2 * added <space> key as additional valid key to use for confirm requester
5 * improved menu fading, adding separate fading definitions for entering
6 and leaving a "content" screen (in general), and optional definitions
7 for the special "content" screens SCORES, EDITOR, INFO and PLAYING
10 * added (currently invisible) setup option to define scroll delay value
11 * fixed small bug in priority handling when auto-detecting level start
12 position in levels without player element (but player from CE etc.)
13 * added option "game.forced_scroll_delay_value" to override user choice
14 of scroll delay value for certain level sets with "graphicsinfo.conf"
15 * replaced setup option "scroll delay: on/off" by new setup option that
16 directly allows selecting the desired scroll delay value from 0 to 8
19 * added displaying of most game panel control elements (not animated)
22 * added new configuration directives to display additional game engine
23 values on the game control panel, like the following examples:
24 - game.panel.time_hh/time_mm/time_ss - level time in HH/MM/SS format
25 - game.panel.penguins - number of penguins to rescue
26 - game.panel.level_name - level name of current level
29 * added support for preview tile sizes "1" and "2" (1x1 and 2x2 pixels)
32 * added new player option "no centering when relocating" for "invisible"
33 teleportations to level areas that look exactly the same, giving the
34 illusion that the player did not relocate at all (this was the default
35 since 3.2.3, but caused visual problems with room creation in "Zelda")
36 * added new menu fading effect "melt", shamelessly stolen from "DOOM"
39 * improved menu fading, adding separate fading definitions for entering
40 and leaving a menu and for fading between menu and "content" screens
41 * fixed small bug with recognizing also ".font_xyz" style definitions
44 * improved menu fading, adding separate fading definitions for fading
45 between menu screens and fading between menu and "destination" screens
48 * titlemessage_initial_x and titlemessage_x set to "[DEFAULT]" in static
49 configuration (set from "[titlemessage_initial]" and "[titlemessage]")
50 * fading settings of "[titlemessage_initial]" and "[titlemessage]" set
51 to "[DEFAULT]" in static configuration (set from "[title_initial]" and
53 * improved title fading, allowing fading animation types "none", "fade"
54 and "crossfade" (including cross-fading of last title to main menu)
57 * added configurability of graphics, sounds and music for title screens,
58 which are separated into initial title screens (only shown once at
59 program startup) and title screens shown for a given level set; these
60 title screens can be composed of up to five title images and up to
61 five title text messages (each drawn using an optional background
62 image), also using background music and/or sounds; aspects like
63 background images, sounds and music of title screens can either be
64 defined generally (valid for all title screens) or specifically (and
65 therefore differently for each title screen) using these directives:
67 to define a background image, sound or music file for all screens:
68 - background.TITLE_INITIAL (for all title screens for game startup)
69 - background.TITLE (for all title screens for level sets)
71 to define a background image, sound or music file for a single screen:
72 - background.titlescreen_initial_x (with x in 1,2,3,4,5)
73 - background.titlescreen_x (with x in 1,2,3,4,5)
74 - background.titlemessage_initial_x (with x in 1,2,3,4,5)
75 - background.titlemessage_x (with x in 1,2,3,4,5)
77 to define the title screen images:
78 - titlescreen_initial_x (with x in 1,2,3,4,5)
79 - titlescreen_x (with x in 1,2,3,4,5)
81 to define the title text messages, place text files into the level set
82 directory that have the following file names:
83 - titlemessage_initial_x.txt (with x in 1,2,3,4,5)
84 - titlemessage_x.txt (with x in 1,2,3,4,5)
86 to define the properties of the text messages, either use directives
87 that affect all text messages:
88 - [titlemessage_initial].<suffix>
89 - [titlemessage].<suffix>
90 or use directives that affect single text messages:
91 - titlemessage_initial_x.<suffix> (with x in 1,2,3,4,5)
92 - titlemessage_x.<suffix> (with x in 1,2,3,4,5)
94 valid values for <suffix> are the same as for readme.<suffix> below;
95 use ".sort_priority" (default: 0) to define an arbitrary order for
96 title images and title messages (which can therefore be mixed)
99 * added full configurability of "readme.txt" screen appearance:
100 - readme.x: <left position used with alignment>
101 - readme.y: <top position>
102 - readme.width: <maximim text width in pixels>
103 - readme.height: <maximum text height in pixels>
104 - readme.chars: <maximum number of chars per line>
105 - readme.lines: <maximum number of lines displayed>
106 - readme.align: left,center,right (default: center)
107 - readme.top: top,middle,bottom (default: top)
108 - readme.font: font name
109 - readme.autowrap: true,false (default: true)
110 - readme.centered: true,false (default: false)
111 - readme.parse_comments: true,false (default: true)
112 - readme.sort_priority: (not used here, but only for title screens)
113 when "readme.chars" and/or "readme.lines" is set to "-1" (this is the
114 default), they are automatically determined from "readme.width" and
115 "readme.height" accordingly; when they are not "-1", they have
116 precedence over "readme.width" and "readme.height"
117 * added internal ad-hoc config settings for displaying text files like
118 title messages or "readme.txt" style level set info files:
119 - .font: font name (default: readme.font)
120 - .autowrap: true,false (default: readme.autowrap)
121 - .centered: true,false (default: readme.centered)
122 - .parse_comments: true,false (default: readme.parse_comments)
123 (the leading '.' and the separating ':' are mandatory here); to use
124 these ad-hoc settings, they have to be written inside a comment, like
125 "# .autowrap: false" or "# .centered: true"; these settings then
126 override the above global settings (they can even be used more than
127 once, like "# .centered: true", then some text that should be drawn
128 centered, then "# .centered: false" to go back to non-centered text;
129 important note: after using "# .parse_comments: false", or when using
130 "readme.parse_comments: false", detecting and parsing comments inside
131 the file is disabled and comments are just printed like normal text;
132 also be aware that all automatic text size calculations are done with
133 the font defined in "readme.font", while using different fonts using
134 "# .font: <font>" inside the text file may cause unexpected results
137 * changed some numerical limits in the level editor from 255 to 999
140 * added option "system.sdl_videodriver" to select SDL video driver
141 * added output of SDL video and audio driver to "version info" page
144 * added group element drawing to IntelliDraw drawing functions
145 * fixed animation resetting problem again (last try broke Snake Bite)
146 * fixed diagonal scrolling in screen scrolling (last try broke Pac Man)
149 * added new (special) "include: <filename>" directive that works in all
150 configuration files (like "graphicsinfo.conf") and that has the same
151 effect as if that directive would be replaced with the content of the
152 specified file (this can be useful to split large configuration files
153 into several smaller ones and include them from one main file, or to
154 store configuration settings that always stay the same into a separate
155 file, while including it and only add those parts that really change)
158 * fixed minor bug (screen redraw of player tiles) in EMC graphics engine
161 * fixed bug in "InitMovingField()" where treating an integer array as
162 boolean caused wrong resetting of animations while elements are moving
163 * fixed problem with resetting animations when starting element change
166 * added sort priority for order of title screens and title messages
169 * changed end of game again: do not wait for the user to press a key
170 anymore, but directly ask/confirm tape saving and go to hall of fame
171 * re-enabled quitting of lost game by pressing space or return again
172 * added blanking of mouse pointer when displaying title screens
173 * added remaining menu draw offset definitions for info sub-screens
176 * added setup option to select game speed (from very slow to very fast)
177 * improved handling of title text messages (initial and for level set)
180 * added new options "auto-wrap" and "centered" for DC2 style envelopes
183 * fixed displaying and typing of player name when it is centered
184 * added special characters to be allowed for player name (not only A-Z)
187 * fixed blit in ScrollLevel() to same bitmap to not overlap anymore
188 (newer versions of the SDL library seem to not like this anymore)
191 * added code for configuration directives for control of game panel
194 * fixed small cosmetical bug with underlining property tabs in editor
197 * fixed small drawing bug in X11FadeRectangle
198 * added new elements for newly supported Diamond Caves II levels:
199 - EM/DC style exits that disappear after passing
200 - white key and gate (one white key needed for each white gate)
201 - fake gate (there is no key to open/pass this kind of gate!)
