, because there is information
1845 missing about the device actions between two action frames.)
1847 2002-03-14 src/files.c
1848 * New function "DumpTape()" to dump the contents of the current tape
1849 in a human readable format.
1851 2002-03-14 src/game.c
1852 * Small tape bug fixed: When automatically advancing to next level
1853 after a game was won, the tape from the previous level still was
1854 loaded as a tape for the new level.
1856 2002-03-14 src/tape.c
1857 * Small graphical bug fixed: When pressing ""Record" or "Play" on
1858 tape, cartoons did not get completely removed because
1859 StopAnimation() was not called.
1861 2002-03-13 src/files.c
1862 * Changed "LoadLevel()" and "SaveLevel()" to add new chunk "CNT2".
1863 Fixed bug of "CONT" and "BODY" (chunk size was set to 8-bit element
1864 size even when using 16-bit elements). Added new chunk "CNT2" for
1865 16-bit amoeba content (previously written in 8-bit field in "HEAD"
1866 chunk even when content was 16-bit element). "CNT2" should now be
1867 able to store content for arbitrary elements (up to eight blocks of
1868 3 x 3 element arrays). All "CNT2" elements will always be stored as
1869 16-bit elements. "CONT" (with 8/16-bit elements) now obsolete.
1871 2002-03-13 src/files.c
1872 * Changed "LoadLevel()" for real chunk support.
1874 2002-03-12 src/game.c
1875 * Fixed problem (introduced after 2.0.0 release) with penguins
1876 not getting killed by enemies
1878 2002-02-24 src/game.c, src/main.h
1879 * Added "player->is_moving"; now "player->last_move_dir" does
1880 not contain any information if the player is just moving at
1882 Before, "player->last_move_dir" was misused for this purpose
1883 for the robot stuff (robots don't kill players when they are
1884 moving). But setting "player->last_move_dir" to MV_NO_MOVING
1885 broke tapes when walking through pipes!
1886 ("IS_MOVING()" uses "MovPos[][]", but this fails when it is 0
1887 in a continuous movement. This fact is ignored for friends and