2 * continued code cleanup of native Supaplex game engine
5 * continued code cleanup of native Supaplex game engine
8 * started code cleanup of native Supaplex game engine
11 * integrated playing sound effects into native Supaplex game engine
14 * added configurable key shortcuts for the tape recorder buttons
17 * added (hidden) function to save native Supaplex levels with tape as
18 native *.sp file containing level with demo (saved with a file name
19 similar to native R'n'D levels, but with ".sp" extension instead of
20 ".level"); to use this functionality, enter ":save-native-level" or
21 ":snl" from the main menu with the native Supaplex level loaded and
22 the appropriate tape loaded to the tape recorder
23 * fixed potential crash bug caused by illegal array access in engine
24 snapshot loading and saving code
25 * changed setting permissions of score files to be world-writable if
26 the program is not installed and running setgid to allow the program
27 to modify existing score files when run as a different user (which
28 allows cheating, of course, as the score files are not protected
29 against modification in this case)
30 * added (commented out) suggestions for RO_GAME_DIR and RW_GAME_DIR to
31 the top level Makefile for Debian / Ubuntu installations
32 * added saving read-only levels from editor into personal level set
33 (thanks to Bela Lubkin for the above four patches)
36 * added updating of game values on the panel to Supaplex game engine
39 * finished integrating R'n'D graphics engine into Supaplex game engine
40 (although some animations do not support full customizability yet)
43 * done integrating R'n'D graphics engine into file "Infotron.c"
44 * done integrating R'n'D graphics engine into file "OrangeDisk.c"
47 * integrated engine snapshot functionality into Supaplex game engine
50 * fixed bug in native Supaplex engine that broke several demo solutions
51 * fixed bug with re-initializing already existing elements in function
52 RelocatePlayer() in src/game.c (causing problems with Sokoban fields
53 counted a second time, making the currently playing level unsolvable)
54 * done integrating R'n'D graphics engine into file "SnikSnaks.c"
55 * done integrating R'n'D graphics engine into file "Electrons.c"
56 * done integrating R'n'D graphics engine into file "Zonk.c"
59 * done integrating R'n'D graphics engine into file "Murphy.c"
60 * done integrating R'n'D graphics engine into file "BugsTerminals.c"
63 * started integrating R'n'D graphics engine into Supaplex game engine
66 * added small kludge that allows transparent pushing animation over
67 non-black background (by using "game.use_masked_pushing: true")
68 * added editor flag to Sokoban field/object elements to automatically
69 finish solved Sokoban style levels (even if they contain non-Sokoban
70 elements, which prevents auto-enabling this feature for such levels)
73 * added new element "from_level_template" which is replaced by element
74 from level template at same playfield position when loaded (currently
75 not accessible from level editor, but only used for special Sokoban
76 level conversion when using "special_flags: load_xsb_to_ces")
77 * added special behaviour for "special_flags: load_xsb_to_ces": global
78 settings of individual level files are overwritten by template level
79 (except playfield size, level name, level author and template flag)
82 * added handling of gravity ports when converting Supaplex style R'n'D
83 levels to native Supaplex levels for playing with Supaplex engine
86 * fixed bug in Supaplex engine regarding initial screen scroll position
89 * fixed EMC style pushing animations in the R'n'D graphics engine (when
90 using ".2nd_movement_tile" for animations having start and end tile)
91 * for this to work (look) properly for two-tile pushing animations with
92 non-black (i.e. opaque) background, the pushing graphics drawing order
93 was changed to first draw the pushed element, then the player (maybe
94 this should be controlled by an ".anim_mode" flag yet to be added)
95 * two-tile animations for moving or pushing should have 7 frames for
96 normal speed, 15 frames for half speed etc. to display correct frames
97 * two-tile animations are also displayed correctly with different speed
98 settings for the player (for pushing animations) or moving elements
101 * added searching for template level (file "template.level") not only
102 inside the level set directory, but also in above level directories;
103 this makes is possible to use the same single template level file
104 (placed in a level group directory) for many level sub-directories
107 * fixed bug with steel exit being destructible during opening phase
108 * added token "special_flags" to "levelinfo.conf" (currently with the
109 only recognized value "load_xsb_to_ces", doing the same as the flag
110 "-Dload_xsb_to_ces" on the command line, but as a permanent flag for
111 converting all elements in native (XSB) Sokoban level files to CEs)
114 * fixed some problems with Supaplex engine when compiling for Windows
117 * added special mode to convert elements of Sokoban XSB levels to CEs