202 - extended magic wall which also handles pearls and crystals
206 * changed maximum value for endless loop detection to a higher value
207 (some levels really used very deep recursion without being endless)
210 * added new elements for newly supported Diamond Caves II levels:
211 - growing steel walls
212 - snappable land mine
215 * added new elements for newly supported Diamond Caves II levels:
216 - steel text elements
219 * added level file loader for native Diamond Caves II levels
222 * version number set to 3.2.4
225 * version 3.2.3 released
228 * fixed malloc/free bug when updating EMC artwork entries in level list
229 * added workaround (warning and request to quit the current game) when
230 changing elements cause endless recursion loop (which would otherwise
231 freeze the game, causing a crash-like program exit on some systems)
234 * fixed nasty string overflow bug when entering too long envelope text
237 * added feedback sounds for menu navigation "menu.item.activating" and
238 "menu.item.selecting" (for highlighting and executing menu entries)
241 * improved "no scrolling when relocating" to also consider scroll delay
242 (meaning that the player is not automatically centered in this case;
243 this makes it possible to "invisibly" relocate the player to a region
244 of the level playfield which looks the same as the old level region)
245 * fixed bug with not recognizing "main.input.name.align" when active
248 * fixed bug with displaying masked borders over title screens when
249 screen fading is disabled
252 * fixed infinite loop / crash bug when killing the player while having
253 a CE with the setting "kill player X when explosion of <player X>"
254 * added special editor graphic for "char_space" to distinguish it from
255 "empty_space" when editing a level (in-game graphics still the same)
258 * fixed nasty bug with initialization only done for the first player
261 * small change to handle loading empty element/content list micro chunks
264 * uploaded pre-release (test) version 3.2.3-0 binary and source code
267 * some optimizations on startup speed by reducing initial text output
270 * added caching of custom artwork information for faster startup times
273 * fixed graphical bug when using fewer menu entries on level selection
274 screen than usual (with "menu.list_size.LEVELS" directive)
275 * fixed crash bug (Windows/SDL only) caused by BlitBitmap blitting from
276 the backbuffer to the backbuffer by error (with identical rectangle)
279 * fixed bug when displaying titlescreen with size less than element tile
280 * fixed bug that caused elements with "change when digging <e>" event
281 to change for _every_ digged element, not only those specified in <e>
282 * fixed bug that caused impact style collision when dropping element one
283 tile over the player that can both fall down and smash players
284 * fixed bug that caused impact style collision when element changed to
285 falling/smashing element over the player immediately after movement
288 * fixed bug that allowed making engine snapshots from the level editor
291 * fixed bugs with player name and current level positions on main screen
294 * added configuration directives for control of title screens:
295 - "title.fade_delay" for fading time
296 - "title.post_delay" for pause between screens (when not crossfading)
297 - "title.auto_delay" to automatically continue after some time
298 these settings can each be overridden by specifying them with titles:
299 - "titlescreen_initial_{1-5}.{fade_delay,post_delay,auto_delay}"
300 - "titlescreen_{1-5}.{fade_delay,post_delay,auto_delay}"
301 fading mode can also be specified:
302 - "titlescreen_initial_{1-5}.anim_mode: {fade,crossfade}
303 - "titlescreen_{1-5}.anim_mode: {fade,crossfade}
304 default is using normal fading for menues and initial title screens,
305 while using cross-fading for level set title screens
306 * fixed bug with background not drawn in Hall of Fame after game was won
309 * added configuration directives for the remaining main menu items
312 * added additional configuration directives for info screen draw offset:
313 menu.draw_{x,y}offset.INFO[{ELEMENTS,MUSIC,CREDITS,PROGRAM,LEVELSET}]
314 * added additional configuration directives for preview info text
315 * limited mouse wheel sensitive screen area to scrollable screen area
318 * added highlighted menu text entries to menu navigation when selected
321 * fixed bug that prevented player from correctly being created in the
322 top left corner by a custom element change in a level without player
323 * fixed bug that prevented player from being killed when indestructible,
324 non-walkable element is placed on player position by extended change
325 * added configurable menu button, text and input positions to main menu
328 * added page fading effects for remaining info sub-screens
329 * fixed small bug that caused some delays when answering door request
332 * added directives "border.draw_masked.*" for menu/playfield area and
333 door areas to display overlapping/masked borders from "global.border"
336 * fixed bug with CE with move speed "not moving" not being animated
337 * when changing player artwork by CE action, reset animation frame
340 * fixed bug with not unmapping main menu screen gadgets on other screens
341 * fixed bug with un-pausing a paused game by releasing still pressed key
342 * fixed bug with not redrawing screen when toggling to/from fullscreen
343 mode while fast reloading tape (without redrawing playfield contents)
344 * fixed bug with quick-saving tape snapshot despite answering with "no"
347 * version number set to 3.2.3
350 * version 3.2.2 released
353 * fixed bug with redrawing screen in fullscreen mode after quick tape
354 reloading when using the EMC game engine
355 * changed token names from "last_ce_[1-8]" to "prev_ce_[1-8]"
358 * fixed bug in GameWon() when level contains no exit (like in Sokoban)
361 * added engine snapshot functionality for instant tape reloading (this
362 only works for the last tape saved using "quick save", and does not
363 work across program restarts, because it completely works in memory)
366 * version number set to 3.2.2
369 * version 3.2.1 released
372 * fixed nasty bugs with handling error message file on Mac OS X systems
375 * general code cleanup (removing many annoying "#if 0" blocks etc.)
378 * fixed bug that caused broken tapes when manually appending to tapes
379 using the "pause before death" functionality, followed by recording
380 * added setup option to disable fading of screens for faster testing
383 * code cleanup of new fading functions
386 * changed behaviour after solved game -- do not immediately stop engine
387 * added some more smooth screen fadings (game start, hall of fame etc.)
390 * fixed bug with displaying pushed CE with value/score/delay anim_mode
393 * added configurable level preview position, tile size and dimensions
394 * added configurable game panel value positions (gems, time, score etc.)
