2 * improved menu fading, adding separate fading definitions for entering
3 and leaving a menu and for fading between menu and "content" screens
6 * improved menu fading, adding separate fading definitions for fading
7 between menu screens and fading between menu and "destination" screens
10 * titlemessage_initial_x and titlemessage_x set to "[DEFAULT]" in static
11 configuration (set from "[titlemessage_initial]" and "[titlemessage]")
12 * fading settings of "[titlemessage_initial]" and "[titlemessage]" set
13 to "[DEFAULT]" in static configuration (set from "[title_initial]" and
15 * improved title fading, allowing fading animation types "none", "fade"
16 and "crossfade" (including cross-fading of last title to main menu)
19 * added configurability of graphics, sounds and music for title screens,
20 which are separated into initial title screens (only shown once at
21 program startup) and title screens shown for a given level set; these
22 title screens can be composed of up to five title images and up to
23 five title text messages (each drawn using an optional background
24 image), also using background music and/or sounds; aspects like
25 background images, sounds and music of title screens can either be
26 defined generally (valid for all title screens) or specifically (and
27 therefore differently for each title screen) using these directives:
29 to define a background image, sound or music file for all screens:
30 - background.TITLE_INITIAL (for all title screens for game startup)
31 - background.TITLE (for all title screens for level sets)
33 to define a background image, sound or music file for a single screen:
34 - background.titlescreen_initial_x (with x in 1,2,3,4,5)
35 - background.titlescreen_x (with x in 1,2,3,4,5)
36 - background.titlemessage_initial_x (with x in 1,2,3,4,5)
37 - background.titlemessage_x (with x in 1,2,3,4,5)
39 to define the title screen images:
40 - titlescreen_initial_x (with x in 1,2,3,4,5)
41 - titlescreen_x (with x in 1,2,3,4,5)
43 to define the title text messages, place text files into the level set
44 directory that have the following file names:
45 - titlemessage_initial_x.txt (with x in 1,2,3,4,5)
46 - titlemessage_x.txt (with x in 1,2,3,4,5)
48 to define the properties of the text messages, either use directives
49 that affect all text messages:
50 - [titlemessage_initial].<suffix>
51 - [titlemessage].<suffix>
52 or use directives that affect single text messages:
53 - titlemessage_initial_x.<suffix> (with x in 1,2,3,4,5)
54 - titlemessage_x.<suffix> (with x in 1,2,3,4,5)
56 valid values for <suffix> are the same as for readme.<suffix> below;
57 use ".sort_priority" (default: 0) to define an arbitrary order for
58 title images and title messages (which can therefore be mixed)
61 * added full configurability of "readme.txt" screen appearance:
62 - readme.x: <left position used with alignment>
63 - readme.y: <top position>
64 - readme.width: <maximim text width in pixels>
65 - readme.height: <maximum text height in pixels>
66 - readme.chars: <maximum number of chars per line>
67 - readme.lines: <maximum number of lines displayed>
68 - readme.align: left,center,right (default: center)
69 - readme.top: top,middle,bottom (default: top)
70 - readme.font: font name
71 - readme.autowrap: true,false (default: true)
72 - readme.centered: true,false (default: false)
73 - readme.parse_comments: true,false (default: true)
74 - readme.sort_priority: (not used here, but only for title screens)
75 when "readme.chars" and/or "readme.lines" is set to "-1" (this is the
76 default), they are automatically determined from "readme.width" and
77 "readme.height" accordingly; when they are not "-1", they have
78 precedence over "readme.width" and "readme.height"
79 * added internal ad-hoc config settings for displaying text files like
80 title messages or "readme.txt" style level set info files:
81 - .font: font name (default: readme.font)
82 - .autowrap: true,false (default: readme.autowrap)
83 - .centered: true,false (default: readme.centered)
84 - .parse_comments: true,false (default: readme.parse_comments)
85 (the leading '.' and the separating ':' are mandatory here); to use
86 these ad-hoc settings, they have to be written inside a comment, like
87 "# .autowrap: false" or "# .centered: true"; these settings then
88 override the above global settings (they can even be used more than
89 once, like "# .centered: true", then some text that should be drawn
90 centered, then "# .centered: false" to go back to non-centered text;
91 important note: after using "# .parse_comments: false", or when using
92 "readme.parse_comments: false", detecting and parsing comments inside
93 the file is disabled and comments are just printed like normal text;
94 also be aware that all automatic text size calculations are done with
95 the font defined in "readme.font", while using different fonts using
96 "# .font: <font>" inside the text file may cause unexpected results
99 * changed some numerical limits in the level editor from 255 to 999
102 * added option "system.sdl_videodriver" to select SDL video driver
103 * added output of SDL video and audio driver to "version info" page
106 * added group element drawing to IntelliDraw drawing functions
107 * fixed animation resetting problem again (last try broke Snake Bite)
108 * fixed diagonal scrolling in screen scrolling (last try broke Pac Man)
111 * added new (special) "include: <filename>" directive that works in all
112 configuration files (like "graphicsinfo.conf") and that has the same
113 effect as if that directive would be replaced with the content of the
114 specified file (this can be useful to split large configuration files
115 into several smaller ones and include them from one main file, or to
116 store configuration settings that always stay the same into a separate
117 file, while including it and only add those parts that really change)
120 * fixed minor bug (screen redraw of player tiles) in EMC graphics engine
123 * fixed bug in "InitMovingField()" where treating an integer array as
124 boolean caused wrong resetting of animations while elements are moving
125 * fixed problem with resetting animations when starting element change
128 * added sort priority for order of title screens and title messages
131 * changed end of game again: do not wait for the user to press a key
132 anymore, but directly ask/confirm tape saving and go to hall of fame
133 * re-enabled quitting of lost game by pressing space or return again
134 * added blanking of mouse pointer when displaying title screens
135 * added remaining menu draw offset definitions for info sub-screens
138 * added setup option to select game speed (from very slow to very fast)
139 * improved handling of title text messages (initial and for level set)
142 * added new options "auto-wrap" and "centered" for DC2 style envelopes
145 * fixed displaying and typing of player name when it is centered
146 * added special characters to be allowed for player name (not only A-Z)
149 * fixed blit in ScrollLevel() to same bitmap to not overlap anymore
150 (newer versions of the SDL library seem to not like this anymore)
153 * added code for configuration directives for control of game panel
156 * fixed small cosmetical bug with underlining property tabs in editor
159 * fixed small drawing bug in X11FadeRectangle
160 * added new elements for newly supported Diamond Caves II levels:
161 - EM/DC style exits that disappear after passing
162 - white key and gate (one white key needed for each white gate)
163 - fake gate (there is no key to open/pass this kind of gate!)
