2 * added displaying of most game panel control elements (not animated)
5 * added new configuration directives to display additional game engine
6 values on the game control panel, like the following examples:
7 - game.panel.time_hh/time_mm/time_ss - level time in HH/MM/SS format
8 - game.panel.penguins - number of penguins to rescue
9 - game.panel.level_name - level name of current level
12 * added support for preview tile sizes "1" and "2" (1x1 and 2x2 pixels)
15 * added new player option "no centering when relocating" for "invisible"
16 teleportations to level areas that look exactly the same, giving the
17 illusion that the player did not relocate at all (this was the default
18 since 3.2.3, but caused visual problems with room creation in "Zelda")
19 * added new menu fading effect "melt", shamelessly stolen from "DOOM"
22 * improved menu fading, adding separate fading definitions for entering
23 and leaving a menu and for fading between menu and "content" screens
24 * fixed small bug with recognizing also ".font_xyz" style definitions
27 * improved menu fading, adding separate fading definitions for fading
28 between menu screens and fading between menu and "destination" screens
31 * titlemessage_initial_x and titlemessage_x set to "[DEFAULT]" in static
32 configuration (set from "[titlemessage_initial]" and "[titlemessage]")
33 * fading settings of "[titlemessage_initial]" and "[titlemessage]" set
34 to "[DEFAULT]" in static configuration (set from "[title_initial]" and
36 * improved title fading, allowing fading animation types "none", "fade"
37 and "crossfade" (including cross-fading of last title to main menu)
40 * added configurability of graphics, sounds and music for title screens,
41 which are separated into initial title screens (only shown once at
42 program startup) and title screens shown for a given level set; these
43 title screens can be composed of up to five title images and up to
44 five title text messages (each drawn using an optional background
45 image), also using background music and/or sounds; aspects like
46 background images, sounds and music of title screens can either be
47 defined generally (valid for all title screens) or specifically (and
48 therefore differently for each title screen) using these directives:
50 to define a background image, sound or music file for all screens:
51 - background.TITLE_INITIAL (for all title screens for game startup)
52 - background.TITLE (for all title screens for level sets)
54 to define a background image, sound or music file for a single screen:
55 - background.titlescreen_initial_x (with x in 1,2,3,4,5)
56 - background.titlescreen_x (with x in 1,2,3,4,5)
57 - background.titlemessage_initial_x (with x in 1,2,3,4,5)
58 - background.titlemessage_x (with x in 1,2,3,4,5)
60 to define the title screen images:
61 - titlescreen_initial_x (with x in 1,2,3,4,5)
62 - titlescreen_x (with x in 1,2,3,4,5)
64 to define the title text messages, place text files into the level set
65 directory that have the following file names:
66 - titlemessage_initial_x.txt (with x in 1,2,3,4,5)
67 - titlemessage_x.txt (with x in 1,2,3,4,5)
69 to define the properties of the text messages, either use directives
70 that affect all text messages:
71 - [titlemessage_initial].<suffix>
72 - [titlemessage].<suffix>
73 or use directives that affect single text messages:
74 - titlemessage_initial_x.<suffix> (with x in 1,2,3,4,5)
75 - titlemessage_x.<suffix> (with x in 1,2,3,4,5)
77 valid values for <suffix> are the same as for readme.<suffix> below;
78 use ".sort_priority" (default: 0) to define an arbitrary order for
79 title images and title messages (which can therefore be mixed)
82 * added full configurability of "readme.txt" screen appearance:
83 - readme.x: <left position used with alignment>
84 - readme.y: <top position>
85 - readme.width: <maximim text width in pixels>
86 - readme.height: <maximum text height in pixels>
87 - readme.chars: <maximum number of chars per line>
88 - readme.lines: <maximum number of lines displayed>
89 - readme.align: left,center,right (default: center)
90 - readme.top: top,middle,bottom (default: top)
91 - readme.font: font name
92 - readme.autowrap: true,false (default: true)
93 - readme.centered: true,false (default: false)
94 - readme.parse_comments: true,false (default: true)
95 - readme.sort_priority: (not used here, but only for title screens)
96 when "readme.chars" and/or "readme.lines" is set to "-1" (this is the
97 default), they are automatically determined from "readme.width" and
98 "readme.height" accordingly; when they are not "-1", they have
99 precedence over "readme.width" and "readme.height"
100 * added internal ad-hoc config settings for displaying text files like
101 title messages or "readme.txt" style level set info files:
102 - .font: font name (default: readme.font)
103 - .autowrap: true,false (default: readme.autowrap)
104 - .centered: true,false (default: readme.centered)
105 - .parse_comments: true,false (default: readme.parse_comments)
106 (the leading '.' and the separating ':' are mandatory here); to use
107 these ad-hoc settings, they have to be written inside a comment, like
108 "# .autowrap: false" or "# .centered: true"; these settings then
109 override the above global settings (they can even be used more than
110 once, like "# .centered: true", then some text that should be drawn
111 centered, then "# .centered: false" to go back to non-centered text;
112 important note: after using "# .parse_comments: false", or when using
113 "readme.parse_comments: false", detecting and parsing comments inside
114 the file is disabled and comments are just printed like normal text;
115 also be aware that all automatic text size calculations are done with
116 the font defined in "readme.font", while using different fonts using
117 "# .font: <font>" inside the text file may cause unexpected results
120 * changed some numerical limits in the level editor from 255 to 999
123 * added option "system.sdl_videodriver" to select SDL video driver
124 * added output of SDL video and audio driver to "version info" page
127 * added group element drawing to IntelliDraw drawing functions
128 * fixed animation resetting problem again (last try broke Snake Bite)
129 * fixed diagonal scrolling in screen scrolling (last try broke Pac Man)
132 * added new (special) "include: <filename>" directive that works in all
133 configuration files (like "graphicsinfo.conf") and that has the same
134 effect as if that directive would be replaced with the content of the
135 specified file (this can be useful to split large configuration files
136 into several smaller ones and include them from one main file, or to
137 store configuration settings that always stay the same into a separate
138 file, while including it and only add those parts that really change)
141 * fixed minor bug (screen redraw of player tiles) in EMC graphics engine
144 * fixed bug in "InitMovingField()" where treating an integer array as
145 boolean caused wrong resetting of animations while elements are moving
146 * fixed problem with resetting animations when starting element change
149 * added sort priority for order of title screens and title messages
152 * changed end of game again: do not wait for the user to press a key
153 anymore, but directly ask/confirm tape saving and go to hall of fame
154 * re-enabled quitting of lost game by pressing space or return again
155 * added blanking of mouse pointer when displaying title screens
156 * added remaining menu draw offset definitions for info sub-screens
159 * added setup option to select game speed (from very slow to very fast)
160 * improved handling of title text messages (initial and for level set)
163 * added new options "auto-wrap" and "centered" for DC2 style envelopes
166 * fixed displaying and typing of player name when it is centered
167 * added special characters to be allowed for player name (not only A-Z)
170 * fixed blit in ScrollLevel() to same bitmap to not overlap anymore
171 (newer versions of the SDL library seem to not like this anymore)
174 * added code for configuration directives for control of game panel
177 * fixed small cosmetical bug with underlining property tabs in editor
180 * fixed small drawing bug in X11FadeRectangle
181 * added new elements for newly supported Diamond Caves II levels:
182 - EM/DC style exits that disappear after passing
183 - white key and gate (one white key needed for each white gate)
184 - fake gate (there is no key to open/pass this kind of gate!)