397 * fixed small bug with time displayed incorrectly when collecting CEs
400 * fixed bug with bumpy scrolling with EM engine in double player mode
403 * added compatibility code to fix "Snake Bite" style levels that were
404 broken due to a bugfix regarding EL_SOKOBAN_FIELD_PLAYER in 3.2.0
407 * fixed bug with scrollbars inside editor when using the Windows mouse
408 enhancement tool "True X-Mouse" (which injects key events to the event
409 queue to insert selected stuff into the Windows clipboard, which gets
410 confused with the "Insert" key for jumping to the last editor cascade
411 block in the element list)
412 * added Rocks'n'Diamonds icon for use as window icon to SDL version
413 * added key shortcut "Alt + Enter" to toggle fullscreen mode at any time
416 * added selection of preferred fullscreen mode to setup / graphics menu
417 (useful if default mode 800 x 600 does not match screen aspect ratio)
420 * improved down-scaling of images for better editor and preview graphics
421 * changed user data directory for Mac OS X from Unix style to new place
424 * improved level number selection in main menu and player selection in
425 setup menu (input devices section) by using standard button gadgets
426 * added support for mouse scroll wheel (caused buggy behaviour before)
427 * added support for scrolling horizontal scrollbars with mouse wheel by
428 holding "Shift" key pressed while scrolling the wheel
429 * added support for single step mouse wheel scrolling by holding "Alt"
430 key pressed while scrolling the wheel (can be combined with "Shift")
431 * changed output file "stderr.txt" on Windows platform now always to be
432 created in the R'n'D sub-directory of the personal documents directory
433 * added Windows message box to direct to "stderr.txt" after error aborts
436 * improved general scrollbar handling (when jump-scrolling scrollbars)
439 * changed scrollbars to always show last line as first after scrolling
440 (that means jumping n - 1 screen lines instead of n screen lines)
443 * fixed level versions of EMC level loader (from V4 to V1, V2 and V3)
444 * fixed level time for EMC levels for V2 engine (V2 and V5 levels)
445 * fixed special handling of vertically stacked acid becoming fake acid
448 * fixed bug (very special case) with CE_SCORE_GETS_ZERO, which can
449 affect multiple instances of the same CE, although this kind of
450 change condition usually only affects one single custom element
453 * version number set to 3.2.1
456 * version 3.2.0 released
459 * reorganized level editor element list a bit to match engines better
462 * fixed newly introduced bug with wrongly initializing clipboard element
465 * fixed bug with displaying visible/invisible level border in editor
468 * reorganized some elements in the level editor element list
471 * fixed bug with displaying any player as "yellow" when moving into acid
472 * fixed bug with displaying running player when player stopped at border
475 * fixed bug with player exploding when moving into acid
476 * fixed bug with level settings being reset in editor and when playing
477 (some compatibility settings being set not only after level loading)
478 * fixed crash bug when number of custom graphic frames was set to zero
479 * fixed bug with teleporting player on walkable tile not working anymore
480 * added partial compatibility support for pre-release-only "CONF" chunk
481 (to make Alan Bond's "color cycle" demo work again :-) )
484 * fixed some bugs when displaying title screens from info screen menu
485 * fixed bug which caused EMC doors #5 to #8 to be passable without keys
488 * changed file major version to 3 to reflect level file format changes
489 * uploaded pre-release (test) version 3.2.0-8 binary and source code
492 * added new chunk "NAME" to level file format for level name settings
493 * added new chunk "NOTE" to level file format for envelope settings
494 * changed name of chunk "CONF" to "ELEM" (for normal element settings)
495 * updated magic(5) file to recognize changed and new level file chunks
496 * removed change events "change when CE value/score changes" as unneeded
499 * changed gravity (which only affects the player) from level property
500 to player property (only makes a difference in multi-player levels)
501 * added change events "change when CE value/score changes"
502 * added change events "change when CE value/score changes of <element>"
505 * added new chunk "INFO" to level file format for global level settings
506 * added all element settings from "HEAD" chunk to "CONF" chunk
507 * added all global level settings from "HEAD" chunk to "INFO" chunk
510 * changed level file format by adding two new chunks "CUSX" (for custom
511 elements, replacing the previous "CUS4" chunk) and "GRPX" (for group
512 elements, replacing the previous "GRP1" chunk); these new IFF style
513 chunks use the new and flexible "micro chunks inside chunks" technique
514 already used with the new "CONF" chunk (for normal element properties)
515 which makes it possible to easily extend the existing level format
516 (instead of using fixed-length chunks like before, which are either
517 too big due to reserved bytes for future use, or too small when those
518 reserved bytes have all been used and even more data should be stored,
519 requiring the replacement by new and larger chunks just like it went
520 with "CUS1" to "CUS4"); this whole problem now does not exist anymore
523 * added credits pages to the "credits" section that were really missing
524 * added some missing element descriptions to the level editor
525 * added down position of switchgate switch to the level editor
526 and allowed the use of both switch positions at the same time
527 * changed use of "Insert" and "Delete" keys to navigate element list in
528 level editor to start of previous or next cascading block of elements
531 * added the possibility to view the title screen to the info screen menu
532 * fixed some minor bugs with viewing title screens
535 * fixed bug with title (cross)fading in/out when using fullscreen mode
538 * fixed bug that forced re-defining of menu settings in local graphics
539 config file which are already defined in existing base config file
540 * fixed small bug that caused door sounds playing when music is enabled
543 * added the possibility to define up to five title screens for each
544 level set that are displayed after loading using (cross)fading in/out
545 (this was added to display the various start images of the EMC sets)
548 * added "CE score gets zero [of]" to custom element trigger conditions
549 * added setup option to display element token name in level editor
552 * added compatibility code for Juergen Bonhagen's menu artwork settings
555 * fixed bug with displaying wrong animation frame 0 after CE changes
556 * fixed bug with creating invisible elements when light switch is on
559 * added selection between ECS and AGA graphics for EMC levels to setup
562 * adjusted font handling for various narrow EMC style fonts
565 * changed EM engine behaviour back to re-allow initial rolling springs
568 * fixed handling of over-large selectboxes (less error-prone now)
569 * fixed bug when creating GE with walkable element under the player
572 * added use of "Insert" and "Delete" keys to navigate element list in
573 level editor to start of custom elements or start of group elements
574 * added virtual elements to access CE value and CE score of elements:
575 - "CE value of triggering element"
576 - "CE score of triggering element"
577 - "CE value of current element"
578 - "CE score of current element"
581 * fixed "grass" to "sand" in older EM levels (up to file version V4)
584 * changed behaviour of network games with internal errors (because of
585 different client frame counters) from immediately terminating R'n'D
586 to displaying an error message requester and stopping only the game
587 (also to prevent impression of crashes under non command-line runs)
588 * fixed playing network games with the EMC engine (did not work before)
589 * fixed bug with not scrolling the screen in multi-player mode with the
590 focus on player 1 when all players are moving in different directions
591 * fixed bug with keeping pointer to gadget even after its deallocation
592 * fixed bug with allowing "focus on all players" in network games
593 * fixed bug with player focus when playing tapes from network games
596 * uploaded pre-release (test) version 3.2.0-7 binary and source code
599 * code cleanup for game action control for R'n'D and EMC game engine
602 * fixed bug in multi-player movement with focus on both players
603 * added option to control only the focussed player with all input
606 * added player focus switching to level tape recording and re-playing
609 * fixed some bugs in player focus switching in EMC and RND game engine
612 * added special Supaplex animations for Murphy digging and snapping
613 * added special Supaplex animations for Murphy being bored and sleeping
616 * added four new yam yams with explicit start direction for EMC engine
617 * fixed bug in src/libgame/text.c with printing text outside the window
620 * fixed small bug in EMC level loader (copyright sign in EM II levels)
623 * added delayed ignition of EM style dynamite when used in R'n'D engine
624 * added limited movement range to EMC engine when focus on all players
627 * fixed bug with missing (zero) score values for native Supaplex levels
630 * added "continuous snapping" (snapping many elements while holding the
631 snap key pressed, without releasing the snap key after each element)
632 as a new player setting for more compatibility with the classic games
635 * finished scrolling for "focus on all players" in EMC graphics engine
638 * level sets with "levels: 0" are ignored for levels, but not artwork
639 * fixed bug when scanning empty level group directories (endless loop)
642 * fixed bug with explosion graphic for player using "Murphy" graphic
643 * fixed bug with explosion graphic if player leaves explosion in time
644 * changed some descriptive text in setup menu to use medium-width font
645 * added key shortcut settings for switching player focus to setup menu
648 * fixed bug with random value initialization when recording tapes
649 * fixed bug with playing single player tapes when team mode activated
652 * fixed little bug when trying to switch to player that does not exist
655 * added player switching (visual and quick) to R'n'D and EM game engine