164 - extended magic wall which also handles pearls and crystals
168 * changed maximum value for endless loop detection to a higher value
169 (some levels really used very deep recursion without being endless)
172 * added new elements for newly supported Diamond Caves II levels:
173 - growing steel walls
174 - snappable land mine
177 * added new elements for newly supported Diamond Caves II levels:
178 - steel text elements
181 * added level file loader for native Diamond Caves II levels
184 * version number set to 3.2.4
187 * version 3.2.3 released
190 * fixed malloc/free bug when updating EMC artwork entries in level list
191 * added workaround (warning and request to quit the current game) when
192 changing elements cause endless recursion loop (which would otherwise
193 freeze the game, causing a crash-like program exit on some systems)
196 * fixed nasty string overflow bug when entering too long envelope text
199 * added feedback sounds for menu navigation "menu.item.activating" and
200 "menu.item.selecting" (for highlighting and executing menu entries)
203 * improved "no scrolling when relocating" to also consider scroll delay
204 (meaning that the player is not automatically centered in this case;
205 this makes it possible to "invisibly" relocate the player to a region
206 of the level playfield which looks the same as the old level region)
207 * fixed bug with not recognizing "main.input.name.align" when active
210 * fixed bug with displaying masked borders over title screens when
211 screen fading is disabled
214 * fixed infinite loop / crash bug when killing the player while having
215 a CE with the setting "kill player X when explosion of <player X>"
216 * added special editor graphic for "char_space" to distinguish it from
217 "empty_space" when editing a level (in-game graphics still the same)
220 * fixed nasty bug with initialization only done for the first player
223 * small change to handle loading empty element/content list micro chunks
226 * uploaded pre-release (test) version 3.2.3-0 binary and source code
229 * some optimizations on startup speed by reducing initial text output
232 * added caching of custom artwork information for faster startup times
235 * fixed graphical bug when using fewer menu entries on level selection
236 screen than usual (with "menu.list_size.LEVELS" directive)
237 * fixed crash bug (Windows/SDL only) caused by BlitBitmap blitting from
238 the backbuffer to the backbuffer by error (with identical rectangle)
241 * fixed bug when displaying titlescreen with size less than element tile
242 * fixed bug that caused elements with "change when digging <e>" event
243 to change for _every_ digged element, not only those specified in <e>
244 * fixed bug that caused impact style collision when dropping element one
245 tile over the player that can both fall down and smash players
246 * fixed bug that caused impact style collision when element changed to
247 falling/smashing element over the player immediately after movement
250 * fixed bug that allowed making engine snapshots from the level editor
253 * fixed bugs with player name and current level positions on main screen
256 * added configuration directives for control of title screens:
257 - "title.fade_delay" for fading time
258 - "title.post_delay" for pause between screens (when not crossfading)
259 - "title.auto_delay" to automatically continue after some time
260 these settings can each be overridden by specifying them with titles:
261 - "titlescreen_initial_{1-5}.{fade_delay,post_delay,auto_delay}"
262 - "titlescreen_{1-5}.{fade_delay,post_delay,auto_delay}"
263 fading mode can also be specified:
264 - "titlescreen_initial_{1-5}.anim_mode: {fade,crossfade}
265 - "titlescreen_{1-5}.anim_mode: {fade,crossfade}
266 default is using normal fading for menues and initial title screens,
267 while using cross-fading for level set title screens
268 * fixed bug with background not drawn in Hall of Fame after game was won
271 * added configuration directives for the remaining main menu items
274 * added additional configuration directives for info screen draw offset:
275 menu.draw_{x,y}offset.INFO[{ELEMENTS,MUSIC,CREDITS,PROGRAM,LEVELSET}]
276 * added additional configuration directives for preview info text
277 * limited mouse wheel sensitive screen area to scrollable screen area
280 * added highlighted menu text entries to menu navigation when selected
283 * fixed bug that prevented player from correctly being created in the
284 top left corner by a custom element change in a level without player
285 * fixed bug that prevented player from being killed when indestructible,
286 non-walkable element is placed on player position by extended change
287 * added configurable menu button, text and input positions to main menu
290 * added page fading effects for remaining info sub-screens
291 * fixed small bug that caused some delays when answering door request
294 * added directives "border.draw_masked.*" for menu/playfield area and
295 door areas to display overlapping/masked borders from "global.border"
298 * fixed bug with CE with move speed "not moving" not being animated
299 * when changing player artwork by CE action, reset animation frame
302 * fixed bug with not unmapping main menu screen gadgets on other screens
303 * fixed bug with un-pausing a paused game by releasing still pressed key
304 * fixed bug with not redrawing screen when toggling to/from fullscreen
305 mode while fast reloading tape (without redrawing playfield contents)
306 * fixed bug with quick-saving tape snapshot despite answering with "no"
309 * version number set to 3.2.3
312 * version 3.2.2 released
315 * fixed bug with redrawing screen in fullscreen mode after quick tape
316 reloading when using the EMC game engine
317 * changed token names from "last_ce_[1-8]" to "prev_ce_[1-8]"
320 * fixed bug in GameWon() when level contains no exit (like in Sokoban)
323 * added engine snapshot functionality for instant tape reloading (this
324 only works for the last tape saved using "quick save", and does not
325 work across program restarts, because it completely works in memory)
328 * version number set to 3.2.2
331 * version 3.2.1 released
334 * fixed nasty bugs with handling error message file on Mac OS X systems
337 * general code cleanup (removing many annoying "#if 0" blocks etc.)
340 * fixed bug that caused broken tapes when manually appending to tapes
341 using the "pause before death" functionality, followed by recording
342 * added setup option to disable fading of screens for faster testing
345 * code cleanup of new fading functions
348 * changed behaviour after solved game -- do not immediately stop engine
349 * added some more smooth screen fadings (game start, hall of fame etc.)
352 * fixed bug with displaying pushed CE with value/score/delay anim_mode
355 * added configurable level preview position, tile size and dimensions
356 * added configurable game panel value positions (gems, time, score etc.)
359 * fixed small bug with time displayed incorrectly when collecting CEs
362 * fixed bug with bumpy scrolling with EM engine in double player mode
365 * added compatibility code to fix "Snake Bite" style levels that were
366 broken due to a bugfix regarding EL_SOKOBAN_FIELD_PLAYER in 3.2.0
369 * fixed bug with scrollbars inside editor when using the Windows mouse
370 enhancement tool "True X-Mouse" (which injects key events to the event
371 queue to insert selected stuff into the Windows clipboard, which gets
372 confused with the "Insert" key for jumping to the last editor cascade
373 block in the element list)
374 * added Rocks'n'Diamonds icon for use as window icon to SDL version
375 * added key shortcut "Alt + Enter" to toggle fullscreen mode at any time
378 * added selection of preferred fullscreen mode to setup / graphics menu
379 (useful if default mode 800 x 600 does not match screen aspect ratio)
382 * improved down-scaling of images for better editor and preview graphics
383 * changed user data directory for Mac OS X from Unix style to new place
386 * improved level number selection in main menu and player selection in
387 setup menu (input devices section) by using standard button gadgets
388 * added support for mouse scroll wheel (caused buggy behaviour before)
389 * added support for scrolling horizontal scrollbars with mouse wheel by
390 holding "Shift" key pressed while scrolling the wheel
391 * added support for single step mouse wheel scrolling by holding "Alt"
392 key pressed while scrolling the wheel (can be combined with "Shift")
393 * changed output file "stderr.txt" on Windows platform now always to be
394 created in the R'n'D sub-directory of the personal documents directory
395 * added Windows message box to direct to "stderr.txt" after error aborts
398 * improved general scrollbar handling (when jump-scrolling scrollbars)
401 * changed scrollbars to always show last line as first after scrolling
402 (that means jumping n - 1 screen lines instead of n screen lines)
405 * fixed level versions of EMC level loader (from V4 to V1, V2 and V3)
406 * fixed level time for EMC levels for V2 engine (V2 and V5 levels)
407 * fixed special handling of vertically stacked acid becoming fake acid
410 * fixed bug (very special case) with CE_SCORE_GETS_ZERO, which can
411 affect multiple instances of the same CE, although this kind of
412 change condition usually only affects one single custom element
415 * version number set to 3.2.1
418 * version 3.2.0 released
421 * reorganized level editor element list a bit to match engines better