185 - extended magic wall which also handles pearls and crystals
189 * changed maximum value for endless loop detection to a higher value
190 (some levels really used very deep recursion without being endless)
193 * added new elements for newly supported Diamond Caves II levels:
194 - growing steel walls
195 - snappable land mine
198 * added new elements for newly supported Diamond Caves II levels:
199 - steel text elements
202 * added level file loader for native Diamond Caves II levels
205 * version number set to 3.2.4
208 * version 3.2.3 released
211 * fixed malloc/free bug when updating EMC artwork entries in level list
212 * added workaround (warning and request to quit the current game) when
213 changing elements cause endless recursion loop (which would otherwise
214 freeze the game, causing a crash-like program exit on some systems)
217 * fixed nasty string overflow bug when entering too long envelope text
220 * added feedback sounds for menu navigation "menu.item.activating" and
221 "menu.item.selecting" (for highlighting and executing menu entries)
224 * improved "no scrolling when relocating" to also consider scroll delay
225 (meaning that the player is not automatically centered in this case;
226 this makes it possible to "invisibly" relocate the player to a region
227 of the level playfield which looks the same as the old level region)
228 * fixed bug with not recognizing "main.input.name.align" when active
231 * fixed bug with displaying masked borders over title screens when
232 screen fading is disabled
235 * fixed infinite loop / crash bug when killing the player while having
236 a CE with the setting "kill player X when explosion of <player X>"
237 * added special editor graphic for "char_space" to distinguish it from
238 "empty_space" when editing a level (in-game graphics still the same)
241 * fixed nasty bug with initialization only done for the first player
244 * small change to handle loading empty element/content list micro chunks
247 * uploaded pre-release (test) version 3.2.3-0 binary and source code
250 * some optimizations on startup speed by reducing initial text output
253 * added caching of custom artwork information for faster startup times
256 * fixed graphical bug when using fewer menu entries on level selection
257 screen than usual (with "menu.list_size.LEVELS" directive)
258 * fixed crash bug (Windows/SDL only) caused by BlitBitmap blitting from
259 the backbuffer to the backbuffer by error (with identical rectangle)
262 * fixed bug when displaying titlescreen with size less than element tile
263 * fixed bug that caused elements with "change when digging <e>" event
264 to change for _every_ digged element, not only those specified in <e>
265 * fixed bug that caused impact style collision when dropping element one
266 tile over the player that can both fall down and smash players
267 * fixed bug that caused impact style collision when element changed to
268 falling/smashing element over the player immediately after movement
271 * fixed bug that allowed making engine snapshots from the level editor
274 * fixed bugs with player name and current level positions on main screen
277 * added configuration directives for control of title screens:
278 - "title.fade_delay" for fading time
279 - "title.post_delay" for pause between screens (when not crossfading)
280 - "title.auto_delay" to automatically continue after some time
281 these settings can each be overridden by specifying them with titles:
282 - "titlescreen_initial_{1-5}.{fade_delay,post_delay,auto_delay}"
283 - "titlescreen_{1-5}.{fade_delay,post_delay,auto_delay}"
284 fading mode can also be specified:
285 - "titlescreen_initial_{1-5}.anim_mode: {fade,crossfade}
286 - "titlescreen_{1-5}.anim_mode: {fade,crossfade}
287 default is using normal fading for menues and initial title screens,
288 while using cross-fading for level set title screens
289 * fixed bug with background not drawn in Hall of Fame after game was won
292 * added configuration directives for the remaining main menu items
295 * added additional configuration directives for info screen draw offset:
296 menu.draw_{x,y}offset.INFO[{ELEMENTS,MUSIC,CREDITS,PROGRAM,LEVELSET}]
297 * added additional configuration directives for preview info text
298 * limited mouse wheel sensitive screen area to scrollable screen area
301 * added highlighted menu text entries to menu navigation when selected
304 * fixed bug that prevented player from correctly being created in the
305 top left corner by a custom element change in a level without player
306 * fixed bug that prevented player from being killed when indestructible,
307 non-walkable element is placed on player position by extended change
308 * added configurable menu button, text and input positions to main menu
311 * added page fading effects for remaining info sub-screens
312 * fixed small bug that caused some delays when answering door request
315 * added directives "border.draw_masked.*" for menu/playfield area and
316 door areas to display overlapping/masked borders from "global.border"
319 * fixed bug with CE with move speed "not moving" not being animated
320 * when changing player artwork by CE action, reset animation frame
323 * fixed bug with not unmapping main menu screen gadgets on other screens
324 * fixed bug with un-pausing a paused game by releasing still pressed key
325 * fixed bug with not redrawing screen when toggling to/from fullscreen
326 mode while fast reloading tape (without redrawing playfield contents)
327 * fixed bug with quick-saving tape snapshot despite answering with "no"
330 * version number set to 3.2.3
333 * version 3.2.2 released
336 * fixed bug with redrawing screen in fullscreen mode after quick tape
337 reloading when using the EMC game engine
338 * changed token names from "last_ce_[1-8]" to "prev_ce_[1-8]"
341 * fixed bug in GameWon() when level contains no exit (like in Sokoban)
344 * added engine snapshot functionality for instant tape reloading (this
345 only works for the last tape saved using "quick save", and does not
346 work across program restarts, because it completely works in memory)
349 * version number set to 3.2.2
352 * version 3.2.1 released
355 * fixed nasty bugs with handling error message file on Mac OS X systems
358 * general code cleanup (removing many annoying "#if 0" blocks etc.)
361 * fixed bug that caused broken tapes when manually appending to tapes
362 using the "pause before death" functionality, followed by recording
363 * added setup option to disable fading of screens for faster testing
366 * code cleanup of new fading functions
369 * changed behaviour after solved game -- do not immediately stop engine
370 * added some more smooth screen fadings (game start, hall of fame etc.)
373 * fixed bug with displaying pushed CE with value/score/delay anim_mode
376 * added configurable level preview position, tile size and dimensions
377 * added configurable game panel value positions (gems, time, score etc.)