118 by adding "-Dload_xsb_to_ces" to the command line starting the game
119 (also adding a dependency to a template level file "template.level")
122 * added reading native Sokoban levels and level packages (XSB files)
125 * fixed bugs in (auto)scrolling behaviour when passing ports or when
126 wrapping around the playfield through "holes" in the playfield border
129 * changed internal playfield bitmap handling from playfield sized bitmap
130 to screen sized bitmap (visible scrolling area), therefore speeding up
131 graphics operations (by eliminating bitmap updates in invisible areas)
132 and removing playfield size limitations due to increasing bitmap size
133 for larger playfield sizes (while the new implementation always uses
134 a fixed playfield bitmap size for arbitrary internal playfield sizes)
137 * fixed bug with single step mode (there were some cases where the game
138 did not automatically return to pause mode, e.g. when trying to push
139 things that cannot be pushed or when trying to run against a wall)
142 * added support for loading Supaplex levels in MPX level file format
145 * fixed SP engine to set "game over" not before lead out counter done
148 * fixed (potential) compile error when using GCC option "-std=gnu99"
149 (thanks to Tom "spot" Callaway)
152 * fixed array allocation in native Supaplex engine to correctly handle
153 preceding scratch buffers (needed because of missing border checking)
154 * fixed playfield initialization to correctly add raw header bytes as
155 subsequent scratch buffer (needed because of missing border checking)
158 * most important parts of native Supaplex engine integration working:
159 - native Supaplex levels can be played in native Supaplex engine
160 - native Supaplex level/demo files ("*.sp" files) can be re-played
161 - all 111 classic original Supaplex levels automatically solvable
162 - native Supaplex engine can be selected and used from level editor
163 - logic of re-playing Supaplex demos migrated to R'n'D tape logic
166 * fixed another translation problem from VisualBasic to C (where "int"
167 should be "short") causing unsolvable demos with bugs and terminals
168 ("bugs" being related to the Supaplex "buggy base" element here ;-) )
171 * fixed bug when reading Supaplex single level files (preventing loader
172 from seeking to level position like in Supaplex level package files)
175 * first classic Supaplex level running and solved by solution/demo tape
178 * started with integration of native Supaplex engine, using source code
179 of Megaplex from Frank Schindler, based on original Supaplex engine
182 * version number set to 3.2.6.2
185 * version 3.2.6.1 released
188 * fixed bug with element_info[e].gfx_element not being initialized in
189 early game stage, causing native graphics in EMC level sets to be
190 mapped completely to EL_EMPTY (causing a blank screen when playing)
191 (this only happened when starting the program with an EMC set with
192 native graphics, but not when switching to such a set at runtime)
195 * deactivated blit-to-same-surface workaround again (see 2009-03-24)
196 and using self-compiled, patched SDL.dll that solves this problem
197 (interim solution until release of SDL 1.2.14 that should fix this)
200 * extended backwards compatibility mode to allow already fixed bug with
201 change actions (see "2008-02-05") for existing levels (especially the
202 Zelda and Zelda II levels and other cool stuff by Alan Bond like FMV)
205 * reactivated workaround to prevent program crashes due to blitting to
206 the same SDL surface that apparently only occurs on Windows systems
207 (this is no final solution; this problem needs further investigation)
210 * version number set to 3.2.6.1
213 * version 3.2.6.0 released
216 * fixed behaviour of player option "no centering when relocating" which
217 was incorrect when disabled and relocation target inside visible area
218 and "no scrolling when relocating" enabled at the same time
221 * fixed problems with re-mapping players on playfield to input devices:
222 previously, players found on the level playfield were changed to the
223 players connected to input devices (for example, player 3 in the level
224 was changed to player 1 (using artwork of player 3, to be able to use
225 a player with a different color)); this had the disadvantage that CE
226 conditions using player elements did not work (because the players in
227 the level definition are different to those effectively used in-game);
228 the new system uses the same player elements as defined in the level
229 playfield and re-maps the input devices of connected players to the
230 corresponding player elements when playing the level (in the above
231 example, player 3 now really exists in the game and is moved using the
232 events from input device 1); level tapes still store the events from
233 input devices 1 to 4, which are then re-mapped to players accordingly
234 when re-playing the tape (just as it is done when playing the level)
237 * fixed bug with player relocation while the player switches an element
240 * fixed bug with EM/DC style exit and EM/DC style steel exit which was