656 * added setup option to select visual or quick in-game player switching
659 * added use of "Home" and "End" keys to handle element list in editor
662 * fixed bug with adding score when playing tape with EMC game engine
663 * added steel wall border for levels using EMC engine without border
664 * finally fixed delayed scrolling in EMC engine also for small levels
667 * fixed potential crash bug in WarnBuggyBase() (missing boundary check)
670 * fixed bug with CE change order in TestIfElementTouchesCustomElement()
671 * fixed bug when displaying info element without action, but direction
674 * fixed minor graphical problems with springs smashing and slurping
675 (when using R'n'D style graphics instead of EMC style graphics)
678 * added scroll delay (as configured in setup) to EMC graphics engine
681 * improved screen redraw for EMC graphics engine (faster and smoother)
682 * when not scrolling, do not redraw the whole playfield if not needed
685 * added multi-player mode for EMC game engine (with up to four players)
688 * added android (can clone elements) from EMC engine to R'n'D engine
691 * added spring bumper (reflects spring) from EMC engine to R'n'D engine
694 * added selectbox for initial player speed to player settings in editor
697 * version 3.1.2 created that is basically version 3.1.1, but with a
698 major bug fixed that prevented editing your own private levels
699 * version 3.1.2 released
702 * added magic ball (creates elements) from EMC engine to R'n'D engine
705 * uploaded fixed pre-release version 3.2.0-6 binary and source code
708 * fixed bug when using "CE can leave behind <trigger element>"
709 * added new change condition "(after/when) creation of <element>"
710 * added new change condition "(after/when) digging <element>"
711 * fixed bug accessing invalid gadget that caused crashes under Windows
712 * deactivated new possibility for multiple CE changes per frame
715 * uploaded pre-release (test) version 3.2.0-6 binary and source code
718 * added animation types "ce_value" and "ce_score" to graphicsinfo.conf
719 * fixed bug with not keeping CE value for moving CEs with only action
720 * changed CE action selectboxes in editor to be only reset when needed
723 * added option "use artwork from element" for custom player artwork
724 * added option "use explosion from element" for player explosions
727 * added cascaded element lists in the level editor
728 * added persistence for cascaded element lists by "editorcascade.conf"
729 * added dynamic element list with all elements used in current level
730 * added possibility for multiple CE changes per frame (experimental)
733 * uploaded pre-release (test) version 3.2.0-5 binary and source code
736 * changed "score for each 10 seconds/steps left" to "1 second/step"
737 * added own score for collecting "extra time" instead of sharing it
738 * added change events "switched by player" and "player switches <e>"
739 * added change events "snapped by player" and "player snaps <e>"
740 * added "set player artwork: <element choice>" to CE action options
741 * added change event "move of <element>"
744 * added "set player shield: off / normal / deadly" to CE action options
745 * added new player option "use level start element" in level editor
746 to set the correct focus at level start to elements from which the
747 player is created later (this did not work before for cascaded CE
748 changes resulting in creation of the player; it is now also possible
749 to create the player from a yam yam which is smashed at level start)
752 * added "set player speed: frozen (not moving)" to CE action options
753 * added "move player: l/r/u/d/trigger/-trigger" to CE action options
756 * added new player option "block snap field" (enabled by default) to
757 make it possible to show a snapping animation like in Emerald Mine
760 * added dynamic selectboxes to custom element action settings in editor
761 * added "CE value" counter for custom elements (instead of "CE count")
762 * added option to use the last "CE value" after custom element change
763 * added option to use the "CE value" of other elements in CE actions
764 * fixed odd behaviour when pressing time orb in levels w/o time limit
765 * added checkbox "use time orb bug" for older levels that use this bug
768 * added missing configuration settings for the following elements:
769 - EL_TIMEGATE_SWITCH (time of open time gate)
770 - EL_LIGHT_SWITCH_ACTIVE (time of light switched on)
771 - EL_SHIELD_NORMAL (time of shield duration)
772 - EL_SHIELD_DEADLY (time of shield duration)
773 - EL_EXTRA_TIME (time added to level time)
774 - EL_TIME_ORB_FULL (time added to level time)
777 * added "wind direction" as a movement pattern for custom elements
778 * added initial wind direction for balloon / custom elements to editor
779 * added functionality for EL_BALLOON_SWITCH_NONE to R'n'D game engine
782 * added parameters for "game of life" and "biomaze" elements to editor
785 * added level file chunk "CONF" for generic level and element settings
788 * uploaded pre-release (test) version 3.2.0-4 binary and source code
791 * skip empty level sets (with "levels: 0"; may be artwork base sets)
792 * added sound action ".page[1]" to ".page[32]" for each CE change page
795 * added image config suffix ".clone_from" to copy whole image settings
796 * fixed bug with invalid ("undefined") CE settings in old level files
799 * fixed graphical bug with smashing elements falling faster than player
802 * fixed major bug which prevented private levels from being edited
803 * fixed bug with precedence of general and special font definitions
806 * fixed graphical bug with player animation when player moves slowly
809 * uploaded pre-release (test) version 3.2.0-3 binary and source code
812 * fixed bug which prevented "global.num_toons: 0" from working
815 * major code cleanup (removed all these annoying "#if 0" blocks)
818 * added custom element actions for CE change page in level editor
821 * fixed music initialization bug in init.c (thanks to David Binderman)
822 * fixed mouse wheel "button" bug in editor (thanks to Tomi Belan)
823 (this bug must probably be fixed at other places, too)
826 * fixed buggy '#include "SDL.h"' statements in src/libgame/sdl.h
827 (should be '#include <SDL.h>' instead)
830 * fixed bug which prevented "walkable from no direction" from working
831 (due to compatibility code overwriting this setting after loading)
834 * fixed bug on Mac OS X (use of reserved name "Random") in EM engine
837 * version number temporarily set to 3.1.1 (intermediate bugfix release)
838 * version 3.1.1 released
841 * changed some va_arg() arguments from 'long' to 'int', fixing problems
842 on 64-bit architecture systems with LP64 data model
845 * fixed bug with bombs not exploding when hitting the last level line
846 (introduced after the release of 3.1.0)
849 * added support for dumping small-sized level sketches from editor
852 * added recognition of "trigger element" for "change digged element to"
853 (this is not really what the "trigger element" was made for, but its
854 use may seem obvious for leaving back digged elements unchanged)
857 * fixed multiple warnings about failed joystick device initialization
860 * fixed bug with dynamite dropped on top of just dropped custom element
861 (collect dynamite, collect CE, drop CE => dynamite was also dropped);
862 dynamite can still be dropped, but drop key must be released before
865 * fixed bug with wrong start directory when started from file browser
866 (due to this bug, R'n'D could not be started from KDE's Konqueror)
869 * fixed bug causing "change when impact" on player not working
870 * fixed wrong priority of "hitting something" over "hitting <element>"
871 * fixed wrong priority of "hit by something" over "hit by <element>"
874 * fixed graphical bug which caused the player (being Murphy) to show
875 collecting animations although the element was collected by penguin
878 * fixed two bugs causing wrong door background graphics in system.c
879 (in functions "SetBackgroundBitmap()" and "DrawingOnBackground()")
882 * fixed graphic bug with exploding bomb and R'n'D graphics in EM engine
883 * added "no direction" to "walkable/passable from" selectbox options
886 * enhanced tape autoplay to accept "autoplay <set> [<nr> ...]" format
887 * in tape autoplay, not only report broken, but also missing tapes
890 * uploaded pre-release (test) version 3.2.0-2 binary and source code
893 * fixed small bug with "linear" animation not working for active lamp
896 * fixed bug with moving up despite gravity due to "block last field"
897 * fixed small bug with wrong draw offset when typing name in main menu
898 * when reading user names from "passwd", ignore data after first comma
899 * when creating new "levelinfo.conf", only write some selected entries
902 * fixed displaying "imported from/by" on preview with empty string
903 * fixed ignoring draw offset for fonts used for level preview texts
906 * fixed a delay problem with SDL and too many mouse motion events
907 * added setup option "skip levels" and level skipping functionality
910 * added move speed "not moving" for non-moving CEs, but with direction
913 * fixed mapping of obsolete element token names in "editorsetup.conf"
914 * fixed bug with sound "acid.splashing" treated as a loop sound
915 * fixed some little sound bugs in native EM engine
918 * fixed small bug when dragging scrollbars to end positions
921 * added editor element descriptions written by Aaron Davidson
924 * improved fallback handling when configured artwork is not available
925 (now using default artwork instead of exiting when files not found)
928 * fixed bug on level selection screen when dragging scrollbar
931 * fixed bug which caused broken tapes when appending to EM engine tapes
934 * uploaded pre-release (test) version 3.2.0-1 binary and source code
937 * added code to replace changed artwork config tokens with other tokens
938 (needed for backwards compatibility, so that older tokens still work)
941 * added native R'n'D graphics for some new EMC elements in EM engine
944 * fixed some bugs in the EM engine integration code
945 * changed EM engine code to allow diagonal movement
946 * changed EM engine code to allow use of separate snap and drop keys
949 * fixed some redraw bugs when using EM engine
952 * fixed bug with not converting RND levels which are set to use native
953 engine to native level structure when loading