380 * fixed small bug with time displayed incorrectly when collecting CEs
383 * fixed bug with bumpy scrolling with EM engine in double player mode
386 * added compatibility code to fix "Snake Bite" style levels that were
387 broken due to a bugfix regarding EL_SOKOBAN_FIELD_PLAYER in 3.2.0
390 * fixed bug with scrollbars inside editor when using the Windows mouse
391 enhancement tool "True X-Mouse" (which injects key events to the event
392 queue to insert selected stuff into the Windows clipboard, which gets
393 confused with the "Insert" key for jumping to the last editor cascade
394 block in the element list)
395 * added Rocks'n'Diamonds icon for use as window icon to SDL version
396 * added key shortcut "Alt + Enter" to toggle fullscreen mode at any time
399 * added selection of preferred fullscreen mode to setup / graphics menu
400 (useful if default mode 800 x 600 does not match screen aspect ratio)
403 * improved down-scaling of images for better editor and preview graphics
404 * changed user data directory for Mac OS X from Unix style to new place
407 * improved level number selection in main menu and player selection in
408 setup menu (input devices section) by using standard button gadgets
409 * added support for mouse scroll wheel (caused buggy behaviour before)
410 * added support for scrolling horizontal scrollbars with mouse wheel by
411 holding "Shift" key pressed while scrolling the wheel
412 * added support for single step mouse wheel scrolling by holding "Alt"
413 key pressed while scrolling the wheel (can be combined with "Shift")
414 * changed output file "stderr.txt" on Windows platform now always to be
415 created in the R'n'D sub-directory of the personal documents directory
416 * added Windows message box to direct to "stderr.txt" after error aborts
419 * improved general scrollbar handling (when jump-scrolling scrollbars)
422 * changed scrollbars to always show last line as first after scrolling
423 (that means jumping n - 1 screen lines instead of n screen lines)
426 * fixed level versions of EMC level loader (from V4 to V1, V2 and V3)
427 * fixed level time for EMC levels for V2 engine (V2 and V5 levels)
428 * fixed special handling of vertically stacked acid becoming fake acid
431 * fixed bug (very special case) with CE_SCORE_GETS_ZERO, which can
432 affect multiple instances of the same CE, although this kind of
433 change condition usually only affects one single custom element
436 * version number set to 3.2.1
439 * version 3.2.0 released
442 * reorganized level editor element list a bit to match engines better
445 * fixed newly introduced bug with wrongly initializing clipboard element
448 * fixed bug with displaying visible/invisible level border in editor
451 * reorganized some elements in the level editor element list
454 * fixed bug with displaying any player as "yellow" when moving into acid
455 * fixed bug with displaying running player when player stopped at border
458 * fixed bug with player exploding when moving into acid
459 * fixed bug with level settings being reset in editor and when playing
460 (some compatibility settings being set not only after level loading)
461 * fixed crash bug when number of custom graphic frames was set to zero
462 * fixed bug with teleporting player on walkable tile not working anymore
463 * added partial compatibility support for pre-release-only "CONF" chunk
464 (to make Alan Bond's "color cycle" demo work again :-) )
467 * fixed some bugs when displaying title screens from info screen menu
468 * fixed bug which caused EMC doors #5 to #8 to be passable without keys
471 * changed file major version to 3 to reflect level file format changes
472 * uploaded pre-release (test) version 3.2.0-8 binary and source code
475 * added new chunk "NAME" to level file format for level name settings
476 * added new chunk "NOTE" to level file format for envelope settings
477 * changed name of chunk "CONF" to "ELEM" (for normal element settings)
478 * updated magic(5) file to recognize changed and new level file chunks
479 * removed change events "change when CE value/score changes" as unneeded
482 * changed gravity (which only affects the player) from level property
483 to player property (only makes a difference in multi-player levels)
484 * added change events "change when CE value/score changes"
485 * added change events "change when CE value/score changes of <element>"
488 * added new chunk "INFO" to level file format for global level settings
489 * added all element settings from "HEAD" chunk to "CONF" chunk
490 * added all global level settings from "HEAD" chunk to "INFO" chunk
493 * changed level file format by adding two new chunks "CUSX" (for custom
494 elements, replacing the previous "CUS4" chunk) and "GRPX" (for group
495 elements, replacing the previous "GRP1" chunk); these new IFF style
496 chunks use the new and flexible "micro chunks inside chunks" technique
497 already used with the new "CONF" chunk (for normal element properties)
498 which makes it possible to easily extend the existing level format
499 (instead of using fixed-length chunks like before, which are either
500 too big due to reserved bytes for future use, or too small when those
501 reserved bytes have all been used and even more data should be stored,
502 requiring the replacement by new and larger chunks just like it went
503 with "CUS1" to "CUS4"); this whole problem now does not exist anymore
506 * added credits pages to the "credits" section that were really missing
507 * added some missing element descriptions to the level editor
508 * added down position of switchgate switch to the level editor
509 and allowed the use of both switch positions at the same time
510 * changed use of "Insert" and "Delete" keys to navigate element list in
511 level editor to start of previous or next cascading block of elements
514 * added the possibility to view the title screen to the info screen menu
515 * fixed some minor bugs with viewing title screens
518 * fixed bug with title (cross)fading in/out when using fullscreen mode
521 * fixed bug that forced re-defining of menu settings in local graphics
522 config file which are already defined in existing base config file
523 * fixed small bug that caused door sounds playing when music is enabled
526 * added the possibility to define up to five title screens for each
527 level set that are displayed after loading using (cross)fading in/out
528 (this was added to display the various start images of the EMC sets)
531 * added "CE score gets zero [of]" to custom element trigger conditions
532 * added setup option to display element token name in level editor
535 * added compatibility code for Juergen Bonhagen's menu artwork settings
538 * fixed bug with displaying wrong animation frame 0 after CE changes
539 * fixed bug with creating invisible elements when light switch is on
542 * added selection between ECS and AGA graphics for EMC levels to setup
545 * adjusted font handling for various narrow EMC style fonts
548 * changed EM engine behaviour back to re-allow initial rolling springs
551 * fixed handling of over-large selectboxes (less error-prone now)
552 * fixed bug when creating GE with walkable element under the player
555 * added use of "Insert" and "Delete" keys to navigate element list in
556 level editor to start of custom elements or start of group elements
557 * added virtual elements to access CE value and CE score of elements:
558 - "CE value of triggering element"
559 - "CE score of triggering element"
560 - "CE value of current element"
561 - "CE score of current element"
564 * fixed "grass" to "sand" in older EM levels (up to file version V4)
567 * changed behaviour of network games with internal errors (because of
568 different client frame counters) from immediately terminating R'n'D
569 to displaying an error message requester and stopping only the game
570 (also to prevent impression of crashes under non command-line runs)
571 * fixed playing network games with the EMC engine (did not work before)
572 * fixed bug with not scrolling the screen in multi-player mode with the
573 focus on player 1 when all players are moving in different directions
574 * fixed bug with keeping pointer to gadget even after its deallocation
575 * fixed bug with allowing "focus on all players" in network games
576 * fixed bug with player focus when playing tapes from network games
579 * uploaded pre-release (test) version 3.2.0-7 binary and source code
582 * code cleanup for game action control for R'n'D and EMC game engine
585 * fixed bug in multi-player movement with focus on both players
586 * added option to control only the focussed player with all input
589 * added player focus switching to level tape recording and re-playing
592 * fixed some bugs in player focus switching in EMC and RND game engine
595 * added special Supaplex animations for Murphy digging and snapping
596 * added special Supaplex animations for Murphy being bored and sleeping
599 * added four new yam yams with explicit start direction for EMC engine
600 * fixed bug in src/libgame/text.c with printing text outside the window
603 * fixed small bug in EMC level loader (copyright sign in EM II levels)
606 * added delayed ignition of EM style dynamite when used in R'n'D engine
607 * added limited movement range to EMC engine when focus on all players
610 * fixed bug with missing (zero) score values for native Supaplex levels
613 * added "continuous snapping" (snapping many elements while holding the
614 snap key pressed, without releasing the snap key after each element)
615 as a new player setting for more compatibility with the classic games
618 * finished scrolling for "focus on all players" in EMC graphics engine
621 * level sets with "levels: 0" are ignored for levels, but not artwork
622 * fixed bug when scanning empty level group directories (endless loop)
625 * fixed bug with explosion graphic for player using "Murphy" graphic
626 * fixed bug with explosion graphic if player leaves explosion in time
627 * changed some descriptive text in setup menu to use medium-width font
628 * added key shortcut settings for switching player focus to setup menu
631 * fixed bug with random value initialization when recording tapes
632 * fixed bug with playing single player tapes when team mode activated
635 * fixed little bug when trying to switch to player that does not exist
638 * added player switching (visual and quick) to R'n'D and EM game engine