241 not walkable (and did not let the player enter) when in process of
242 opening, but not fully open yet (which can cause the player not being
243 able to enter the exit in EM/DC style levels in time)
246 * fixed some bugs regarding the new level/CE random seed reset options
249 * moved "level settings" and "editor settings" to two tabbed screens in
250 level editor to gain space for additional level property settings
251 * added level setting to start a level with always the same random seed
252 * added CE action "set random seed" to re-initialize random seed in game
253 (this is the only CE action that gets executed before the CE changes,
254 which is needed to use the newly set random seed during the CE change)
257 * fixed redraw problem of special editor door when playing from editor
260 * fixed initialization of gfx_element for level sketch image creation
263 * added switch for EM style dynamite "[ ] explodes with chain reaction"
264 (with default set to "on" for existing levels, but "off" for all new
265 levels), as EM style dynamite does not chain-explode in original EM
268 * added optional initial inventory for players (pre-collected elements)
269 * added change page actions "set player inventory" and "set CE artwork"
270 * added recognition of "player" parameter on change pages when player
271 actions are defined, but no trigger player in corresponding condition
272 (this resulted in actions that only affected the first player before)
273 * fixed bug with change actions being executed for newly created custom
274 elements resulting from custom element changes, when the intention was
275 only to check for change actions for the previous custom element
278 * changed design and size of element drawing area in level editor
279 * added "element used as action parameter" to element change actions
282 * added possibility to reanimate player immediately after his death
283 (for example, by "change to <player> when explosion of <player>")
286 * fixed bug with "gray" white door not being uncovered by magnifier
287 * added score for collecting (any) key to the white key config page
290 * added condition "deadly when <getting hit by>" for custom elements
291 that behaves a bit like the existing "deadly when <colliding with>",
292 but with the following differences:
293 - it only kills players or friends when it was moving before it hits
294 - it does not kill players or friends that try to run into it
297 * fixed the following change conditions where a player element is used
298 as the "element that is triggering the custom element change":
301 - explosion of <element>
303 (the last two conditions already worked partially, but only for the
304 first player, and not for the "Murphy" player when using "move of")
307 * fixed crash bug caused by accessing invalid element (with value -1)
308 in UpdateGameControlValues()
309 * fixed graphical bug when using two-tile movement animations with EMC
310 game engine without explicitly using native EMC graphics engine
313 * fixed bug in new "can dig" feature (see below) so that an unsuccessful
314 try to push something (due to push delay) does not cause a dig action
317 * fixed bug with reference elements used as trigger elements on custom
318 element change pages not being recognized
319 * fixed bug with reference elements not being removed from the playfield
320 * added engine functionality that allows custom elements that "can dig"
321 other elements not only to do so when moving by themselves, but also
322 when being pushed by the player (therefore adding the functionality to
323 push one element over another element, replacing it with the new one)
326 * added command line function to write level sketch images to directory
329 * merged override and auto-override options into new override options
330 with a new data type than can take the values "no", "yes" and "auto"
333 * fixed growing steel wall to also leave behind steel wall instead of
334 normal, destructible wall
335 * fixed handling of rocks falling through stacks of quicksand with
336 different speed (before, the rocks just got stuck in the quicksand)
339 * fixed nasty bug with auto-override and normal override not working on
340 program startup (especially when current level set has custom artwork)
343 * version 3.2.5 released as special edition "R'n'D jue"
346 * fixed X11 crash bug when blitting masked title screens over background
349 * changed build system to support special editions (like "R'n'D jue")
350 * added (hardcoded) loading graphics for "R'n'D jue" special edition
351 * fixed X11 crash bug when scaling images with width/height less than 32
354 * added "background.PLAYING" (only visible as two-pixel border in game)
355 * added default level set for first start of special R'n'D version
356 * changed door animations for editor always behaving like "quick doors"
359 * added new custom artwork setup option "auto-override non-CE sets" for
360 automatic artwork override that is only used for level sets without
361 custom element artwork (as it does not make much sense to override
362 any artwork that redefines custom element artwork for sets using CEs)