424 * fixed newly introduced bug with wrongly initializing clipboard element
427 * fixed bug with displaying visible/invisible level border in editor
430 * reorganized some elements in the level editor element list
433 * fixed bug with displaying any player as "yellow" when moving into acid
434 * fixed bug with displaying running player when player stopped at border
437 * fixed bug with player exploding when moving into acid
438 * fixed bug with level settings being reset in editor and when playing
439 (some compatibility settings being set not only after level loading)
440 * fixed crash bug when number of custom graphic frames was set to zero
441 * fixed bug with teleporting player on walkable tile not working anymore
442 * added partial compatibility support for pre-release-only "CONF" chunk
443 (to make Alan Bond's "color cycle" demo work again :-) )
446 * fixed some bugs when displaying title screens from info screen menu
447 * fixed bug which caused EMC doors #5 to #8 to be passable without keys
450 * changed file major version to 3 to reflect level file format changes
451 * uploaded pre-release (test) version 3.2.0-8 binary and source code
454 * added new chunk "NAME" to level file format for level name settings
455 * added new chunk "NOTE" to level file format for envelope settings
456 * changed name of chunk "CONF" to "ELEM" (for normal element settings)
457 * updated magic(5) file to recognize changed and new level file chunks
458 * removed change events "change when CE value/score changes" as unneeded
461 * changed gravity (which only affects the player) from level property
462 to player property (only makes a difference in multi-player levels)
463 * added change events "change when CE value/score changes"
464 * added change events "change when CE value/score changes of <element>"
467 * added new chunk "INFO" to level file format for global level settings
468 * added all element settings from "HEAD" chunk to "CONF" chunk
469 * added all global level settings from "HEAD" chunk to "INFO" chunk
472 * changed level file format by adding two new chunks "CUSX" (for custom
473 elements, replacing the previous "CUS4" chunk) and "GRPX" (for group
474 elements, replacing the previous "GRP1" chunk); these new IFF style
475 chunks use the new and flexible "micro chunks inside chunks" technique
476 already used with the new "CONF" chunk (for normal element properties)
477 which makes it possible to easily extend the existing level format
478 (instead of using fixed-length chunks like before, which are either
479 too big due to reserved bytes for future use, or too small when those
480 reserved bytes have all been used and even more data should be stored,
481 requiring the replacement by new and larger chunks just like it went
482 with "CUS1" to "CUS4"); this whole problem now does not exist anymore
485 * added credits pages to the "credits" section that were really missing
486 * added some missing element descriptions to the level editor
487 * added down position of switchgate switch to the level editor
488 and allowed the use of both switch positions at the same time
489 * changed use of "Insert" and "Delete" keys to navigate element list in
490 level editor to start of previous or next cascading block of elements
493 * added the possibility to view the title screen to the info screen menu
494 * fixed some minor bugs with viewing title screens
497 * fixed bug with title (cross)fading in/out when using fullscreen mode
500 * fixed bug that forced re-defining of menu settings in local graphics
501 config file which are already defined in existing base config file
502 * fixed small bug that caused door sounds playing when music is enabled
505 * added the possibility to define up to five title screens for each
506 level set that are displayed after loading using (cross)fading in/out
507 (this was added to display the various start images of the EMC sets)
510 * added "CE score gets zero [of]" to custom element trigger conditions
511 * added setup option to display element token name in level editor
514 * added compatibility code for Juergen Bonhagen's menu artwork settings
517 * fixed bug with displaying wrong animation frame 0 after CE changes
518 * fixed bug with creating invisible elements when light switch is on
521 * added selection between ECS and AGA graphics for EMC levels to setup
524 * adjusted font handling for various narrow EMC style fonts
527 * changed EM engine behaviour back to re-allow initial rolling springs
530 * fixed handling of over-large selectboxes (less error-prone now)
531 * fixed bug when creating GE with walkable element under the player
534 * added use of "Insert" and "Delete" keys to navigate element list in
535 level editor to start of custom elements or start of group elements
536 * added virtual elements to access CE value and CE score of elements:
537 - "CE value of triggering element"
538 - "CE score of triggering element"
539 - "CE value of current element"
540 - "CE score of current element"
543 * fixed "grass" to "sand" in older EM levels (up to file version V4)
546 * changed behaviour of network games with internal errors (because of
547 different client frame counters) from immediately terminating R'n'D
548 to displaying an error message requester and stopping only the game
549 (also to prevent impression of crashes under non command-line runs)
550 * fixed playing network games with the EMC engine (did not work before)
551 * fixed bug with not scrolling the screen in multi-player mode with the
552 focus on player 1 when all players are moving in different directions
553 * fixed bug with keeping pointer to gadget even after its deallocation
554 * fixed bug with allowing "focus on all players" in network games
555 * fixed bug with player focus when playing tapes from network games
558 * uploaded pre-release (test) version 3.2.0-7 binary and source code
561 * code cleanup for game action control for R'n'D and EMC game engine
564 * fixed bug in multi-player movement with focus on both players
565 * added option to control only the focussed player with all input
568 * added player focus switching to level tape recording and re-playing
571 * fixed some bugs in player focus switching in EMC and RND game engine
574 * added special Supaplex animations for Murphy digging and snapping
575 * added special Supaplex animations for Murphy being bored and sleeping
578 * added four new yam yams with explicit start direction for EMC engine
579 * fixed bug in src/libgame/text.c with printing text outside the window
582 * fixed small bug in EMC level loader (copyright sign in EM II levels)
585 * added delayed ignition of EM style dynamite when used in R'n'D engine
586 * added limited movement range to EMC engine when focus on all players
589 * fixed bug with missing (zero) score values for native Supaplex levels
592 * added "continuous snapping" (snapping many elements while holding the
593 snap key pressed, without releasing the snap key after each element)
594 as a new player setting for more compatibility with the classic games
597 * finished scrolling for "focus on all players" in EMC graphics engine
600 * level sets with "levels: 0" are ignored for levels, but not artwork
601 * fixed bug when scanning empty level group directories (endless loop)
604 * fixed bug with explosion graphic for player using "Murphy" graphic
605 * fixed bug with explosion graphic if player leaves explosion in time
606 * changed some descriptive text in setup menu to use medium-width font
607 * added key shortcut settings for switching player focus to setup menu
610 * fixed bug with random value initialization when recording tapes
611 * fixed bug with playing single player tapes when team mode activated
614 * fixed little bug when trying to switch to player that does not exist
617 * added player switching (visual and quick) to R'n'D and EM game engine
618 * added setup option to select visual or quick in-game player switching
621 * added use of "Home" and "End" keys to handle element list in editor
624 * fixed bug with adding score when playing tape with EMC game engine
625 * added steel wall border for levels using EMC engine without border
626 * finally fixed delayed scrolling in EMC engine also for small levels
629 * fixed potential crash bug in WarnBuggyBase() (missing boundary check)
632 * fixed bug with CE change order in TestIfElementTouchesCustomElement()
633 * fixed bug when displaying info element without action, but direction
636 * fixed minor graphical problems with springs smashing and slurping
637 (when using R'n'D style graphics instead of EMC style graphics)
640 * added scroll delay (as configured in setup) to EMC graphics engine
643 * improved screen redraw for EMC graphics engine (faster and smoother)
644 * when not scrolling, do not redraw the whole playfield if not needed
647 * added multi-player mode for EMC game engine (with up to four players)
650 * added android (can clone elements) from EMC engine to R'n'D engine
653 * added spring bumper (reflects spring) from EMC engine to R'n'D engine
656 * added selectbox for initial player speed to player settings in editor
659 * version 3.1.2 created that is basically version 3.1.1, but with a
660 major bug fixed that prevented editing your own private levels
661 * version 3.1.2 released
664 * added magic ball (creates elements) from EMC engine to R'n'D engine
667 * uploaded fixed pre-release version 3.2.0-6 binary and source code
670 * fixed bug when using "CE can leave behind <trigger element>"
671 * added new change condition "(after/when) creation of <element>"