639 * added setup option to select visual or quick in-game player switching
642 * added use of "Home" and "End" keys to handle element list in editor
645 * fixed bug with adding score when playing tape with EMC game engine
646 * added steel wall border for levels using EMC engine without border
647 * finally fixed delayed scrolling in EMC engine also for small levels
650 * fixed potential crash bug in WarnBuggyBase() (missing boundary check)
653 * fixed bug with CE change order in TestIfElementTouchesCustomElement()
654 * fixed bug when displaying info element without action, but direction
657 * fixed minor graphical problems with springs smashing and slurping
658 (when using R'n'D style graphics instead of EMC style graphics)
661 * added scroll delay (as configured in setup) to EMC graphics engine
664 * improved screen redraw for EMC graphics engine (faster and smoother)
665 * when not scrolling, do not redraw the whole playfield if not needed
668 * added multi-player mode for EMC game engine (with up to four players)
671 * added android (can clone elements) from EMC engine to R'n'D engine
674 * added spring bumper (reflects spring) from EMC engine to R'n'D engine
677 * added selectbox for initial player speed to player settings in editor
680 * version 3.1.2 created that is basically version 3.1.1, but with a
681 major bug fixed that prevented editing your own private levels
682 * version 3.1.2 released
685 * added magic ball (creates elements) from EMC engine to R'n'D engine
688 * uploaded fixed pre-release version 3.2.0-6 binary and source code
691 * fixed bug when using "CE can leave behind <trigger element>"
692 * added new change condition "(after/when) creation of <element>"
693 * added new change condition "(after/when) digging <element>"
694 * fixed bug accessing invalid gadget that caused crashes under Windows
695 * deactivated new possibility for multiple CE changes per frame
698 * uploaded pre-release (test) version 3.2.0-6 binary and source code
701 * added animation types "ce_value" and "ce_score" to graphicsinfo.conf
702 * fixed bug with not keeping CE value for moving CEs with only action
703 * changed CE action selectboxes in editor to be only reset when needed
706 * added option "use artwork from element" for custom player artwork
707 * added option "use explosion from element" for player explosions
710 * added cascaded element lists in the level editor
711 * added persistence for cascaded element lists by "editorcascade.conf"
712 * added dynamic element list with all elements used in current level
713 * added possibility for multiple CE changes per frame (experimental)
716 * uploaded pre-release (test) version 3.2.0-5 binary and source code
719 * changed "score for each 10 seconds/steps left" to "1 second/step"
720 * added own score for collecting "extra time" instead of sharing it
721 * added change events "switched by player" and "player switches <e>"
722 * added change events "snapped by player" and "player snaps <e>"
723 * added "set player artwork: <element choice>" to CE action options
724 * added change event "move of <element>"
727 * added "set player shield: off / normal / deadly" to CE action options
728 * added new player option "use level start element" in level editor
729 to set the correct focus at level start to elements from which the
730 player is created later (this did not work before for cascaded CE
731 changes resulting in creation of the player; it is now also possible
732 to create the player from a yam yam which is smashed at level start)
735 * added "set player speed: frozen (not moving)" to CE action options
736 * added "move player: l/r/u/d/trigger/-trigger" to CE action options
739 * added new player option "block snap field" (enabled by default) to
740 make it possible to show a snapping animation like in Emerald Mine
743 * added dynamic selectboxes to custom element action settings in editor
744 * added "CE value" counter for custom elements (instead of "CE count")
745 * added option to use the last "CE value" after custom element change
746 * added option to use the "CE value" of other elements in CE actions
747 * fixed odd behaviour when pressing time orb in levels w/o time limit
748 * added checkbox "use time orb bug" for older levels that use this bug
751 * added missing configuration settings for the following elements:
752 - EL_TIMEGATE_SWITCH (time of open time gate)
753 - EL_LIGHT_SWITCH_ACTIVE (time of light switched on)
754 - EL_SHIELD_NORMAL (time of shield duration)
755 - EL_SHIELD_DEADLY (time of shield duration)
756 - EL_EXTRA_TIME (time added to level time)
757 - EL_TIME_ORB_FULL (time added to level time)
760 * added "wind direction" as a movement pattern for custom elements
761 * added initial wind direction for balloon / custom elements to editor
762 * added functionality for EL_BALLOON_SWITCH_NONE to R'n'D game engine
765 * added parameters for "game of life" and "biomaze" elements to editor
768 * added level file chunk "CONF" for generic level and element settings
771 * uploaded pre-release (test) version 3.2.0-4 binary and source code
774 * skip empty level sets (with "levels: 0"; may be artwork base sets)
775 * added sound action ".page[1]" to ".page[32]" for each CE change page
778 * added image config suffix ".clone_from" to copy whole image settings
779 * fixed bug with invalid ("undefined") CE settings in old level files
782 * fixed graphical bug with smashing elements falling faster than player
785 * fixed major bug which prevented private levels from being edited
786 * fixed bug with precedence of general and special font definitions
789 * fixed graphical bug with player animation when player moves slowly
792 * uploaded pre-release (test) version 3.2.0-3 binary and source code
795 * fixed bug which prevented "global.num_toons: 0" from working
798 * major code cleanup (removed all these annoying "#if 0" blocks)
801 * added custom element actions for CE change page in level editor
804 * fixed music initialization bug in init.c (thanks to David Binderman)
805 * fixed mouse wheel "button" bug in editor (thanks to Tomi Belan)
806 (this bug must probably be fixed at other places, too)
809 * fixed buggy '#include "SDL.h"' statements in src/libgame/sdl.h
810 (should be '#include <SDL.h>' instead)
813 * fixed bug which prevented "walkable from no direction" from working
814 (due to compatibility code overwriting this setting after loading)
817 * fixed bug on Mac OS X (use of reserved name "Random") in EM engine
820 * version number temporarily set to 3.1.1 (intermediate bugfix release)
821 * version 3.1.1 released
824 * changed some va_arg() arguments from 'long' to 'int', fixing problems
825 on 64-bit architecture systems with LP64 data model
828 * fixed bug with bombs not exploding when hitting the last level line
829 (introduced after the release of 3.1.0)
832 * added support for dumping small-sized level sketches from editor
835 * added recognition of "trigger element" for "change digged element to"
836 (this is not really what the "trigger element" was made for, but its
837 use may seem obvious for leaving back digged elements unchanged)
840 * fixed multiple warnings about failed joystick device initialization
843 * fixed bug with dynamite dropped on top of just dropped custom element
844 (collect dynamite, collect CE, drop CE => dynamite was also dropped);
845 dynamite can still be dropped, but drop key must be released before
848 * fixed bug with wrong start directory when started from file browser
849 (due to this bug, R'n'D could not be started from KDE's Konqueror)
852 * fixed bug causing "change when impact" on player not working
853 * fixed wrong priority of "hitting something" over "hitting <element>"
854 * fixed wrong priority of "hit by something" over "hit by <element>"
857 * fixed graphical bug which caused the player (being Murphy) to show
858 collecting animations although the element was collected by penguin
861 * fixed two bugs causing wrong door background graphics in system.c
862 (in functions "SetBackgroundBitmap()" and "DrawingOnBackground()")
865 * fixed graphic bug with exploding bomb and R'n'D graphics in EM engine
866 * added "no direction" to "walkable/passable from" selectbox options
869 * enhanced tape autoplay to accept "autoplay <set> [<nr> ...]" format
870 * in tape autoplay, not only report broken, but also missing tapes
873 * uploaded pre-release (test) version 3.2.0-2 binary and source code
876 * fixed small bug with "linear" animation not working for active lamp
879 * fixed bug with moving up despite gravity due to "block last field"
880 * fixed small bug with wrong draw offset when typing name in main menu
881 * when reading user names from "passwd", ignore data after first comma
882 * when creating new "levelinfo.conf", only write some selected entries
885 * fixed displaying "imported from/by" on preview with empty string
886 * fixed ignoring draw offset for fonts used for level preview texts
889 * fixed a delay problem with SDL and too many mouse motion events
890 * added setup option "skip levels" and level skipping functionality
893 * added move speed "not moving" for non-moving CEs, but with direction
896 * fixed mapping of obsolete element token names in "editorsetup.conf"
897 * fixed bug with sound "acid.splashing" treated as a loop sound
898 * fixed some little sound bugs in native EM engine
901 * fixed small bug when dragging scrollbars to end positions
904 * added editor element descriptions written by Aaron Davidson
907 * improved fallback handling when configured artwork is not available
908 (now using default artwork instead of exiting when files not found)
911 * fixed bug on level selection screen when dragging scrollbar
914 * fixed bug which caused broken tapes when appending to EM engine tapes
917 * uploaded pre-release (test) version 3.2.0-1 binary and source code
920 * added code to replace changed artwork config tokens with other tokens
921 (needed for backwards compatibility, so that older tokens still work)
924 * added native R'n'D graphics for some new EMC elements in EM engine
927 * fixed some bugs in the EM engine integration code
928 * changed EM engine code to allow diagonal movement
929 * changed EM engine code to allow use of separate snap and drop keys
932 * fixed some redraw bugs when using EM engine
935 * fixed bug with not converting RND levels which are set to use native
936 engine to native level structure when loading