956 * uploaded pre-release (test) version 3.2.0-0 binary and source code
959 * version number set to 3.2.0
962 * level data now reset to defaults after attempt to load invalid file
965 * added use of "editorsetup.conf" for different level sets
968 * added auto-detection for various types of Emerald Mine level files
971 * fixed bug with scrollbars getting too small when list is very large
974 * fixed bug with 3+3 (cross) sized explosion not making explosion sound
977 * added most level editor configuration gadgets for new EMC elements
980 * added more element and graphic definitions for new EMC elements
983 * modified native EM engine to use integrated R'n'D sound system
986 * added SDL support to graphics functions in native EM engine
987 (by always using generic libgame interface functions)
990 * fixed bug in frame synchronization in native EM engine
993 * added code to convert levels between R'n'D and native EM engine
996 * new Emerald Mine engine can now play levels selected in main menu
999 * fixed big memory leak in function "CreateBitmapWithSmallBitmaps()"
1000 (which creates scaled down graphics for level editor and preview);
1001 there's still a memory leak somewhere in the artwork handling code
1002 * added "scale image up" functionality to X11 version of zoom function
1005 * first attempts to integrate new, native Emerald Mine Club engine
1008 * fixed bug in gadget code which caused reset of CEs in level editor
1009 (example: pressing 'b' [grab brush] on CE config page erased values)
1010 (solution: check if gadgets in ClickOnGadget() are really mapped)
1011 * improved level change detection in editor (settings now also checked)
1012 * fixed bug with "can move into acid" and "don't collide with" state
1015 * fixed maze runner style CEs to use the configured move delay value
1018 * added Aaron Davidson's tutorial level set to the "Tutorials" section
1021 * fixed engine change that broke 3.0.8 levels like "Walpurgis Gardens"
1022 * fixed the above fix because it broke level set "machine" (*sigh*)
1023 * fixed random element placement in level editor to work as expected
1024 * fixed undefined graphic of runtime element "EL_AMOEBA_TO_DIAMOND"
1027 * re-recorded tape for BD2K3, level 010 (broken due to bugfix)
1030 * fixed bug (missing array boundary check) which caused broken tapes
1031 * fixed bug (when loading level template) which caused broken levels
1032 * fixed bug with new block last field code when using non-yellow player
1035 * fixed bug when pressing "stop, pause, stop, play" on tape recorder
1036 * internal change of how the player blocks the last field when moving
1037 * fixed blocking delay of last field for EM and SP style block delay
1038 * fixed bug where the player had to wait for the usual move delay after
1039 unsuccessfully trying to move, when he directly could move after that
1040 * the last two changes should make original Supaplex level 93 solvable
1041 * improved use of random number generator to make it less predictable
1042 * fixed behaviour of slippery SP elements to let slip left, then right
1045 * fixed bug with wrong door state after trying to quickload empty tape
1046 * fixed waste of static memory usage of the binary, making it smaller
1047 * fixed very little graphical bug in Supaplex explosion
1050 * version number set to 3.1.1
1053 * version 3.1.0 released
1056 * fixed bug with crash when writing user levelinfo.conf the first time
1059 * added option "convert LEVELDIR [NR]" to command line batch commands
1060 * re-converted Supaplex levels to apply latest engine fixes
1061 * changed "use graphic/sound of element" to "use graphic of element"
1062 due to compatibility problems with some levels ("bug machine" etc.)
1065 * fixed bug with CE change replacing player with same or other player
1068 * fixed bug with opaque font in envelope with background graphic when
1069 background graphic is not transparent itself
1072 * added "gravity on" and "gravity off" ports for Supaplex compatibility
1073 * corrected original Supaplex level loading code to use these new ports
1074 * also corrected Supaplex loader to auto-count infotrons if set to zero
1077 * fixed bug with missing initialization of "modified" flag for GEs
1080 * fixed bug that caused endless recursion loop when relocating player
1081 * fixed tape recorder bug in "step mode" when using "pause before end"
1082 * fixed tape recorder bug when changing from "warp forward" mode
1085 * fixed bug with "when touching" for pushed elements at last position
1088 * fixed bug that caused two activated toolbox buttons in level editor
1089 * fixed bug with exploding dynabomb under player due to other explosion
1092 * fixed bug with creating walkable custom element under player (again)
1093 * fixed bug with not copying explosion type when copying CEs in editor
1094 * fixed graphical bug when drawing player in setup menu (input devices)
1095 * fixed graphical bug when the player is pushing an accessible element
1096 * fixed bug with classic switchable elements triggering CE changes
1097 * fixed bug with entering/leaving walkable element in RelocatePlayer()
1098 * fixed crash bug when CE leaves behind the trigger player element
1101 * fixed bug with broken tubes after placing/exploding dynamite in them
1102 * fixed bug with exploding dynamite under player due to other explosion
1103 * fixed bug with not resetting push delay under certain circumstances
1106 * added option "handicap" for "levelinfo.conf" (thanks to Niko Böhm)
1107 * added network multiplayer code for Windows (thanks to Niko Böhm)
1110 * added option "reachable despite gravity" for gravity movement
1111 * changed gravity movement of most classic walkable and passable
1112 elements back to "not reachable" (for compatibility reasons)
1115 * fixed (removed) "indestructible" / "can explode" dependency in editor
1116 * fixed (removed) "accessible inside" / "protected" dependency
1117 * fixed (removed) "step mode" / "shield time" dependency
1120 * fixed dynabombs exploding now into anything diggable
1121 * fixed Supaplex style gravity movement into buggy base now impossible
1122 * added pressing key "space" as valid action to select menu options
1125 * added "replace when walkable" to relocate player to walkable element
1126 * added "enter"/"leave" event for elements affected by relocation
1127 * fixed "direct"/"indirect" change order also for "when change" event
1128 * fixed graphical bug when pushing things from elements walkable inside
1131 * fixed graphic bug when player is snapping while moving in old levels
1132 * fixed bug when a moving custom element leaves a player element behind
1133 * fixed bug with mole not disappearing when moving into acid pool
1134 * fixed bug with incomplete path setting when using "--basepath" option
1135 * moving CE can now leave walkable elements behind under the player
1136 * when relocating, player can be set on walkable element now
1137 * fixed another gravity movement bug
1140 * uploaded pre-release (test) version 3.1.0-2 binary and source code
1143 * added "collectible" and "removable" to extended replacement types
1144 (where "removable" replaces "diggable" and "collectible" elements)
1145 * added "collectible & throwable" (to throw element to the next field)
1146 * fixed bug with CEs digging elements that are just about to explode
1147 * changed mouse cursor now always being visible when game is paused
1150 * added possibility to push/press accessible elements from a side that
1152 * fixed bug with not setting actual date when appending to tape
1155 * fixed bug with incorrectly initialized custom element editor graphics
1158 * corrected set "Contributions_1995-2000/rnd_kjell_kristiansson":
1159 - number of levels corrected from 18 to 17 in "levelinfo.conf"
1162 * fixed bug with destroyed robot wheel still attracting robots forever
1163 * fixed bug with time gate switch deactivating after robot wheel time
1164 (while the time gate itself is not affected by this misbehaviour)
1165 * changed behaviour of BD style amoeba to always get blocked by player
1166 (before it was different when there were non-BD elements in level)
1167 * fixed bug with player destroying indestructable elements with shield
1170 * added option to make growing elements grow into anything diggable
1171 (for the various amoeba types, biomaze and "game of life")
1174 * fixed bug with movable elements not moving after left behind by CEs
1175 * changed gravity movement to anything diggable, not only sand/base
1176 * optionally allowing passing to walkable element, not only empty space
1177 * added option "can pass to walkable element" for players
1178 * finally fixed gravity movement (hopefully)
1181 * fixed bug with movable elements not moving anymore after falling down
1184 * fixed another bug with custom elements digging and leaving elements
1185 * fixed bug with "along left/right side" and automatic start direction
1186 * trigger elements now also displayed when "more custom" deactivated
1187 * fixed bug with clipboard element initialized when loading new level
1188 * added option "drop delay" to set delay before dropping next element
1191 * uploaded pre-release (test) version 3.1.0-1 binary and source code
1194 * added copy and paste functions for custom change pages
1195 * enhanced graphical display and functionality of tape recorder
1196 * fixed bug with custom elements digging and leaving elements
1199 * added move speed faster than "very fast" for custom elements
1200 * fixed bug with 3+3 style explosions and missing border content
1201 * fixed little bug when copying custom elements in the editor
1202 * enhanced custom element changes by more side trigger actions
1205 * added option "no scrolling when relocating" for instant teleporting
1206 * uploaded pre-release (test) version 3.1.0-0 binary and source code
1209 * added trigger element and trigger player to use as target elements
1210 * added copy and paste functions for custom and group elements
1213 * fixed graphical bug when displaying explosion animations
1214 * fixed bug when appending to tapes, resulting in broken tapes
1215 * re-recorded a few tapes broken by fixing gravity checking bug
1218 * "can move into acid" property now for all elements independently
1219 * "can fall into acid" property for player stored in same bitfield now
1220 * added option for deadliness of Supaplex 'sniksnak' and 'electron'
1221 * version number set to 3.1.0 (finally!)