672 * added new change condition "(after/when) digging <element>"
673 * fixed bug accessing invalid gadget that caused crashes under Windows
674 * deactivated new possibility for multiple CE changes per frame
677 * uploaded pre-release (test) version 3.2.0-6 binary and source code
680 * added animation types "ce_value" and "ce_score" to graphicsinfo.conf
681 * fixed bug with not keeping CE value for moving CEs with only action
682 * changed CE action selectboxes in editor to be only reset when needed
685 * added option "use artwork from element" for custom player artwork
686 * added option "use explosion from element" for player explosions
689 * added cascaded element lists in the level editor
690 * added persistence for cascaded element lists by "editorcascade.conf"
691 * added dynamic element list with all elements used in current level
692 * added possibility for multiple CE changes per frame (experimental)
695 * uploaded pre-release (test) version 3.2.0-5 binary and source code
698 * changed "score for each 10 seconds/steps left" to "1 second/step"
699 * added own score for collecting "extra time" instead of sharing it
700 * added change events "switched by player" and "player switches <e>"
701 * added change events "snapped by player" and "player snaps <e>"
702 * added "set player artwork: <element choice>" to CE action options
703 * added change event "move of <element>"
706 * added "set player shield: off / normal / deadly" to CE action options
707 * added new player option "use level start element" in level editor
708 to set the correct focus at level start to elements from which the
709 player is created later (this did not work before for cascaded CE
710 changes resulting in creation of the player; it is now also possible
711 to create the player from a yam yam which is smashed at level start)
714 * added "set player speed: frozen (not moving)" to CE action options
715 * added "move player: l/r/u/d/trigger/-trigger" to CE action options
718 * added new player option "block snap field" (enabled by default) to
719 make it possible to show a snapping animation like in Emerald Mine
722 * added dynamic selectboxes to custom element action settings in editor
723 * added "CE value" counter for custom elements (instead of "CE count")
724 * added option to use the last "CE value" after custom element change
725 * added option to use the "CE value" of other elements in CE actions
726 * fixed odd behaviour when pressing time orb in levels w/o time limit
727 * added checkbox "use time orb bug" for older levels that use this bug
730 * added missing configuration settings for the following elements:
731 - EL_TIMEGATE_SWITCH (time of open time gate)
732 - EL_LIGHT_SWITCH_ACTIVE (time of light switched on)
733 - EL_SHIELD_NORMAL (time of shield duration)
734 - EL_SHIELD_DEADLY (time of shield duration)
735 - EL_EXTRA_TIME (time added to level time)
736 - EL_TIME_ORB_FULL (time added to level time)
739 * added "wind direction" as a movement pattern for custom elements
740 * added initial wind direction for balloon / custom elements to editor
741 * added functionality for EL_BALLOON_SWITCH_NONE to R'n'D game engine
744 * added parameters for "game of life" and "biomaze" elements to editor
747 * added level file chunk "CONF" for generic level and element settings
750 * uploaded pre-release (test) version 3.2.0-4 binary and source code
753 * skip empty level sets (with "levels: 0"; may be artwork base sets)
754 * added sound action ".page[1]" to ".page[32]" for each CE change page
757 * added image config suffix ".clone_from" to copy whole image settings
758 * fixed bug with invalid ("undefined") CE settings in old level files
761 * fixed graphical bug with smashing elements falling faster than player
764 * fixed major bug which prevented private levels from being edited
765 * fixed bug with precedence of general and special font definitions
768 * fixed graphical bug with player animation when player moves slowly
771 * uploaded pre-release (test) version 3.2.0-3 binary and source code
774 * fixed bug which prevented "global.num_toons: 0" from working
777 * major code cleanup (removed all these annoying "#if 0" blocks)
780 * added custom element actions for CE change page in level editor
783 * fixed music initialization bug in init.c (thanks to David Binderman)
784 * fixed mouse wheel "button" bug in editor (thanks to Tomi Belan)
785 (this bug must probably be fixed at other places, too)
788 * fixed buggy '#include "SDL.h"' statements in src/libgame/sdl.h
789 (should be '#include <SDL.h>' instead)
792 * fixed bug which prevented "walkable from no direction" from working
793 (due to compatibility code overwriting this setting after loading)
796 * fixed bug on Mac OS X (use of reserved name "Random") in EM engine
799 * version number temporarily set to 3.1.1 (intermediate bugfix release)
800 * version 3.1.1 released
803 * changed some va_arg() arguments from 'long' to 'int', fixing problems
804 on 64-bit architecture systems with LP64 data model
807 * fixed bug with bombs not exploding when hitting the last level line
808 (introduced after the release of 3.1.0)
811 * added support for dumping small-sized level sketches from editor
814 * added recognition of "trigger element" for "change digged element to"
815 (this is not really what the "trigger element" was made for, but its
816 use may seem obvious for leaving back digged elements unchanged)
819 * fixed multiple warnings about failed joystick device initialization
822 * fixed bug with dynamite dropped on top of just dropped custom element
823 (collect dynamite, collect CE, drop CE => dynamite was also dropped);
824 dynamite can still be dropped, but drop key must be released before
827 * fixed bug with wrong start directory when started from file browser
828 (due to this bug, R'n'D could not be started from KDE's Konqueror)
831 * fixed bug causing "change when impact" on player not working
832 * fixed wrong priority of "hitting something" over "hitting <element>"
833 * fixed wrong priority of "hit by something" over "hit by <element>"
836 * fixed graphical bug which caused the player (being Murphy) to show
837 collecting animations although the element was collected by penguin
840 * fixed two bugs causing wrong door background graphics in system.c
841 (in functions "SetBackgroundBitmap()" and "DrawingOnBackground()")
844 * fixed graphic bug with exploding bomb and R'n'D graphics in EM engine
845 * added "no direction" to "walkable/passable from" selectbox options
848 * enhanced tape autoplay to accept "autoplay <set> [<nr> ...]" format
849 * in tape autoplay, not only report broken, but also missing tapes
852 * uploaded pre-release (test) version 3.2.0-2 binary and source code
855 * fixed small bug with "linear" animation not working for active lamp
858 * fixed bug with moving up despite gravity due to "block last field"
859 * fixed small bug with wrong draw offset when typing name in main menu
860 * when reading user names from "passwd", ignore data after first comma
861 * when creating new "levelinfo.conf", only write some selected entries
864 * fixed displaying "imported from/by" on preview with empty string
865 * fixed ignoring draw offset for fonts used for level preview texts
868 * fixed a delay problem with SDL and too many mouse motion events
869 * added setup option "skip levels" and level skipping functionality
872 * added move speed "not moving" for non-moving CEs, but with direction
875 * fixed mapping of obsolete element token names in "editorsetup.conf"
876 * fixed bug with sound "acid.splashing" treated as a loop sound
877 * fixed some little sound bugs in native EM engine
880 * fixed small bug when dragging scrollbars to end positions
883 * added editor element descriptions written by Aaron Davidson
886 * improved fallback handling when configured artwork is not available
887 (now using default artwork instead of exiting when files not found)
890 * fixed bug on level selection screen when dragging scrollbar
893 * fixed bug which caused broken tapes when appending to EM engine tapes
896 * uploaded pre-release (test) version 3.2.0-1 binary and source code
899 * added code to replace changed artwork config tokens with other tokens
900 (needed for backwards compatibility, so that older tokens still work)
903 * added native R'n'D graphics for some new EMC elements in EM engine
906 * fixed some bugs in the EM engine integration code
907 * changed EM engine code to allow diagonal movement
908 * changed EM engine code to allow use of separate snap and drop keys
911 * fixed some redraw bugs when using EM engine
914 * fixed bug with not converting RND levels which are set to use native
915 engine to native level structure when loading
918 * uploaded pre-release (test) version 3.2.0-0 binary and source code
921 * version number set to 3.2.0
924 * level data now reset to defaults after attempt to load invalid file
927 * added use of "editorsetup.conf" for different level sets
930 * added auto-detection for various types of Emerald Mine level files
933 * fixed bug with scrollbars getting too small when list is very large
936 * fixed bug with 3+3 (cross) sized explosion not making explosion sound
939 * added most level editor configuration gadgets for new EMC elements
942 * added more element and graphic definitions for new EMC elements
945 * modified native EM engine to use integrated R'n'D sound system
948 * added SDL support to graphics functions in native EM engine
949 (by always using generic libgame interface functions)
952 * fixed bug in frame synchronization in native EM engine