363 * fixed default artwork for "special" R'n'D versions always using the
364 "classic" artwork as the base if base artwork is not explicitly
365 defined in "levelinfo.conf", regardless of different default artwork
366 used by the special R'n'D version -- this is needed because any such
367 custom artwork is designed using the "classic" artwork definitions as
368 the base (including menu definitions and screen positions etc., which
369 would otherwise be taken from the different special default artwork)
372 * fixed drawing of animated "quicksand.filling" and "quicksand.emptying"
373 for both EMC and R'n'D graphics engine (heavy workarounds needed due
374 to massively broken handling of quicksand in R'n'D game engine)
375 * fixed off-limits access to array in DrawLevelFieldCrumbledSandExt()
376 * fixed crash bug (hopefully) when scrolling with cursor keys in editor
379 * fixed small bug in toon drawing (introduced when fixing the crash bug)
382 * added graphics definition "game.panel.highscore" to display the
383 current levels current high score in the game panel
386 * version number set to 3.2.5
389 * version 3.2.4 released
392 * fixed crash bug in toon drawing functions for large step offset values
395 * fixed some problems with displaying game panel when quick-loading tape
398 * fixed (experimental only) redrawing of every tile per frame (even if
399 unneeded) for the extended (R'n'D based) EMC graphics engine
400 * added optimization to only calculate element count for panel display
401 if really needed (that is, if element count values defined on panel)
402 * fixed problem with special editor door redraw when entering main menu
405 * fixed bug with displaying background for title messages on info screen
406 * some code cleanup for the extended (R'n'D based) EMC graphics engine
409 * fixed bug with CE action "move player" always resulting in player 4
410 if there was a CE action with no trigger player (because the player
411 element was calculated by using log_2() from trigger player bits with
412 the value PLAYER_BITS_ANY) -- this is now fixed by also storing the
413 triggering player bit mask and handling all players in "move player"
414 * fixed bug when defined artwork cannot be found for artwork that has
415 default artwork cloned from other artwork (without default filename)
416 * added several fixes to the extended (R'n'D based) EMC graphics engine
419 * fixed broken editor copy and paste for custom elements between levels
422 * title messages are now also searched in graphics artwork directory;
423 those found in graphics directory have precendence over those found
424 in level directory -- this handles title messages stored in graphics
425 directories as part of the artwork set, just like title images; this
426 makes sense, as corresponding special font definitions for messages
427 are usually defined in the same graphics artwork directory, and also
428 because title images and title messages that are combined in a level
429 set introduction should usually not be separated when the level set
430 is used with a different artwork set (e.g. using "override graphics")
431 * fixed problem with door borders on main screen by first drawing doors
432 and then the corresponding border masks, but not vice versa
433 * fixed problem with artwork config entries using the value "[DEFAULT]";
434 this does not what one might expect, but sets the value to an invalid
435 value -- solution: simply ignore such entries, which results in this
436 value keeping its previous (real) default value (in general, entries
437 that should use their default value should just not be defined here)
438 * fixed problem with wrong fading area size from main menu to setup menu
441 * fixed problem with broken crumbled graphics after level set changes
442 when using R'n'D custom artwork with level sets using the EMC engine
445 * fixed invisible "joysticks deactivated ..." text on setup input screen
448 * added use of hashes created from static lists (element tokens, image
449 config, font tokens) to speed up lookup of configuration parameters
450 * fixed bug where element and graphic config token lookup was mixed up
453 * added "busy" animation when initializing program and loading artwork
454 * added initialization profiling for program startup (debugging only)
457 * fixed(?) very strange bug apparently triggered by memset() when code
458 was cross-compiled with MinGW cross-compiler for Windows XP platform
459 (this only happened when using SDL.dll also self-compiled with MinGW)
462 * added graphics engine directive "border.draw_masked_when_fading" that
463 enables/disables drawing of border mask over screen that is just faded
466 * fixed small problem with separate fading definition for game screen
469 * added additional configuration directives for setup screen draw offset
470 menu.draw_xoffset.SETUP[XXX] and menu.draw_yoffset.SETUP[XXX] with XXX
471 in GAME, EDITOR, GRAPHICS, SOUND, ARTWORK, INPUT, SHORTCUTS_1,
472 SHORTCUTS_2, CHOOSE_ARTWORK, CHOOSE_OTHER (where "CHOOSE_ARTWORK" is
473 used to define draw offset on custom artwork selection screens and