939 * uploaded pre-release (test) version 3.2.0-0 binary and source code
942 * version number set to 3.2.0
945 * level data now reset to defaults after attempt to load invalid file
948 * added use of "editorsetup.conf" for different level sets
951 * added auto-detection for various types of Emerald Mine level files
954 * fixed bug with scrollbars getting too small when list is very large
957 * fixed bug with 3+3 (cross) sized explosion not making explosion sound
960 * added most level editor configuration gadgets for new EMC elements
963 * added more element and graphic definitions for new EMC elements
966 * modified native EM engine to use integrated R'n'D sound system
969 * added SDL support to graphics functions in native EM engine
970 (by always using generic libgame interface functions)
973 * fixed bug in frame synchronization in native EM engine
976 * added code to convert levels between R'n'D and native EM engine
979 * new Emerald Mine engine can now play levels selected in main menu
982 * fixed big memory leak in function "CreateBitmapWithSmallBitmaps()"
983 (which creates scaled down graphics for level editor and preview);
984 there's still a memory leak somewhere in the artwork handling code
985 * added "scale image up" functionality to X11 version of zoom function
988 * first attempts to integrate new, native Emerald Mine Club engine
991 * fixed bug in gadget code which caused reset of CEs in level editor
992 (example: pressing 'b' [grab brush] on CE config page erased values)
993 (solution: check if gadgets in ClickOnGadget() are really mapped)
994 * improved level change detection in editor (settings now also checked)
995 * fixed bug with "can move into acid" and "don't collide with" state
998 * fixed maze runner style CEs to use the configured move delay value
1001 * added Aaron Davidson's tutorial level set to the "Tutorials" section
1004 * fixed engine change that broke 3.0.8 levels like "Walpurgis Gardens"
1005 * fixed the above fix because it broke level set "machine" (*sigh*)
1006 * fixed random element placement in level editor to work as expected
1007 * fixed undefined graphic of runtime element "EL_AMOEBA_TO_DIAMOND"
1010 * re-recorded tape for BD2K3, level 010 (broken due to bugfix)
1013 * fixed bug (missing array boundary check) which caused broken tapes
1014 * fixed bug (when loading level template) which caused broken levels
1015 * fixed bug with new block last field code when using non-yellow player
1018 * fixed bug when pressing "stop, pause, stop, play" on tape recorder
1019 * internal change of how the player blocks the last field when moving
1020 * fixed blocking delay of last field for EM and SP style block delay
1021 * fixed bug where the player had to wait for the usual move delay after
1022 unsuccessfully trying to move, when he directly could move after that
1023 * the last two changes should make original Supaplex level 93 solvable
1024 * improved use of random number generator to make it less predictable
1025 * fixed behaviour of slippery SP elements to let slip left, then right
1028 * fixed bug with wrong door state after trying to quickload empty tape
1029 * fixed waste of static memory usage of the binary, making it smaller
1030 * fixed very little graphical bug in Supaplex explosion
1033 * version number set to 3.1.1
1036 * version 3.1.0 released
1039 * fixed bug with crash when writing user levelinfo.conf the first time
1042 * added option "convert LEVELDIR [NR]" to command line batch commands
1043 * re-converted Supaplex levels to apply latest engine fixes
1044 * changed "use graphic/sound of element" to "use graphic of element"
1045 due to compatibility problems with some levels ("bug machine" etc.)
1048 * fixed bug with CE change replacing player with same or other player
1051 * fixed bug with opaque font in envelope with background graphic when
1052 background graphic is not transparent itself
1055 * added "gravity on" and "gravity off" ports for Supaplex compatibility
1056 * corrected original Supaplex level loading code to use these new ports
1057 * also corrected Supaplex loader to auto-count infotrons if set to zero
1060 * fixed bug with missing initialization of "modified" flag for GEs
1063 * fixed bug that caused endless recursion loop when relocating player
1064 * fixed tape recorder bug in "step mode" when using "pause before end"
1065 * fixed tape recorder bug when changing from "warp forward" mode
1068 * fixed bug with "when touching" for pushed elements at last position
1071 * fixed bug that caused two activated toolbox buttons in level editor
1072 * fixed bug with exploding dynabomb under player due to other explosion
1075 * fixed bug with creating walkable custom element under player (again)
1076 * fixed bug with not copying explosion type when copying CEs in editor
1077 * fixed graphical bug when drawing player in setup menu (input devices)
1078 * fixed graphical bug when the player is pushing an accessible element
1079 * fixed bug with classic switchable elements triggering CE changes
1080 * fixed bug with entering/leaving walkable element in RelocatePlayer()
1081 * fixed crash bug when CE leaves behind the trigger player element
1084 * fixed bug with broken tubes after placing/exploding dynamite in them
1085 * fixed bug with exploding dynamite under player due to other explosion
1086 * fixed bug with not resetting push delay under certain circumstances
1089 * added option "handicap" for "levelinfo.conf" (thanks to Niko Böhm)
1090 * added network multiplayer code for Windows (thanks to Niko Böhm)
1093 * added option "reachable despite gravity" for gravity movement
1094 * changed gravity movement of most classic walkable and passable
1095 elements back to "not reachable" (for compatibility reasons)
1098 * fixed (removed) "indestructible" / "can explode" dependency in editor
1099 * fixed (removed) "accessible inside" / "protected" dependency
1100 * fixed (removed) "step mode" / "shield time" dependency
1103 * fixed dynabombs exploding now into anything diggable
1104 * fixed Supaplex style gravity movement into buggy base now impossible
1105 * added pressing key "space" as valid action to select menu options
1108 * added "replace when walkable" to relocate player to walkable element
1109 * added "enter"/"leave" event for elements affected by relocation
1110 * fixed "direct"/"indirect" change order also for "when change" event
1111 * fixed graphical bug when pushing things from elements walkable inside
1114 * fixed graphic bug when player is snapping while moving in old levels
1115 * fixed bug when a moving custom element leaves a player element behind
1116 * fixed bug with mole not disappearing when moving into acid pool
1117 * fixed bug with incomplete path setting when using "--basepath" option
1118 * moving CE can now leave walkable elements behind under the player
1119 * when relocating, player can be set on walkable element now
1120 * fixed another gravity movement bug
1123 * uploaded pre-release (test) version 3.1.0-2 binary and source code
1126 * added "collectible" and "removable" to extended replacement types
1127 (where "removable" replaces "diggable" and "collectible" elements)
1128 * added "collectible & throwable" (to throw element to the next field)
1129 * fixed bug with CEs digging elements that are just about to explode
1130 * changed mouse cursor now always being visible when game is paused
1133 * added possibility to push/press accessible elements from a side that
1135 * fixed bug with not setting actual date when appending to tape
1138 * fixed bug with incorrectly initialized custom element editor graphics
1141 * corrected set "Contributions_1995-2000/rnd_kjell_kristiansson":
1142 - number of levels corrected from 18 to 17 in "levelinfo.conf"
1145 * fixed bug with destroyed robot wheel still attracting robots forever
1146 * fixed bug with time gate switch deactivating after robot wheel time
1147 (while the time gate itself is not affected by this misbehaviour)
1148 * changed behaviour of BD style amoeba to always get blocked by player
1149 (before it was different when there were non-BD elements in level)
1150 * fixed bug with player destroying indestructable elements with shield
1153 * added option to make growing elements grow into anything diggable
1154 (for the various amoeba types, biomaze and "game of life")
1157 * fixed bug with movable elements not moving after left behind by CEs
1158 * changed gravity movement to anything diggable, not only sand/base
1159 * optionally allowing passing to walkable element, not only empty space
1160 * added option "can pass to walkable element" for players
1161 * finally fixed gravity movement (hopefully)
1164 * fixed bug with movable elements not moving anymore after falling down
1167 * fixed another bug with custom elements digging and leaving elements
1168 * fixed bug with "along left/right side" and automatic start direction
1169 * trigger elements now also displayed when "more custom" deactivated
1170 * fixed bug with clipboard element initialized when loading new level
1171 * added option "drop delay" to set delay before dropping next element
1174 * uploaded pre-release (test) version 3.1.0-1 binary and source code
1177 * added copy and paste functions for custom change pages
1178 * enhanced graphical display and functionality of tape recorder
1179 * fixed bug with custom elements digging and leaving elements
1182 * added move speed faster than "very fast" for custom elements
1183 * fixed bug with 3+3 style explosions and missing border content
1184 * fixed little bug when copying custom elements in the editor
1185 * enhanced custom element changes by more side trigger actions
1188 * added option "no scrolling when relocating" for instant teleporting
1189 * uploaded pre-release (test) version 3.1.0-0 binary and source code
1192 * added trigger element and trigger player to use as target elements
1193 * added copy and paste functions for custom and group elements
1196 * fixed graphical bug when displaying explosion animations
1197 * fixed bug when appending to tapes, resulting in broken tapes
1198 * re-recorded a few tapes broken by fixing gravity checking bug
1201 * "can move into acid" property now for all elements independently
1202 * "can fall into acid" property for player stored in same bitfield now
1203 * added option for deadliness of Supaplex 'sniksnak' and 'electron'
1204 * version number set to 3.1.0 (finally!)