955 * added code to convert levels between R'n'D and native EM engine
958 * new Emerald Mine engine can now play levels selected in main menu
961 * fixed big memory leak in function "CreateBitmapWithSmallBitmaps()"
962 (which creates scaled down graphics for level editor and preview);
963 there's still a memory leak somewhere in the artwork handling code
964 * added "scale image up" functionality to X11 version of zoom function
967 * first attempts to integrate new, native Emerald Mine Club engine
970 * fixed bug in gadget code which caused reset of CEs in level editor
971 (example: pressing 'b' [grab brush] on CE config page erased values)
972 (solution: check if gadgets in ClickOnGadget() are really mapped)
973 * improved level change detection in editor (settings now also checked)
974 * fixed bug with "can move into acid" and "don't collide with" state
977 * fixed maze runner style CEs to use the configured move delay value
980 * added Aaron Davidson's tutorial level set to the "Tutorials" section
983 * fixed engine change that broke 3.0.8 levels like "Walpurgis Gardens"
984 * fixed the above fix because it broke level set "machine" (*sigh*)
985 * fixed random element placement in level editor to work as expected
986 * fixed undefined graphic of runtime element "EL_AMOEBA_TO_DIAMOND"
989 * re-recorded tape for BD2K3, level 010 (broken due to bugfix)
992 * fixed bug (missing array boundary check) which caused broken tapes
993 * fixed bug (when loading level template) which caused broken levels
994 * fixed bug with new block last field code when using non-yellow player
997 * fixed bug when pressing "stop, pause, stop, play" on tape recorder
998 * internal change of how the player blocks the last field when moving
999 * fixed blocking delay of last field for EM and SP style block delay
1000 * fixed bug where the player had to wait for the usual move delay after
1001 unsuccessfully trying to move, when he directly could move after that
1002 * the last two changes should make original Supaplex level 93 solvable
1003 * improved use of random number generator to make it less predictable
1004 * fixed behaviour of slippery SP elements to let slip left, then right
1007 * fixed bug with wrong door state after trying to quickload empty tape
1008 * fixed waste of static memory usage of the binary, making it smaller
1009 * fixed very little graphical bug in Supaplex explosion
1012 * version number set to 3.1.1
1015 * version 3.1.0 released
1018 * fixed bug with crash when writing user levelinfo.conf the first time
1021 * added option "convert LEVELDIR [NR]" to command line batch commands
1022 * re-converted Supaplex levels to apply latest engine fixes
1023 * changed "use graphic/sound of element" to "use graphic of element"
1024 due to compatibility problems with some levels ("bug machine" etc.)
1027 * fixed bug with CE change replacing player with same or other player
1030 * fixed bug with opaque font in envelope with background graphic when
1031 background graphic is not transparent itself
1034 * added "gravity on" and "gravity off" ports for Supaplex compatibility
1035 * corrected original Supaplex level loading code to use these new ports
1036 * also corrected Supaplex loader to auto-count infotrons if set to zero
1039 * fixed bug with missing initialization of "modified" flag for GEs
1042 * fixed bug that caused endless recursion loop when relocating player
1043 * fixed tape recorder bug in "step mode" when using "pause before end"
1044 * fixed tape recorder bug when changing from "warp forward" mode
1047 * fixed bug with "when touching" for pushed elements at last position
1050 * fixed bug that caused two activated toolbox buttons in level editor
1051 * fixed bug with exploding dynabomb under player due to other explosion
1054 * fixed bug with creating walkable custom element under player (again)
1055 * fixed bug with not copying explosion type when copying CEs in editor
1056 * fixed graphical bug when drawing player in setup menu (input devices)
1057 * fixed graphical bug when the player is pushing an accessible element
1058 * fixed bug with classic switchable elements triggering CE changes
1059 * fixed bug with entering/leaving walkable element in RelocatePlayer()
1060 * fixed crash bug when CE leaves behind the trigger player element
1063 * fixed bug with broken tubes after placing/exploding dynamite in them
1064 * fixed bug with exploding dynamite under player due to other explosion
1065 * fixed bug with not resetting push delay under certain circumstances
1068 * added option "handicap" for "levelinfo.conf" (thanks to Niko Böhm)
1069 * added network multiplayer code for Windows (thanks to Niko Böhm)
1072 * added option "reachable despite gravity" for gravity movement
1073 * changed gravity movement of most classic walkable and passable
1074 elements back to "not reachable" (for compatibility reasons)
1077 * fixed (removed) "indestructible" / "can explode" dependency in editor
1078 * fixed (removed) "accessible inside" / "protected" dependency
1079 * fixed (removed) "step mode" / "shield time" dependency
1082 * fixed dynabombs exploding now into anything diggable
1083 * fixed Supaplex style gravity movement into buggy base now impossible
1084 * added pressing key "space" as valid action to select menu options
1087 * added "replace when walkable" to relocate player to walkable element
1088 * added "enter"/"leave" event for elements affected by relocation
1089 * fixed "direct"/"indirect" change order also for "when change" event
1090 * fixed graphical bug when pushing things from elements walkable inside
1093 * fixed graphic bug when player is snapping while moving in old levels
1094 * fixed bug when a moving custom element leaves a player element behind
1095 * fixed bug with mole not disappearing when moving into acid pool
1096 * fixed bug with incomplete path setting when using "--basepath" option
1097 * moving CE can now leave walkable elements behind under the player
1098 * when relocating, player can be set on walkable element now
1099 * fixed another gravity movement bug
1102 * uploaded pre-release (test) version 3.1.0-2 binary and source code
1105 * added "collectible" and "removable" to extended replacement types
1106 (where "removable" replaces "diggable" and "collectible" elements)
1107 * added "collectible & throwable" (to throw element to the next field)
1108 * fixed bug with CEs digging elements that are just about to explode
1109 * changed mouse cursor now always being visible when game is paused
1112 * added possibility to push/press accessible elements from a side that
1114 * fixed bug with not setting actual date when appending to tape
1117 * fixed bug with incorrectly initialized custom element editor graphics
1120 * corrected set "Contributions_1995-2000/rnd_kjell_kristiansson":
1121 - number of levels corrected from 18 to 17 in "levelinfo.conf"
1124 * fixed bug with destroyed robot wheel still attracting robots forever
1125 * fixed bug with time gate switch deactivating after robot wheel time
1126 (while the time gate itself is not affected by this misbehaviour)
1127 * changed behaviour of BD style amoeba to always get blocked by player
1128 (before it was different when there were non-BD elements in level)
1129 * fixed bug with player destroying indestructable elements with shield
1132 * added option to make growing elements grow into anything diggable
1133 (for the various amoeba types, biomaze and "game of life")
1136 * fixed bug with movable elements not moving after left behind by CEs
1137 * changed gravity movement to anything diggable, not only sand/base
1138 * optionally allowing passing to walkable element, not only empty space
1139 * added option "can pass to walkable element" for players
1140 * finally fixed gravity movement (hopefully)
1143 * fixed bug with movable elements not moving anymore after falling down
1146 * fixed another bug with custom elements digging and leaving elements
1147 * fixed bug with "along left/right side" and automatic start direction
1148 * trigger elements now also displayed when "more custom" deactivated
1149 * fixed bug with clipboard element initialized when loading new level
1150 * added option "drop delay" to set delay before dropping next element
1153 * uploaded pre-release (test) version 3.1.0-1 binary and source code
1156 * added copy and paste functions for custom change pages
1157 * enhanced graphical display and functionality of tape recorder
1158 * fixed bug with custom elements digging and leaving elements
1161 * added move speed faster than "very fast" for custom elements
1162 * fixed bug with 3+3 style explosions and missing border content
1163 * fixed little bug when copying custom elements in the editor
1164 * enhanced custom element changes by more side trigger actions
1167 * added option "no scrolling when relocating" for instant teleporting
1168 * uploaded pre-release (test) version 3.1.0-0 binary and source code
1171 * added trigger element and trigger player to use as target elements
1172 * added copy and paste functions for custom and group elements
1175 * fixed graphical bug when displaying explosion animations
1176 * fixed bug when appending to tapes, resulting in broken tapes
1177 * re-recorded a few tapes broken by fixing gravity checking bug
1180 * "can move into acid" property now for all elements independently
1181 * "can fall into acid" property for player stored in same bitfield now
1182 * added option for deadliness of Supaplex 'sniksnak' and 'electron'
1183 * version number set to 3.1.0 (finally!)