1224 * changed tape recording to only record input, not programmed actions
1227 * fixed totally broken (every 8th frame skipped) step-by-step recording
1228 * fixed bug with requester not displayed when quick-loading interrupted
1229 * added option "can fall into acid (with gravity)" for players
1230 * fixed bug with player not falling when snapping down with gravity
1233 * fixed bug which messed up key config when using keypad number keys
1236 * fixed bug which allowed moving upwards even when gravity was active
1237 * fixed bug with missing error handling when dumping levels or tapes
1240 * added different colored editor graphics for Supaplex gravity tubes
1243 * fixed bug that allowed solvable tapes for unsolvable levels
1246 * use unlimited number of droppable elements when "count" set to zero
1247 * added option to use step limit instead of time limit for level
1250 * added player and change page as trigger for custom element change
1253 * fixed bug with exploding amoeba (explosion 3x3 instead of 1x1)
1256 * fixed bug with dark yamyam changing to acid when moving over acid
1257 * fixed handling of levels with more than 999 seconds level time
1258 (example: level 76 of "Denmine")
1261 * "spring push bug" reintroduced as configurable element property
1262 * fixed bug with missing properties for "mole"
1263 * fixed bug that showed up when fixing the above "mole" properties bug
1264 * added option "can move into acid" for all movable elements
1265 * fixed graphical bug for elements moving into acid
1266 * changed event handling to handle all pending events before going on
1269 * fixed bug which caused all CE change pages to be ignored which had
1270 the same change event, but used a different element side
1271 (reported by Simon Forsberg)
1273 * fixed bug which caused elements that can move and fall and that are
1274 transported by a conveyor belt to continue moving into that direction
1275 after leaving the conveyor belt, regardless of their own movement
1276 type; only elements which can not move are transported now
1277 (reported by Simon Forsberg)
1279 * fixed bug which could cause an array overflow in RelocatePlayer()
1280 (reported by Niko Böhm)
1282 * changed Emerald Mine style "passable / over" elements to "protected"
1283 (fixing unsolvable level 10 of "Bondmine 9" with bug beside gate)
1285 * added new option to select from which side a "walkable/passable"
1286 element can be entered
1289 * added explosion and ignition delay for elements that can explode
1292 * fixed bug which caused player not being protected against enemies
1293 when a CE was "walkable / inside" and was not "indestructible"
1294 * added "walkable/passable" fields to be "protected/unprotected"
1295 against enemies, even if not accessible "inside" but "over/under"
1298 * corrected move pattern to 32 bit and initial move direction to 8 bit
1301 * added second custom element base configuration page
1304 * added some special EMC mappings to Emerald Mine level loader
1305 (also covering previously unknown element in level 0 of "Bondmine 8")
1308 * added option to block last field when player is moving (for Supaplex)
1309 * adjusted push delay of Supaplex elements
1310 * removed delays for envelopes etc. when replaying with maximum speed
1311 * fixed bug when dropping element on a field that just changed to empty
1314 * fixed bug: infotrons can now smash yellow disks
1315 * fixed bug: when gravity active, port above player can now be entered
1316 * removed "one white dot" mouse pointer which irritated some people
1319 * added "choice type" for group element selection
1322 * fixed bug with initial invulnerability of non-yellow player
1325 * added level loader for loading native Supaplex packed levels
1326 (including multi-part levels like the "splvls99" levels)
1329 * fixed bug which allowed creating emeralds by escaping explosions
1332 * custom elements can change (limited) or leave (unlimited) elements
1333 * finally added multiple matches using group elements
1334 * added shortcut to dump brush (type ":DB" in editor) for use in forum
1337 * added new start movement type "previous" for continued CE movement
1338 * added new start movement type "random" for random CE movement start
1341 * added new element "sokoban_field_player" needed for Sokoban levels
1342 (thanks to Ed Booker for pointing this out!)
1345 * added elements that can be digged or left behind by custom elements
1348 * added group elements for multiple matches and random element creation
1351 * fixed some graphical errors displayed in old levels
1354 * fixed wrong double speed movement after passing closing gates
1357 * added level loader for loading native Emerald Mine levels
1360 * changes for "shooting" style CE movement
1363 * Happy New Year! ;-)
1366 * changed default snap/drop keys from left/right Shift to Control keys
1369 * fixed bug with dead player getting reanimated from custom element
1372 * fixed bug with wrong penguin graphics (when entering exit)
1375 * fixed bug with wrong "Murphy" graphics (when digging etc.)