1207 * changed tape recording to only record input, not programmed actions
1210 * fixed totally broken (every 8th frame skipped) step-by-step recording
1211 * fixed bug with requester not displayed when quick-loading interrupted
1212 * added option "can fall into acid (with gravity)" for players
1213 * fixed bug with player not falling when snapping down with gravity
1216 * fixed bug which messed up key config when using keypad number keys
1219 * fixed bug which allowed moving upwards even when gravity was active
1220 * fixed bug with missing error handling when dumping levels or tapes
1223 * added different colored editor graphics for Supaplex gravity tubes
1226 * fixed bug that allowed solvable tapes for unsolvable levels
1229 * use unlimited number of droppable elements when "count" set to zero
1230 * added option to use step limit instead of time limit for level
1233 * added player and change page as trigger for custom element change
1236 * fixed bug with exploding amoeba (explosion 3x3 instead of 1x1)
1239 * fixed bug with dark yamyam changing to acid when moving over acid
1240 * fixed handling of levels with more than 999 seconds level time
1241 (example: level 76 of "Denmine")
1244 * "spring push bug" reintroduced as configurable element property
1245 * fixed bug with missing properties for "mole"
1246 * fixed bug that showed up when fixing the above "mole" properties bug
1247 * added option "can move into acid" for all movable elements
1248 * fixed graphical bug for elements moving into acid
1249 * changed event handling to handle all pending events before going on
1252 * fixed bug which caused all CE change pages to be ignored which had
1253 the same change event, but used a different element side
1254 (reported by Simon Forsberg)
1256 * fixed bug which caused elements that can move and fall and that are
1257 transported by a conveyor belt to continue moving into that direction
1258 after leaving the conveyor belt, regardless of their own movement
1259 type; only elements which can not move are transported now
1260 (reported by Simon Forsberg)
1262 * fixed bug which could cause an array overflow in RelocatePlayer()
1263 (reported by Niko Böhm)
1265 * changed Emerald Mine style "passable / over" elements to "protected"
1266 (fixing unsolvable level 10 of "Bondmine 9" with bug beside gate)
1268 * added new option to select from which side a "walkable/passable"
1269 element can be entered
1272 * added explosion and ignition delay for elements that can explode
1275 * fixed bug which caused player not being protected against enemies
1276 when a CE was "walkable / inside" and was not "indestructible"
1277 * added "walkable/passable" fields to be "protected/unprotected"
1278 against enemies, even if not accessible "inside" but "over/under"
1281 * corrected move pattern to 32 bit and initial move direction to 8 bit
1284 * added second custom element base configuration page
1287 * added some special EMC mappings to Emerald Mine level loader
1288 (also covering previously unknown element in level 0 of "Bondmine 8")
1291 * added option to block last field when player is moving (for Supaplex)
1292 * adjusted push delay of Supaplex elements
1293 * removed delays for envelopes etc. when replaying with maximum speed
1294 * fixed bug when dropping element on a field that just changed to empty
1297 * fixed bug: infotrons can now smash yellow disks
1298 * fixed bug: when gravity active, port above player can now be entered
1299 * removed "one white dot" mouse pointer which irritated some people
1302 * added "choice type" for group element selection
1305 * fixed bug with initial invulnerability of non-yellow player
1308 * added level loader for loading native Supaplex packed levels
1309 (including multi-part levels like the "splvls99" levels)
1312 * fixed bug which allowed creating emeralds by escaping explosions
1315 * custom elements can change (limited) or leave (unlimited) elements
1316 * finally added multiple matches using group elements
1317 * added shortcut to dump brush (type ":DB" in editor) for use in forum
1320 * added new start movement type "previous" for continued CE movement
1321 * added new start movement type "random" for random CE movement start
1324 * added new element "sokoban_field_player" needed for Sokoban levels
1325 (thanks to Ed Booker for pointing this out!)
1328 * added elements that can be digged or left behind by custom elements
1331 * added group elements for multiple matches and random element creation
1334 * fixed some graphical errors displayed in old levels
1337 * fixed wrong double speed movement after passing closing gates
1340 * added level loader for loading native Emerald Mine levels
1343 * changes for "shooting" style CE movement
1346 * Happy New Year! ;-)
1349 * changed default snap/drop keys from left/right Shift to Control keys
1352 * fixed bug with dead player getting reanimated from custom element
1355 * fixed bug with wrong penguin graphics (when entering exit)
1358 * fixed bug with wrong "Murphy" graphics (when digging etc.)
1361 * version number set to 3.0.9
1364 * version 3.0.8 released
1367 * added function checked_free()
1370 * fixed bug with double nut cracking sound
1371 (by eliminating "default element action sound" assignment in init.c)
1374 * fixed crash when no music info files are available
1377 * fixed boring and sleeping sounds
1380 * added "maze runner" and "maze hunter" movement types
1381 * added extended collision conditions for custom elements
1384 * added warnings for undefined token values in artwork config files
1387 * added menu entry for level set information to the info screen
1390 * fixed bug with wrong default impact sound for colored emeralds
1393 * added several sub-screens for the info screen
1394 * menu text now also clickable (not only blue/red sphere left of it)
1397 * added configurable "bored" and "sleeping" animations for the player
1398 * added "awakening" sound for player when waking up after sleeping
1401 * added "copy" and "exchange" functions for custom elements to editor
1404 * added configurable element animations for info screen
1407 * added configurable music credits for info screen
1410 * finally fixed tape recording when player is created from CE change
1413 * added "editorsetup.conf" for editor element list configuration
1416 * added "musicinfo.conf" for menu and level music configuration
1419 * fixed a very nasty bug in dragon turning code in TurnRoundExt()
1420 (that only showed up on Linux, but not on Windows systems)
1423 * fixed turning movement of butterflies and fireflies (no frame reset)
1424 * enhanced sniksnak turning movement (two steps instead of only one)
1427 * version number set to 3.0.8
1430 * version 3.0.7 released
1433 * fixed reset of player animation frame when, for example,
1434 walking, digging or collecting share the same animation
1435 * fixed CE with "deadly when touching" exploding when touching amoeba
1438 * fixed tape recording when player is created from CE element change
1441 * introduced "turning..." action graphic for elements with move delay
1442 (non-CE: bug, spaceship, sniksnak, mole, pacman, yamyam)
1443 * added turning animations for bug, spaceship and sniksnak
1446 * prevent "extended" changed elements from delay change in same frame
1449 * fixed bug when pushing element that can move away to the side
1450 (like pushing falling elements, but now with moving elements)
1453 * finally fixed serious bug in code for delayed element pushing (again)
1456 * unavailable setup options now marked as "n/a" instead of "off"
1457 * new boolean directive "latest_engine" for "levelinfo.conf": when set
1458 to "true", levels are always played with the latest game engine,
1459 which is desired for levels that are imported from other games; all
1460 other levels are played with the engine version stored in level file
1461 (which is normally the engine version the level was created with)
1464 * fixed serious bug in code for delayed element pushing
1465 * fixed little bug in animation frame selection for pushed elements
1466 * speed-up of reading config file for verbose output
1469 * added configuration option for opening and closing Supaplex exit
1470 * added configuration option for moving up/down animation for Murphy
1471 * fixed incorrectly displayed animation for attacking dragon
1472 * fixed bug with not setting initial gravity for each new game
1473 * fixed bug with teleportation of player by custom element change
1474 * fixed bug with player not getting smashed by rock sometimes
1477 * version number set to 3.0.7
1480 * version 3.0.6 released
1483 * added support for MP3 music for SDL version through SMPEG library
1486 * fixed bug when initializing font graphic structure
1487 * fixed bug with animation mode "pingpong" when using only 1 frame
1488 * fixed bug with extended change target introduced in 3.0.5
1489 * fixed bug where passing over moving element doubles player speed
1490 * fixed bug with elements continuing to move into push direction
1491 * fixed bug with duplicated player when dropping bomb with shield on
1492 * added "switching" event for custom elements ("pressing" only once)
1493 * fixed switching bug (resetting flag when not switching but not idle)
1496 * fixed element tokens for certain file elements with ".active" etc.