1186 * changed tape recording to only record input, not programmed actions
1189 * fixed totally broken (every 8th frame skipped) step-by-step recording
1190 * fixed bug with requester not displayed when quick-loading interrupted
1191 * added option "can fall into acid (with gravity)" for players
1192 * fixed bug with player not falling when snapping down with gravity
1195 * fixed bug which messed up key config when using keypad number keys
1198 * fixed bug which allowed moving upwards even when gravity was active
1199 * fixed bug with missing error handling when dumping levels or tapes
1202 * added different colored editor graphics for Supaplex gravity tubes
1205 * fixed bug that allowed solvable tapes for unsolvable levels
1208 * use unlimited number of droppable elements when "count" set to zero
1209 * added option to use step limit instead of time limit for level
1212 * added player and change page as trigger for custom element change
1215 * fixed bug with exploding amoeba (explosion 3x3 instead of 1x1)
1218 * fixed bug with dark yamyam changing to acid when moving over acid
1219 * fixed handling of levels with more than 999 seconds level time
1220 (example: level 76 of "Denmine")
1223 * "spring push bug" reintroduced as configurable element property
1224 * fixed bug with missing properties for "mole"
1225 * fixed bug that showed up when fixing the above "mole" properties bug
1226 * added option "can move into acid" for all movable elements
1227 * fixed graphical bug for elements moving into acid
1228 * changed event handling to handle all pending events before going on
1231 * fixed bug which caused all CE change pages to be ignored which had
1232 the same change event, but used a different element side
1233 (reported by Simon Forsberg)
1235 * fixed bug which caused elements that can move and fall and that are
1236 transported by a conveyor belt to continue moving into that direction
1237 after leaving the conveyor belt, regardless of their own movement
1238 type; only elements which can not move are transported now
1239 (reported by Simon Forsberg)
1241 * fixed bug which could cause an array overflow in RelocatePlayer()
1242 (reported by Niko Böhm)
1244 * changed Emerald Mine style "passable / over" elements to "protected"
1245 (fixing unsolvable level 10 of "Bondmine 9" with bug beside gate)
1247 * added new option to select from which side a "walkable/passable"
1248 element can be entered
1251 * added explosion and ignition delay for elements that can explode
1254 * fixed bug which caused player not being protected against enemies
1255 when a CE was "walkable / inside" and was not "indestructible"
1256 * added "walkable/passable" fields to be "protected/unprotected"
1257 against enemies, even if not accessible "inside" but "over/under"
1260 * corrected move pattern to 32 bit and initial move direction to 8 bit
1263 * added second custom element base configuration page
1266 * added some special EMC mappings to Emerald Mine level loader
1267 (also covering previously unknown element in level 0 of "Bondmine 8")
1270 * added option to block last field when player is moving (for Supaplex)
1271 * adjusted push delay of Supaplex elements
1272 * removed delays for envelopes etc. when replaying with maximum speed
1273 * fixed bug when dropping element on a field that just changed to empty
1276 * fixed bug: infotrons can now smash yellow disks
1277 * fixed bug: when gravity active, port above player can now be entered
1278 * removed "one white dot" mouse pointer which irritated some people
1281 * added "choice type" for group element selection
1284 * fixed bug with initial invulnerability of non-yellow player
1287 * added level loader for loading native Supaplex packed levels
1288 (including multi-part levels like the "splvls99" levels)
1291 * fixed bug which allowed creating emeralds by escaping explosions
1294 * custom elements can change (limited) or leave (unlimited) elements
1295 * finally added multiple matches using group elements
1296 * added shortcut to dump brush (type ":DB" in editor) for use in forum
1299 * added new start movement type "previous" for continued CE movement
1300 * added new start movement type "random" for random CE movement start
1303 * added new element "sokoban_field_player" needed for Sokoban levels
1304 (thanks to Ed Booker for pointing this out!)
1307 * added elements that can be digged or left behind by custom elements
1310 * added group elements for multiple matches and random element creation
1313 * fixed some graphical errors displayed in old levels
1316 * fixed wrong double speed movement after passing closing gates
1319 * added level loader for loading native Emerald Mine levels
1322 * changes for "shooting" style CE movement
1325 * Happy New Year! ;-)
1328 * changed default snap/drop keys from left/right Shift to Control keys
1331 * fixed bug with dead player getting reanimated from custom element
1334 * fixed bug with wrong penguin graphics (when entering exit)
1337 * fixed bug with wrong "Murphy" graphics (when digging etc.)
1340 * version number set to 3.0.9
1343 * version 3.0.8 released
1346 * added function checked_free()
1349 * fixed bug with double nut cracking sound
1350 (by eliminating "default element action sound" assignment in init.c)
1353 * fixed crash when no music info files are available
1356 * fixed boring and sleeping sounds
1359 * added "maze runner" and "maze hunter" movement types
1360 * added extended collision conditions for custom elements
1363 * added warnings for undefined token values in artwork config files
1366 * added menu entry for level set information to the info screen
1369 * fixed bug with wrong default impact sound for colored emeralds
1372 * added several sub-screens for the info screen
1373 * menu text now also clickable (not only blue/red sphere left of it)
1376 * added configurable "bored" and "sleeping" animations for the player
1377 * added "awakening" sound for player when waking up after sleeping
1380 * added "copy" and "exchange" functions for custom elements to editor
1383 * added configurable element animations for info screen
1386 * added configurable music credits for info screen
1389 * finally fixed tape recording when player is created from CE change
1392 * added "editorsetup.conf" for editor element list configuration
1395 * added "musicinfo.conf" for menu and level music configuration
1398 * fixed a very nasty bug in dragon turning code in TurnRoundExt()
1399 (that only showed up on Linux, but not on Windows systems)
1402 * fixed turning movement of butterflies and fireflies (no frame reset)
1403 * enhanced sniksnak turning movement (two steps instead of only one)
1406 * version number set to 3.0.8
1409 * version 3.0.7 released
1412 * fixed reset of player animation frame when, for example,
1413 walking, digging or collecting share the same animation
1414 * fixed CE with "deadly when touching" exploding when touching amoeba
1417 * fixed tape recording when player is created from CE element change
1420 * introduced "turning..." action graphic for elements with move delay
1421 (non-CE: bug, spaceship, sniksnak, mole, pacman, yamyam)
1422 * added turning animations for bug, spaceship and sniksnak
1425 * prevent "extended" changed elements from delay change in same frame
1428 * fixed bug when pushing element that can move away to the side
1429 (like pushing falling elements, but now with moving elements)
1432 * finally fixed serious bug in code for delayed element pushing (again)
1435 * unavailable setup options now marked as "n/a" instead of "off"
1436 * new boolean directive "latest_engine" for "levelinfo.conf": when set
1437 to "true", levels are always played with the latest game engine,
1438 which is desired for levels that are imported from other games; all
1439 other levels are played with the engine version stored in level file
1440 (which is normally the engine version the level was created with)
1443 * fixed serious bug in code for delayed element pushing
1444 * fixed little bug in animation frame selection for pushed elements
1445 * speed-up of reading config file for verbose output
1448 * added configuration option for opening and closing Supaplex exit
1449 * added configuration option for moving up/down animation for Murphy
1450 * fixed incorrectly displayed animation for attacking dragon
1451 * fixed bug with not setting initial gravity for each new game
1452 * fixed bug with teleportation of player by custom element change
1453 * fixed bug with player not getting smashed by rock sometimes
1456 * version number set to 3.0.7
1459 * version 3.0.6 released
1462 * added support for MP3 music for SDL version through SMPEG library
1465 * fixed bug when initializing font graphic structure
1466 * fixed bug with animation mode "pingpong" when using only 1 frame
1467 * fixed bug with extended change target introduced in 3.0.5
1468 * fixed bug where passing over moving element doubles player speed
1469 * fixed bug with elements continuing to move into push direction
1470 * fixed bug with duplicated player when dropping bomb with shield on
1471 * added "switching" event for custom elements ("pressing" only once)
1472 * fixed switching bug (resetting flag when not switching but not idle)
1475 * fixed element tokens for certain file elements with ".active" etc.