1378 * version number set to 3.0.9
1381 * version 3.0.8 released
1384 * added function checked_free()
1387 * fixed bug with double nut cracking sound
1388 (by eliminating "default element action sound" assignment in init.c)
1391 * fixed crash when no music info files are available
1394 * fixed boring and sleeping sounds
1397 * added "maze runner" and "maze hunter" movement types
1398 * added extended collision conditions for custom elements
1401 * added warnings for undefined token values in artwork config files
1404 * added menu entry for level set information to the info screen
1407 * fixed bug with wrong default impact sound for colored emeralds
1410 * added several sub-screens for the info screen
1411 * menu text now also clickable (not only blue/red sphere left of it)
1414 * added configurable "bored" and "sleeping" animations for the player
1415 * added "awakening" sound for player when waking up after sleeping
1418 * added "copy" and "exchange" functions for custom elements to editor
1421 * added configurable element animations for info screen
1424 * added configurable music credits for info screen
1427 * finally fixed tape recording when player is created from CE change
1430 * added "editorsetup.conf" for editor element list configuration
1433 * added "musicinfo.conf" for menu and level music configuration
1436 * fixed a very nasty bug in dragon turning code in TurnRoundExt()
1437 (that only showed up on Linux, but not on Windows systems)
1440 * fixed turning movement of butterflies and fireflies (no frame reset)
1441 * enhanced sniksnak turning movement (two steps instead of only one)
1444 * version number set to 3.0.8
1447 * version 3.0.7 released
1450 * fixed reset of player animation frame when, for example,
1451 walking, digging or collecting share the same animation
1452 * fixed CE with "deadly when touching" exploding when touching amoeba
1455 * fixed tape recording when player is created from CE element change
1458 * introduced "turning..." action graphic for elements with move delay
1459 (non-CE: bug, spaceship, sniksnak, mole, pacman, yamyam)
1460 * added turning animations for bug, spaceship and sniksnak
1463 * prevent "extended" changed elements from delay change in same frame
1466 * fixed bug when pushing element that can move away to the side
1467 (like pushing falling elements, but now with moving elements)
1470 * finally fixed serious bug in code for delayed element pushing (again)
1473 * unavailable setup options now marked as "n/a" instead of "off"
1474 * new boolean directive "latest_engine" for "levelinfo.conf": when set
1475 to "true", levels are always played with the latest game engine,
1476 which is desired for levels that are imported from other games; all
1477 other levels are played with the engine version stored in level file
1478 (which is normally the engine version the level was created with)
1481 * fixed serious bug in code for delayed element pushing
1482 * fixed little bug in animation frame selection for pushed elements
1483 * speed-up of reading config file for verbose output
1486 * added configuration option for opening and closing Supaplex exit
1487 * added configuration option for moving up/down animation for Murphy
1488 * fixed incorrectly displayed animation for attacking dragon
1489 * fixed bug with not setting initial gravity for each new game
1490 * fixed bug with teleportation of player by custom element change
1491 * fixed bug with player not getting smashed by rock sometimes
1494 * version number set to 3.0.7
1497 * version 3.0.6 released
1500 * added support for MP3 music for SDL version through SMPEG library
1503 * fixed bug when initializing font graphic structure
1504 * fixed bug with animation mode "pingpong" when using only 1 frame
1505 * fixed bug with extended change target introduced in 3.0.5
1506 * fixed bug where passing over moving element doubles player speed
1507 * fixed bug with elements continuing to move into push direction
1508 * fixed bug with duplicated player when dropping bomb with shield on
1509 * added "switching" event for custom elements ("pressing" only once)
1510 * fixed switching bug (resetting flag when not switching but not idle)
1513 * fixed element tokens for certain file elements with ".active" etc.
1516 * version number set to 3.0.6
1519 * version 3.0.5 released
1522 * now four envelope elements available
1523 * font, background, animation and sound for envelope now configurable
1524 * main menu doors opening/closing animation type now configurable
1527 * active/inactive sides configurable for custom element changes
1528 * new movement type "move when pushed" available for custom elements
1531 * fixed bug in multiple config pages loader code that caused crashes
1534 * enhanced (remaining low-resolution) Supaplex graphics
1537 * version number set to 3.0.5
1540 * version 3.0.4 released
1542 2003-09-12 src/tools.c
1543 * fixed bug in custom definition of crumbled element graphics
1545 2003-09-11 src/files.c
1546 * fixed bug in multiple config pages code that caused crashes
1549 * version number set to 3.0.4
1552 * version 3.0.3 released
1555 * added music to Supaplex classic level set
1557 2003-09-07 src/libgame/misc.c
1558 * added support for loading various music formats through SDL_mixer
1560 2003-09-06 (various source files)
1561 * fixed several nasty bugs that may have caused crashes on some systems
1562 * added envelope content which gets displayed when collecting envelope
1563 * added multiple change event pages for custom elements
1565 2003-08-24 src/game.c
1566 * fixed problem with player animation when snapping and moving
1568 2003-08-23 src/screens.c, src/cartoons.c, src/libgame/toons.c
1569 * fixed problem with flickering when drawing toon animations
1571 2003-08-23 src/libgame/sdl.c
1572 * fixed problem with setting mouse cursor in SDL version in fullscreen
1574 2003-08-23 src/game.c
1575 * fixed bug (missing array boundary check) which could crash the game
1578 * version number set to 3.0.3
1581 * version 3.0.2 released
1583 2003-08-21 src/game.c
1584 * fixed bug with creating inaccessible elements at player position
1586 2003-08-20 src/init.c
1587 * fixed bug with not finding current level artwork directory
1589 2003-08-20 src/files.c
1590 * fixed bug with choosing wrong engine version when playing tapes
1591 * fixed bug with messing up custom element properties in 3.0.0 levels
1594 * version number set to 3.0.2
1597 * version 3.0.1 released
1599 2003-08-17 (no source files affected)
1600 * changed all "classic" PCX image files with 16 colors or less to
1601 256 color (8 bit) storage format, because the Allegro game library
1602 cannot handle PCX files with less than 256 colors (contributed
1603 graphics are not affected and might look wrong in the DOS version)
1605 2003-08-16 src/init.c
1606 * fixed bug which (for example) crashed the level editor when defining
1607 "dynamite.EDITOR: [NONE]", because graphics may not be undefined
1608 (only set to default) -- invalid graphics now set to default graphic
1610 2003-08-16 src/init.c
1611 * fixed graphical bug of player digging/collecting/snapping element
1612 when no corresponding graphic/animation is defined for this action,
1613 resulting in player being drawn as EL_EMPTY (which should only be
1614 done to elements being collected, but not to the player)
1616 2003-08-16 src/game.c
1617 * fixed small graphical bug of player not totally moving into exit
1619 2003-08-16 src/libgame/setup.c
1620 * fixed bug with wrong MS-DOS 8.3 filename conversion
1622 2003-08-16 src/tools.c
1623 * fixed bug with invisible mouse cursor when pressing ESC while playing
1625 2003-08-16 (various source files)
1626 * added another 128 custom elements (disabled in editor by default)
1628 2003-08-16 src/editor.c
1629 * fixed NULL string bug causing Solaris to crash in sprintf()
1631 2003-08-16 src/screen.c
1632 * fixed drawing over scrollbar on level selection with custom fonts
1634 2003-08-15 src/game.c
1635 * cleanup of simple sounds / loop sounds / music settings
1637 2003-08-08 (various source files)
1638 * added custom element property for dropping collected elements
1640 2003-08-08 src/conf_gfx.c
1641 * fixed bug with missing graphic for active red disk bomb
1643 2003-08-07 src/files.c, src/editor.c src/game.c, src/main.h
1644 * extended variable "level.gravity" to "level.initial_gravity" and
1645 "game.current_gravity" to prevent level setting from being changed
1646 by playing the level (keeping the runtime value after playing)
1648 * fixed graphics bug when digging element that has 'crumbled' graphic
1649 definition, but not 'diggable' graphic definition
1652 * version number set to 3.0.1
1655 * version 3.0.0 released
1658 * various bug fixes; among others:
1659 - fixed bug with pushing spring over empty space
1660 - fixed bug with leaving tube while placing dynamite
1661 - fixed bug with explosion of smashed penguins
1662 - allow Murphy player graphic in levels with non-Supaplex elements
1666 * I have forgotten to document changes for some time
1669 * pre-release version 2.2.0rc1 released
1672 * version number set to 2.1.2
1675 * version 2.1.1 released
1678 * version number set to 2.1.1
1681 * version 2.1.0 released
1684 * version number set to 2.1.0
1686 2002-04-03 to 2002-05-19 (various source files)
1687 * graphics, sounds and music now fully configurable
1688 * bug fixed that prevented walking through tubes when gravity on
1690 2002-04-02 src/events.c, src/editor.c
1691 * Make Escape key less aggressive when playing or when editing level.
1692 This can be configured as an option in the setup menu. (Default is
1693 "less aggressive" which means "ask user if something can be lost"
1694 when pressing the Escape key.)
1696 2002-04-02 src/screen.c
1697 * Added "graphics setup" screen.
1699 2002-04-01 src/screen.c
1700 * Changed "choose level" setup screen stuff to be more generic (to
1701 make it easier to add more "choose from generic tree" setup screens).
1703 2002-04-01 src/config.c, src/timestamp.h
1704 * Added source files "src/config.[ch]" and "src/timestamp.h" (which
1705 automatically gets created by "src/Makefile" and contains an actual
1706 compile-time timestamp to identify development versions of the game).
1708 2002-03-31 src/tape.c, src/events.c
1709 * Added quick game/tape save/load functions to tape stuff which can be
1710 invoked by a keyboard shortcut. Default: "F1" saves game/tape, "F2"
1711 loads previously recorded tape and directly goes into recording mode
1712 from the end of the tape (therefore appending to the tape).