1499 * version number set to 3.0.6
1502 * version 3.0.5 released
1505 * now four envelope elements available
1506 * font, background, animation and sound for envelope now configurable
1507 * main menu doors opening/closing animation type now configurable
1510 * active/inactive sides configurable for custom element changes
1511 * new movement type "move when pushed" available for custom elements
1514 * fixed bug in multiple config pages loader code that caused crashes
1517 * enhanced (remaining low-resolution) Supaplex graphics
1520 * version number set to 3.0.5
1523 * version 3.0.4 released
1525 2003-09-12 src/tools.c
1526 * fixed bug in custom definition of crumbled element graphics
1528 2003-09-11 src/files.c
1529 * fixed bug in multiple config pages code that caused crashes
1532 * version number set to 3.0.4
1535 * version 3.0.3 released
1538 * added music to Supaplex classic level set
1540 2003-09-07 src/libgame/misc.c
1541 * added support for loading various music formats through SDL_mixer
1543 2003-09-06 (various source files)
1544 * fixed several nasty bugs that may have caused crashes on some systems
1545 * added envelope content which gets displayed when collecting envelope
1546 * added multiple change event pages for custom elements
1548 2003-08-24 src/game.c
1549 * fixed problem with player animation when snapping and moving
1551 2003-08-23 src/screens.c, src/cartoons.c, src/libgame/toons.c
1552 * fixed problem with flickering when drawing toon animations
1554 2003-08-23 src/libgame/sdl.c
1555 * fixed problem with setting mouse cursor in SDL version in fullscreen
1557 2003-08-23 src/game.c
1558 * fixed bug (missing array boundary check) which could crash the game
1561 * version number set to 3.0.3
1564 * version 3.0.2 released
1566 2003-08-21 src/game.c
1567 * fixed bug with creating inaccessible elements at player position
1569 2003-08-20 src/init.c
1570 * fixed bug with not finding current level artwork directory
1572 2003-08-20 src/files.c
1573 * fixed bug with choosing wrong engine version when playing tapes
1574 * fixed bug with messing up custom element properties in 3.0.0 levels
1577 * version number set to 3.0.2
1580 * version 3.0.1 released
1582 2003-08-17 (no source files affected)
1583 * changed all "classic" PCX image files with 16 colors or less to
1584 256 color (8 bit) storage format, because the Allegro game library
1585 cannot handle PCX files with less than 256 colors (contributed
1586 graphics are not affected and might look wrong in the DOS version)
1588 2003-08-16 src/init.c
1589 * fixed bug which (for example) crashed the level editor when defining
1590 "dynamite.EDITOR: [NONE]", because graphics may not be undefined
1591 (only set to default) -- invalid graphics now set to default graphic
1593 2003-08-16 src/init.c
1594 * fixed graphical bug of player digging/collecting/snapping element
1595 when no corresponding graphic/animation is defined for this action,
1596 resulting in player being drawn as EL_EMPTY (which should only be
1597 done to elements being collected, but not to the player)
1599 2003-08-16 src/game.c
1600 * fixed small graphical bug of player not totally moving into exit
1602 2003-08-16 src/libgame/setup.c
1603 * fixed bug with wrong MS-DOS 8.3 filename conversion
1605 2003-08-16 src/tools.c
1606 * fixed bug with invisible mouse cursor when pressing ESC while playing
1608 2003-08-16 (various source files)
1609 * added another 128 custom elements (disabled in editor by default)
1611 2003-08-16 src/editor.c
1612 * fixed NULL string bug causing Solaris to crash in sprintf()
1614 2003-08-16 src/screen.c
1615 * fixed drawing over scrollbar on level selection with custom fonts
1617 2003-08-15 src/game.c
1618 * cleanup of simple sounds / loop sounds / music settings
1620 2003-08-08 (various source files)
1621 * added custom element property for dropping collected elements
1623 2003-08-08 src/conf_gfx.c
1624 * fixed bug with missing graphic for active red disk bomb
1626 2003-08-07 src/files.c, src/editor.c src/game.c, src/main.h
1627 * extended variable "level.gravity" to "level.initial_gravity" and
1628 "game.current_gravity" to prevent level setting from being changed
1629 by playing the level (keeping the runtime value after playing)
1631 * fixed graphics bug when digging element that has 'crumbled' graphic
1632 definition, but not 'diggable' graphic definition
1635 * version number set to 3.0.1
1638 * version 3.0.0 released
1641 * various bug fixes; among others:
1642 - fixed bug with pushing spring over empty space
1643 - fixed bug with leaving tube while placing dynamite
1644 - fixed bug with explosion of smashed penguins
1645 - allow Murphy player graphic in levels with non-Supaplex elements
1649 * I have forgotten to document changes for some time
1652 * pre-release version 2.2.0rc1 released
1655 * version number set to 2.1.2
1658 * version 2.1.1 released
1661 * version number set to 2.1.1
1664 * version 2.1.0 released
1667 * version number set to 2.1.0
1669 2002-04-03 to 2002-05-19 (various source files)
1670 * graphics, sounds and music now fully configurable
1671 * bug fixed that prevented walking through tubes when gravity on
1673 2002-04-02 src/events.c, src/editor.c
1674 * Make Escape key less aggressive when playing or when editing level.
1675 This can be configured as an option in the setup menu. (Default is
1676 "less aggressive" which means "ask user if something can be lost"
1677 when pressing the Escape key.)
1679 2002-04-02 src/screen.c
1680 * Added "graphics setup" screen.
1682 2002-04-01 src/screen.c
1683 * Changed "choose level" setup screen stuff to be more generic (to
1684 make it easier to add more "choose from generic tree" setup screens).
1686 2002-04-01 src/config.c, src/timestamp.h
1687 * Added source files "src/config.[ch]" and "src/timestamp.h" (which
1688 automatically gets created by "src/Makefile" and contains an actual
1689 compile-time timestamp to identify development versions of the game).
1691 2002-03-31 src/tape.c, src/events.c
1692 * Added quick game/tape save/load functions to tape stuff which can be
1693 invoked by a keyboard shortcut. Default: "F1" saves game/tape, "F2"
1694 loads previously recorded tape and directly goes into recording mode
1695 from the end of the tape (therefore appending to the tape).