1478 * version number set to 3.0.6
1481 * version 3.0.5 released
1484 * now four envelope elements available
1485 * font, background, animation and sound for envelope now configurable
1486 * main menu doors opening/closing animation type now configurable
1489 * active/inactive sides configurable for custom element changes
1490 * new movement type "move when pushed" available for custom elements
1493 * fixed bug in multiple config pages loader code that caused crashes
1496 * enhanced (remaining low-resolution) Supaplex graphics
1499 * version number set to 3.0.5
1502 * version 3.0.4 released
1504 2003-09-12 src/tools.c
1505 * fixed bug in custom definition of crumbled element graphics
1507 2003-09-11 src/files.c
1508 * fixed bug in multiple config pages code that caused crashes
1511 * version number set to 3.0.4
1514 * version 3.0.3 released
1517 * added music to Supaplex classic level set
1519 2003-09-07 src/libgame/misc.c
1520 * added support for loading various music formats through SDL_mixer
1522 2003-09-06 (various source files)
1523 * fixed several nasty bugs that may have caused crashes on some systems
1524 * added envelope content which gets displayed when collecting envelope
1525 * added multiple change event pages for custom elements
1527 2003-08-24 src/game.c
1528 * fixed problem with player animation when snapping and moving
1530 2003-08-23 src/screens.c, src/cartoons.c, src/libgame/toons.c
1531 * fixed problem with flickering when drawing toon animations
1533 2003-08-23 src/libgame/sdl.c
1534 * fixed problem with setting mouse cursor in SDL version in fullscreen
1536 2003-08-23 src/game.c
1537 * fixed bug (missing array boundary check) which could crash the game
1540 * version number set to 3.0.3
1543 * version 3.0.2 released
1545 2003-08-21 src/game.c
1546 * fixed bug with creating inaccessible elements at player position
1548 2003-08-20 src/init.c
1549 * fixed bug with not finding current level artwork directory
1551 2003-08-20 src/files.c
1552 * fixed bug with choosing wrong engine version when playing tapes
1553 * fixed bug with messing up custom element properties in 3.0.0 levels
1556 * version number set to 3.0.2
1559 * version 3.0.1 released
1561 2003-08-17 (no source files affected)
1562 * changed all "classic" PCX image files with 16 colors or less to
1563 256 color (8 bit) storage format, because the Allegro game library
1564 cannot handle PCX files with less than 256 colors (contributed
1565 graphics are not affected and might look wrong in the DOS version)
1567 2003-08-16 src/init.c
1568 * fixed bug which (for example) crashed the level editor when defining
1569 "dynamite.EDITOR: [NONE]", because graphics may not be undefined
1570 (only set to default) -- invalid graphics now set to default graphic
1572 2003-08-16 src/init.c
1573 * fixed graphical bug of player digging/collecting/snapping element
1574 when no corresponding graphic/animation is defined for this action,
1575 resulting in player being drawn as EL_EMPTY (which should only be
1576 done to elements being collected, but not to the player)
1578 2003-08-16 src/game.c
1579 * fixed small graphical bug of player not totally moving into exit
1581 2003-08-16 src/libgame/setup.c
1582 * fixed bug with wrong MS-DOS 8.3 filename conversion
1584 2003-08-16 src/tools.c
1585 * fixed bug with invisible mouse cursor when pressing ESC while playing
1587 2003-08-16 (various source files)
1588 * added another 128 custom elements (disabled in editor by default)
1590 2003-08-16 src/editor.c
1591 * fixed NULL string bug causing Solaris to crash in sprintf()
1593 2003-08-16 src/screen.c
1594 * fixed drawing over scrollbar on level selection with custom fonts
1596 2003-08-15 src/game.c
1597 * cleanup of simple sounds / loop sounds / music settings
1599 2003-08-08 (various source files)
1600 * added custom element property for dropping collected elements
1602 2003-08-08 src/conf_gfx.c
1603 * fixed bug with missing graphic for active red disk bomb
1605 2003-08-07 src/files.c, src/editor.c src/game.c, src/main.h
1606 * extended variable "level.gravity" to "level.initial_gravity" and
1607 "game.current_gravity" to prevent level setting from being changed
1608 by playing the level (keeping the runtime value after playing)
1610 * fixed graphics bug when digging element that has 'crumbled' graphic
1611 definition, but not 'diggable' graphic definition
1614 * version number set to 3.0.1
1617 * version 3.0.0 released
1620 * various bug fixes; among others:
1621 - fixed bug with pushing spring over empty space
1622 - fixed bug with leaving tube while placing dynamite
1623 - fixed bug with explosion of smashed penguins
1624 - allow Murphy player graphic in levels with non-Supaplex elements
1628 * I have forgotten to document changes for some time
1631 * pre-release version 2.2.0rc1 released
1634 * version number set to 2.1.2
1637 * version 2.1.1 released
1640 * version number set to 2.1.1
1643 * version 2.1.0 released
1646 * version number set to 2.1.0
1648 2002-04-03 to 2002-05-19 (various source files)
1649 * graphics, sounds and music now fully configurable
1650 * bug fixed that prevented walking through tubes when gravity on
1652 2002-04-02 src/events.c, src/editor.c
1653 * Make Escape key less aggressive when playing or when editing level.
1654 This can be configured as an option in the setup menu. (Default is
1655 "less aggressive" which means "ask user if something can be lost"
1656 when pressing the Escape key.)
1658 2002-04-02 src/screen.c
1659 * Added "graphics setup" screen.
1661 2002-04-01 src/screen.c
1662 * Changed "choose level" setup screen stuff to be more generic (to
1663 make it easier to add more "choose from generic tree" setup screens).
1665 2002-04-01 src/config.c, src/timestamp.h
1666 * Added source files "src/config.[ch]" and "src/timestamp.h" (which
1667 automatically gets created by "src/Makefile" and contains an actual
1668 compile-time timestamp to identify development versions of the game).
1670 2002-03-31 src/tape.c, src/events.c
1671 * Added quick game/tape save/load functions to tape stuff which can be
1672 invoked by a keyboard shortcut. Default: "F1" saves game/tape, "F2"
1673 loads previously recorded tape and directly goes into recording mode
1674 from the end of the tape (therefore appending to the tape).