1714 2002-03-31 src/tape.c
1715 * Added "index mark" function to tape recorder. When playing or
1716 recording, "eject" button changes to "index" button. Setting index
1717 mark is not yet implemented, but pressing index button when playing
1718 allows very quick advancing to end of tape (when normal playing),
1719 very fast forward mode (when playing with normal fast forward) or
1720 very fast reaching of "pause before end of tape" (when playing with
1721 "pause before end" playing mode).
1723 2002-03-30 src/cartoons.c
1724 * Moved some stuff from cartoons.c to the new "src/libgame/toons.c".
1726 2002-03-29 src/screen.c
1727 * Changed setup screen stuff to be more generic (to make it easier
1728 to add more setup screens).
1730 2002-03-23 src/main.c, src/main.h
1731 * Various changes due to the introduction of the new libgame files
1732 "setup.c" and "joystick.c".
1734 2002-03-23 src/files.c
1735 * Generic parts of "src/files.c" (mainly setup and level directory
1736 stuff) moved to new libgame file "src/libgame/setup.c".
1738 2002-03-23 src/joystick.c
1739 * File "src/joystick.c" moved to libgame source tree, with
1740 correspondig changes.
1742 2002-03-22 src/screens.c
1743 * "HandleChooseLevel()": Another bug in level series navigation fixed.
1744 (Wrong level series information displayed when entering main group.)
1746 2002-03-22 src/editor.c
1747 * Slight change to support new gadget event "GD_EVENT_INFO_LEAVING".
1749 2002-03-22 src/editor.c
1750 * Changed behaviour of "Escape" key in level editor to be more
1751 intuitive: When in "Element Properties" or "Level Info" mode,
1752 return to "Drawing Mode" instead of leaving the level editor.
1754 2002-03-21 src/game.c, src/editor.c, src/files.c
1755 * 2.0.1 introduced the corrected "Emerald Mine" style behaviour of
1756 gems (emeralds, diamonds, ...) slipping down from normal wall,
1757 steel wall and growing wall (as in E.M.C. style levels). Although
1758 the behaviour of contributed and private levels wasn't changed (due
1759 to the use of "level.game_version"; see previous entry), editing
1760 those levels will (of course) change the behaviour accordingly.
1762 This change seems a bit too hard after thinking about it, because
1763 the EM style behaviour is not the "expected" behaviour (gems would
1764 normally only slip down from "rounded" walls). Therefore this was
1765 now changed to an element property for gem style elements, with the
1766 default setting "off" (which means: no special EM style behaviour).
1767 To fix older converted levels, this flag is set to "on" for pre-2.0
1768 levels that are neither contributed nor private levels.
1770 2002-03-20 src/files.h
1771 * Corrected settings for "level.game_version" depending of level type.
1772 (Contributed and private levels always get played with game engine
1773 version they were created with, while converted levels always get
1774 played with the most recent version of the game engine, to let new
1775 corrections of the emulation behaviour take effect.)
1777 2002-03-20 src/main.h
1778 * Added "#include <time.h>". This seems to be needed by "tape.c" for
1779 compiling the SDL version on some systems.
1780 Thanks to the several people who pointed this out.
1783 * Version number set to 2.0.2.
1786 * Version 2.0.1 released.
1788 2002-03-18 src/screens.c
1789 * "HandleChooseLevel()": Small bug in level series navigation fixed.
1791 2002-03-18 src/files.c [src/libgame/misc.c]
1792 * Moved some common functions from src/files.c to src/libgame/misc.c.
1794 2002-03-18 src/files.c [src/libgame/misc.c]
1795 * Changed permissions for new directories and saved files (especially
1796 score files) according to suggestions of Debian users and mantainers.
1797 Thanks to Drew Parsons <dparsons@emerall.com> for the patch.
1799 2002-03-17 src/files.c
1800 * Changed "{Load|Save}{Level|Tape}()" to IFF style file format:
1801 Replaced "cookie" header string ("ROCKSNDIAMONDS_...\n") with
1802 real IFF style header "RND1....XXXX" (where "XXXX" is "CAVE"
1803 for levels and "TAPE" for tapes). Old "cookie" style format is
1804 still supported for reading. New level and tape files are written
1807 * New IFF chunk "VERS" contains version numbers for file and game
1808 (where "game version" is the version of the program that wrote the
1809 file, and "file version" is a version number to distinguish files
1810 with different format, for example after adding new features).
1812 2002-03-15 src/screen.c
1813 * "DrawHallOfFame()": "FadeSounds()" when entering the hall of fame.
1814 (Before, you heard a mixture of the in-game music and the
1815 hall-of-fame music.)
1817 2002-03-14 src/events.c
1818 * Function "DumpTape()" (files.c) now available by pressing 't' from
1819 main menu (when in DEBUG mode).
1821 2002-03-14 src/game.c
1822 * "GameWon()": When game was won playing a tape, now there is no delay
1823 raising the score and no corresponding sound is played.
1825 2002-03-14 src/files.c
1826 * Changed "LoadTape()" for real chunk support and also adjusted
1827 "SaveTape()" accordingly.
1829 2002-03-14 src/game.c, src/tape.c, src/files.c
1830 * Important changes to tape format: The old tape format stored all
1831 actions with a real effect with a corresponding delay between the
1832 stored actions. This had some major disadvantages (for example,
1833 push delays had to be ignored, pressing a button for some seconds
1834 mutated to several single button presses because of the non-action
1835 delays between two action frames etc.). The new tape format just
1836 stupidly records all device actions and replays them later. I really
1837 don't know why I haven't solved it that way before?! Old-style tapes
1838 (with tape file version less than 2.0) get converted to the new
1839 format on-the-fly when loading and can therefore still be played;
1840 only some minor parts of the old-style tape handling code was needed.
1841 (A perfect conversion is not possible, because there is information
1842 missing about the device actions between two action frames.)
1844 2002-03-14 src/files.c
1845 * New function "DumpTape()" to dump the contents of the current tape
1846 in a human readable format.
1848 2002-03-14 src/game.c
1849 * Small tape bug fixed: When automatically advancing to next level
1850 after a game was won, the tape from the previous level still was
1851 loaded as a tape for the new level.
1853 2002-03-14 src/tape.c
1854 * Small graphical bug fixed: When pressing ""Record" or "Play" on
1855 tape, cartoons did not get completely removed because
1856 StopAnimation() was not called.
1858 2002-03-13 src/files.c
1859 * Changed "LoadLevel()" and "SaveLevel()" to add new chunk "CNT2".
1860 Fixed bug of "CONT" and "BODY" (chunk size was set to 8-bit element
1861 size even when using 16-bit elements). Added new chunk "CNT2" for
1862 16-bit amoeba content (previously written in 8-bit field in "HEAD"
1863 chunk even when content was 16-bit element). "CNT2" should now be
1864 able to store content for arbitrary elements (up to eight blocks of
1865 3 x 3 element arrays). All "CNT2" elements will always be stored as
1866 16-bit elements. "CONT" (with 8/16-bit elements) now obsolete.
1868 2002-03-13 src/files.c
1869 * Changed "LoadLevel()" for real chunk support.
1871 2002-03-12 src/game.c
1872 * Fixed problem (introduced after 2.0.0 release) with penguins
1873 not getting killed by enemies
1875 2002-02-24 src/game.c, src/main.h
1876 * Added "player->is_moving"; now "player->last_move_dir" does
1877 not contain any information if the player is just moving at
1879 Before, "player->last_move_dir" was misused for this purpose
1880 for the robot stuff (robots don't kill players when they are
1881 moving). But setting "player->last_move_dir" to MV_NO_MOVING
1882 broke tapes when walking through pipes!
1883 ("IS_MOVING()" uses "MovPos[][]", but this fails when it is 0
1884 in a continuous movement. This fact is ignored for friends and