1697 2002-03-31 src/tape.c
1698 * Added "index mark" function to tape recorder. When playing or
1699 recording, "eject" button changes to "index" button. Setting index
1700 mark is not yet implemented, but pressing index button when playing
1701 allows very quick advancing to end of tape (when normal playing),
1702 very fast forward mode (when playing with normal fast forward) or
1703 very fast reaching of "pause before end of tape" (when playing with
1704 "pause before end" playing mode).
1706 2002-03-30 src/cartoons.c
1707 * Moved some stuff from cartoons.c to the new "src/libgame/toons.c".
1709 2002-03-29 src/screen.c
1710 * Changed setup screen stuff to be more generic (to make it easier
1711 to add more setup screens).
1713 2002-03-23 src/main.c, src/main.h
1714 * Various changes due to the introduction of the new libgame files
1715 "setup.c" and "joystick.c".
1717 2002-03-23 src/files.c
1718 * Generic parts of "src/files.c" (mainly setup and level directory
1719 stuff) moved to new libgame file "src/libgame/setup.c".
1721 2002-03-23 src/joystick.c
1722 * File "src/joystick.c" moved to libgame source tree, with
1723 correspondig changes.
1725 2002-03-22 src/screens.c
1726 * "HandleChooseLevel()": Another bug in level series navigation fixed.
1727 (Wrong level series information displayed when entering main group.)
1729 2002-03-22 src/editor.c
1730 * Slight change to support new gadget event "GD_EVENT_INFO_LEAVING".
1732 2002-03-22 src/editor.c
1733 * Changed behaviour of "Escape" key in level editor to be more
1734 intuitive: When in "Element Properties" or "Level Info" mode,
1735 return to "Drawing Mode" instead of leaving the level editor.
1737 2002-03-21 src/game.c, src/editor.c, src/files.c
1738 * 2.0.1 introduced the corrected "Emerald Mine" style behaviour of
1739 gems (emeralds, diamonds, ...) slipping down from normal wall,
1740 steel wall and growing wall (as in E.M.C. style levels). Although
1741 the behaviour of contributed and private levels wasn't changed (due
1742 to the use of "level.game_version"; see previous entry), editing
1743 those levels will (of course) change the behaviour accordingly.
1745 This change seems a bit too hard after thinking about it, because
1746 the EM style behaviour is not the "expected" behaviour (gems would
1747 normally only slip down from "rounded" walls). Therefore this was
1748 now changed to an element property for gem style elements, with the
1749 default setting "off" (which means: no special EM style behaviour).
1750 To fix older converted levels, this flag is set to "on" for pre-2.0
1751 levels that are neither contributed nor private levels.
1753 2002-03-20 src/files.h
1754 * Corrected settings for "level.game_version" depending of level type.
1755 (Contributed and private levels always get played with game engine
1756 version they were created with, while converted levels always get
1757 played with the most recent version of the game engine, to let new
1758 corrections of the emulation behaviour take effect.)
1760 2002-03-20 src/main.h
1761 * Added "#include <time.h>". This seems to be needed by "tape.c" for
1762 compiling the SDL version on some systems.
1763 Thanks to the several people who pointed this out.
1766 * Version number set to 2.0.2.
1769 * Version 2.0.1 released.
1771 2002-03-18 src/screens.c
1772 * "HandleChooseLevel()": Small bug in level series navigation fixed.
1774 2002-03-18 src/files.c [src/libgame/misc.c]
1775 * Moved some common functions from src/files.c to src/libgame/misc.c.
1777 2002-03-18 src/files.c [src/libgame/misc.c]
1778 * Changed permissions for new directories and saved files (especially
1779 score files) according to suggestions of Debian users and mantainers.
1780 Thanks to Drew Parsons <dparsons@emerall.com> for the patch.
1782 2002-03-17 src/files.c
1783 * Changed "{Load|Save}{Level|Tape}()" to IFF style file format:
1784 Replaced "cookie" header string ("ROCKSNDIAMONDS_...\n") with
1785 real IFF style header "RND1....XXXX" (where "XXXX" is "CAVE"
1786 for levels and "TAPE" for tapes). Old "cookie" style format is
1787 still supported for reading. New level and tape files are written
1790 * New IFF chunk "VERS" contains version numbers for file and game
1791 (where "game version" is the version of the program that wrote the
1792 file, and "file version" is a version number to distinguish files
1793 with different format, for example after adding new features).
1795 2002-03-15 src/screen.c
1796 * "DrawHallOfFame()": "FadeSounds()" when entering the hall of fame.
1797 (Before, you heard a mixture of the in-game music and the
1798 hall-of-fame music.)
1800 2002-03-14 src/events.c
1801 * Function "DumpTape()" (files.c) now available by pressing 't' from
1802 main menu (when in DEBUG mode).
1804 2002-03-14 src/game.c
1805 * "GameWon()": When game was won playing a tape, now there is no delay
1806 raising the score and no corresponding sound is played.
1808 2002-03-14 src/files.c
1809 * Changed "LoadTape()" for real chunk support and also adjusted
1810 "SaveTape()" accordingly.
1812 2002-03-14 src/game.c, src/tape.c, src/files.c
1813 * Important changes to tape format: The old tape format stored all
1814 actions with a real effect with a corresponding delay between the
1815 stored actions. This had some major disadvantages (for example,
1816 push delays had to be ignored, pressing a button for some seconds
1817 mutated to several single button presses because of the non-action
1818 delays between two action frames etc.). The new tape format just
1819 stupidly records all device actions and replays them later. I really
1820 don't know why I haven't solved it that way before?! Old-style tapes
1821 (with tape file version less than 2.0) get converted to the new
1822 format on-the-fly when loading and can therefore still be played;
1823 only some minor parts of the old-style tape handling code was needed.
1824 (A perfect conversion is not possible, because there is information
1825 missing about the device actions between two action frames.)
1827 2002-03-14 src/files.c
1828 * New function "DumpTape()" to dump the contents of the current tape
1829 in a human readable format.
1831 2002-03-14 src/game.c
1832 * Small tape bug fixed: When automatically advancing to next level
1833 after a game was won, the tape from the previous level still was
1834 loaded as a tape for the new level.
1836 2002-03-14 src/tape.c
1837 * Small graphical bug fixed: When pressing ""Record" or "Play" on
1838 tape, cartoons did not get completely removed because
1839 StopAnimation() was not called.
1841 2002-03-13 src/files.c
1842 * Changed "LoadLevel()" and "SaveLevel()" to add new chunk "CNT2".
1843 Fixed bug of "CONT" and "BODY" (chunk size was set to 8-bit element
1844 size even when using 16-bit elements). Added new chunk "CNT2" for
1845 16-bit amoeba content (previously written in 8-bit field in "HEAD"
1846 chunk even when content was 16-bit element). "CNT2" should now be
1847 able to store content for arbitrary elements (up to eight blocks of
1848 3 x 3 element arrays). All "CNT2" elements will always be stored as
1849 16-bit elements. "CONT" (with 8/16-bit elements) now obsolete.
1851 2002-03-13 src/files.c
1852 * Changed "LoadLevel()" for real chunk support.
1854 2002-03-12 src/game.c
1855 * Fixed problem (introduced after 2.0.0 release) with penguins
1856 not getting killed by enemies
1858 2002-02-24 src/game.c, src/main.h
1859 * Added "player->is_moving"; now "player->last_move_dir" does
1860 not contain any information if the player is just moving at
1862 Before, "player->last_move_dir" was misused for this purpose
1863 for the robot stuff (robots don't kill players when they are
1864 moving). But setting "player->last_move_dir" to MV_NO_MOVING
1865 broke tapes when walking through pipes!
1866 ("IS_MOVING()" uses "MovPos[][]", but this fails when it is 0
1867 in a continuous movement. This fact is ignored for friends and