1676 2002-03-31 src/tape.c
1677 * Added "index mark" function to tape recorder. When playing or
1678 recording, "eject" button changes to "index" button. Setting index
1679 mark is not yet implemented, but pressing index button when playing
1680 allows very quick advancing to end of tape (when normal playing),
1681 very fast forward mode (when playing with normal fast forward) or
1682 very fast reaching of "pause before end of tape" (when playing with
1683 "pause before end" playing mode).
1685 2002-03-30 src/cartoons.c
1686 * Moved some stuff from cartoons.c to the new "src/libgame/toons.c".
1688 2002-03-29 src/screen.c
1689 * Changed setup screen stuff to be more generic (to make it easier
1690 to add more setup screens).
1692 2002-03-23 src/main.c, src/main.h
1693 * Various changes due to the introduction of the new libgame files
1694 "setup.c" and "joystick.c".
1696 2002-03-23 src/files.c
1697 * Generic parts of "src/files.c" (mainly setup and level directory
1698 stuff) moved to new libgame file "src/libgame/setup.c".
1700 2002-03-23 src/joystick.c
1701 * File "src/joystick.c" moved to libgame source tree, with
1702 correspondig changes.
1704 2002-03-22 src/screens.c
1705 * "HandleChooseLevel()": Another bug in level series navigation fixed.
1706 (Wrong level series information displayed when entering main group.)
1708 2002-03-22 src/editor.c
1709 * Slight change to support new gadget event "GD_EVENT_INFO_LEAVING".
1711 2002-03-22 src/editor.c
1712 * Changed behaviour of "Escape" key in level editor to be more
1713 intuitive: When in "Element Properties" or "Level Info" mode,
1714 return to "Drawing Mode" instead of leaving the level editor.
1716 2002-03-21 src/game.c, src/editor.c, src/files.c
1717 * 2.0.1 introduced the corrected "Emerald Mine" style behaviour of
1718 gems (emeralds, diamonds, ...) slipping down from normal wall,
1719 steel wall and growing wall (as in E.M.C. style levels). Although
1720 the behaviour of contributed and private levels wasn't changed (due
1721 to the use of "level.game_version"; see previous entry), editing
1722 those levels will (of course) change the behaviour accordingly.
1724 This change seems a bit too hard after thinking about it, because
1725 the EM style behaviour is not the "expected" behaviour (gems would
1726 normally only slip down from "rounded" walls). Therefore this was
1727 now changed to an element property for gem style elements, with the
1728 default setting "off" (which means: no special EM style behaviour).
1729 To fix older converted levels, this flag is set to "on" for pre-2.0
1730 levels that are neither contributed nor private levels.
1732 2002-03-20 src/files.h
1733 * Corrected settings for "level.game_version" depending of level type.
1734 (Contributed and private levels always get played with game engine
1735 version they were created with, while converted levels always get
1736 played with the most recent version of the game engine, to let new
1737 corrections of the emulation behaviour take effect.)
1739 2002-03-20 src/main.h
1740 * Added "#include <time.h>". This seems to be needed by "tape.c" for
1741 compiling the SDL version on some systems.
1742 Thanks to the several people who pointed this out.
1745 * Version number set to 2.0.2.
1748 * Version 2.0.1 released.
1750 2002-03-18 src/screens.c
1751 * "HandleChooseLevel()": Small bug in level series navigation fixed.
1753 2002-03-18 src/files.c [src/libgame/misc.c]
1754 * Moved some common functions from src/files.c to src/libgame/misc.c.
1756 2002-03-18 src/files.c [src/libgame/misc.c]
1757 * Changed permissions for new directories and saved files (especially
1758 score files) according to suggestions of Debian users and mantainers.
1759 Thanks to Drew Parsons <dparsons@emerall.com> for the patch.
1761 2002-03-17 src/files.c
1762 * Changed "{Load|Save}{Level|Tape}()" to IFF style file format:
1763 Replaced "cookie" header string ("ROCKSNDIAMONDS_...\n") with
1764 real IFF style header "RND1....XXXX" (where "XXXX" is "CAVE"
1765 for levels and "TAPE" for tapes). Old "cookie" style format is
1766 still supported for reading. New level and tape files are written
1769 * New IFF chunk "VERS" contains version numbers for file and game
1770 (where "game version" is the version of the program that wrote the
1771 file, and "file version" is a version number to distinguish files
1772 with different format, for example after adding new features).
1774 2002-03-15 src/screen.c
1775 * "DrawHallOfFame()": "FadeSounds()" when entering the hall of fame.
1776 (Before, you heard a mixture of the in-game music and the
1777 hall-of-fame music.)
1779 2002-03-14 src/events.c
1780 * Function "DumpTape()" (files.c) now available by pressing 't' from
1781 main menu (when in DEBUG mode).
1783 2002-03-14 src/game.c
1784 * "GameWon()": When game was won playing a tape, now there is no delay
1785 raising the score and no corresponding sound is played.
1787 2002-03-14 src/files.c
1788 * Changed "LoadTape()" for real chunk support and also adjusted
1789 "SaveTape()" accordingly.
1791 2002-03-14 src/game.c, src/tape.c, src/files.c
1792 * Important changes to tape format: The old tape format stored all
1793 actions with a real effect with a corresponding delay between the
1794 stored actions. This had some major disadvantages (for example,
1795 push delays had to be ignored, pressing a button for some seconds
1796 mutated to several single button presses because of the non-action
1797 delays between two action frames etc.). The new tape format just
1798 stupidly records all device actions and replays them later. I really
1799 don't know why I haven't solved it that way before?! Old-style tapes
1800 (with tape file version less than 2.0) get converted to the new
1801 format on-the-fly when loading and can therefore still be played;
1802 only some minor parts of the old-style tape handling code was needed.
1803 (A perfect conversion is not possible, because there is information
1804 missing about the device actions between two action frames.)
1806 2002-03-14 src/files.c
1807 * New function "DumpTape()" to dump the contents of the current tape
1808 in a human readable format.
1810 2002-03-14 src/game.c
1811 * Small tape bug fixed: When automatically advancing to next level
1812 after a game was won, the tape from the previous level still was
1813 loaded as a tape for the new level.
1815 2002-03-14 src/tape.c
1816 * Small graphical bug fixed: When pressing ""Record" or "Play" on
1817 tape, cartoons did not get completely removed because
1818 StopAnimation() was not called.
1820 2002-03-13 src/files.c
1821 * Changed "LoadLevel()" and "SaveLevel()" to add new chunk "CNT2".
1822 Fixed bug of "CONT" and "BODY" (chunk size was set to 8-bit element
1823 size even when using 16-bit elements). Added new chunk "CNT2" for
1824 16-bit amoeba content (previously written in 8-bit field in "HEAD"
1825 chunk even when content was 16-bit element). "CNT2" should now be
1826 able to store content for arbitrary elements (up to eight blocks of
1827 3 x 3 element arrays). All "CNT2" elements will always be stored as
1828 16-bit elements. "CONT" (with 8/16-bit elements) now obsolete.
1830 2002-03-13 src/files.c
1831 * Changed "LoadLevel()" for real chunk support.
1833 2002-03-12 src/game.c
1834 * Fixed problem (introduced after 2.0.0 release) with penguins
1835 not getting killed by enemies
1837 2002-02-24 src/game.c, src/main.h
1838 * Added "player->is_moving"; now "player->last_move_dir" does
1839 not contain any information if the player is just moving at
1841 Before, "player->last_move_dir" was misused for this purpose
1842 for the robot stuff (robots don't kill players when they are
1843 moving). But setting "player->last_move_dir" to MV_NO_MOVING
1844 broke tapes when walking through pipes!
1845 ("IS_MOVING()" uses "MovPos[][]", but this fails when it is 0
1846 in a continuous movement. This fact is ignored for friends and