474 "CHOOSE_OTHER" is used on all other list style selection screens, like
475 choosing game speed or screen mode for fullscreen mode)
476 * added additional configuration directives to define main menu buttons:
477 - menu.button_name and menu.button_name.active
478 - menu.button_levels and menu.button_levels.active
479 - menu.button_scores and menu.button_scores.active
480 - menu.button_editor and menu.button_editor.active
481 - menu.button_info and menu.button_info.active
482 - menu.button_game and menu.button_game.active
483 - menu.button_setup and menu.button_setup.active
484 - menu.button_quit and menu.button_quit.active
485 * added eight pure decoration graphic definitions for the game panel
488 * added support for accessing native Diamond Caves II level packages
489 * fixed displaying of game panel values for Emerald Mine game engine
490 * fixed displaying end-of-level time and score values on new game panel
493 * added game panel control to display arbitrary elements on game panel
494 * added game panel control to display custom element score (globally
495 unique for identical custom elements) either as value or as element
496 * added ".draw_masked" and ".draw_order" to game panel control drawing
499 * fixed some general bugs with handling of ".active" elements and fonts
502 * cleanup of game panel elements (some elements were not really needed)
503 * added displaying of gravity state (on/off) as new game panel control
504 * added animation for game panel elements (similar to game elements)
507 * added new pseudo game mode "PANEL" to define panel fonts and graphics
508 - panel fonts now use ".PANEL" suffix instead of ".PLAYING" suffix
509 - panel graphics now use ".PANEL" suffix instead of ".DOOR" suffix
510 (else graphics would have to use ".PLAYING", which would be confusing)
511 * fixed bug when fading out to game screen with border mask defined
514 * added attribute ".tile_size" for element style game panel controls
517 * added <space> key as additional valid key to use for confirm requester
520 * improved menu fading, adding separate fading definitions for entering
521 and leaving a "content" screen (in general), and optional definitions
522 for the special "content" screens SCORES, EDITOR, INFO and PLAYING
525 * added (currently invisible) setup option to define scroll delay value
526 * fixed small bug in priority handling when auto-detecting level start
527 position in levels without player element (but player from CE etc.)
528 * added option "game.forced_scroll_delay_value" to override user choice
529 of scroll delay value for certain level sets with "graphicsinfo.conf"
530 * replaced setup option "scroll delay: on/off" by new setup option that
531 directly allows selecting the desired scroll delay value from 0 to 8
534 * added displaying of most game panel control elements (not animated)
537 * added new configuration directives to display additional game engine
538 values on the game control panel, like the following examples:
539 - game.panel.time_hh/time_mm/time_ss - level time in HH/MM/SS format
540 - game.panel.penguins - number of penguins to rescue
541 - game.panel.level_name - level name of current level
544 * added support for preview tile sizes "1" and "2" (1x1 and 2x2 pixels)
547 * added new player option "no centering when relocating" for "invisible"
548 teleportations to level areas that look exactly the same, giving the
549 illusion that the player did not relocate at all (this was the default
550 since 3.2.3, but caused visual problems with room creation in "Zelda")
551 * added new menu fading effect "melt", shamelessly stolen from "DOOM"
554 * improved menu fading, adding separate fading definitions for entering
555 and leaving a menu and for fading between menu and "content" screens
556 * fixed small bug with recognizing also ".font_xyz" style definitions
559 * improved menu fading, adding separate fading definitions for fading
560 between menu screens and fading between menu and "destination" screens
563 * titlemessage_initial_x and titlemessage_x set to "[DEFAULT]" in static
564 configuration (set from "[titlemessage_initial]" and "[titlemessage]")
565 * fading settings of "[titlemessage_initial]" and "[titlemessage]" set
566 to "[DEFAULT]" in static configuration (set from "[title_initial]" and
568 * improved title fading, allowing fading animation types "none", "fade"
569 and "crossfade" (including cross-fading of last title to main menu)
572 * added configurability of graphics, sounds and music for title screens,
573 which are separated into initial title screens (only shown once at
574 program startup) and title screens shown for a given level set; these
575 title screens can be composed of up to five title images and up to
576 five title text messages (each drawn using an optional background
577 image), also using background music and/or sounds; aspects like
578 background images, sounds and music of title screens can either be
579 defined generally (valid for all title screens) or specifically (and
580 therefore differently for each title screen) using these directives:
582 to define a background image, sound or music file for all screens:
583 - background.TITLE_INITIAL (for all title screens for game startup)
584 - background.TITLE (for all title screens for level sets)
586 to define a background image, sound or music file for a single screen:
587 - background.titlescreen_initial_x (with x in 1,2,3,4,5)
588 - background.titlescreen_x (with x in 1,2,3,4,5)
589 - background.titlemessage_initial_x (with x in 1,2,3,4,5)
590 - background.titlemessage_x (with x in 1,2,3,4,5)
592 to define the title screen images:
593 - titlescreen_initial_x (with x in 1,2,3,4,5)
594 - titlescreen_x (with x in 1,2,3,4,5)
596 to define the title text messages, place text files into the level set
597 directory that have the following file names:
598 - titlemessage_initial_x.txt (with x in 1,2,3,4,5)
599 - titlemessage_x.txt (with x in 1,2,3,4,5)
601 to define the properties of the text messages, either use directives
602 that affect all text messages:
603 - [titlemessage_initial].<suffix>
604 - [titlemessage].<suffix>
605 or use directives that affect single text messages:
606 - titlemessage_initial_x.<suffix> (with x in 1,2,3,4,5)
607 - titlemessage_x.<suffix> (with x in 1,2,3,4,5)
609 valid values for <suffix> are the same as for readme.<suffix> below;
610 use ".sort_priority" (default: 0) to define an arbitrary order for
611 title images and title messages (which can therefore be mixed)
614 * added full configurability of "readme.txt" screen appearance:
615 - readme.x: <left position used with alignment>
616 - readme.y: <top position>
617 - readme.width: <maximim text width in pixels>
618 - readme.height: <maximum text height in pixels>
619 - readme.chars: <maximum number of chars per line>
620 - readme.lines: <maximum number of lines displayed>
621 - readme.align: left,center,right (default: center)
622 - readme.top: top,middle,bottom (default: top)
623 - readme.font: font name
624 - readme.autowrap: true,false (default: true)
625 - readme.centered: true,false (default: false)
626 - readme.parse_comments: true,false (default: true)
627 - readme.sort_priority: (not used here, but only for title screens)
628 when "readme.chars" and/or "readme.lines" is set to "-1" (this is the
629 default), they are automatically determined from "readme.width" and
630 "readme.height" accordingly; when they are not "-1", they have
631 precedence over "readme.width" and "readme.height"
632 * added internal ad-hoc config settings for displaying text files like
633 title messages or "readme.txt" style level set info files:
634 - .font: font name (default: readme.font)
635 - .autowrap: true,false (default: readme.autowrap)
636 - .centered: true,false (default: readme.centered)
637 - .parse_comments: true,false (default: readme.parse_comments)
638 (the leading '.' and the separating ':' are mandatory here); to use
639 these ad-hoc settings, they have to be written inside a comment, like
640 "# .autowrap: false" or "# .centered: true"; these settings then
641 override the above global settings (they can even be used more than
642 once, like "# .centered: true", then some text that should be drawn
643 centered, then "# .centered: false" to go back to non-centered text;
644 important note: after using "# .parse_comments: false", or when using
645 "readme.parse_comments: false", detecting and parsing comments inside
646 the file is disabled and comments are just printed like normal text;
647 also be aware that all automatic text size calculations are done with
648 the font defined in "readme.font", while using different fonts using
649 "# .font: <font>" inside the text file may cause unexpected results
652 * changed some numerical limits in the level editor from 255 to 999
655 * added option "system.sdl_videodriver" to select SDL video driver
656 * added output of SDL video and audio driver to "version info" page
659 * added group element drawing to IntelliDraw drawing functions
660 * fixed animation resetting problem again (last try broke Snake Bite)
661 * fixed diagonal scrolling in screen scrolling (last try broke Pac Man)
664 * added new (special) "include: <filename>" directive that works in all
665 configuration files (like "graphicsinfo.conf") and that has the same
666 effect as if that directive would be replaced with the content of the
667 specified file (this can be useful to split large configuration files
668 into several smaller ones and include them from one main file, or to
669 store configuration settings that always stay the same into a separate
670 file, while including it and only add those parts that really change)
673 * fixed minor bug (screen redraw of player tiles) in EMC graphics engine
676 * fixed bug in "InitMovingField()" where treating an integer array as
677 boolean caused wrong resetting of animations while elements are moving
678 * fixed problem with resetting animations when starting element change
681 * added sort priority for order of title screens and title messages
684 * changed end of game again: do not wait for the user to press a key
685 anymore, but directly ask/confirm tape saving and go to hall of fame
686 * re-enabled quitting of lost game by pressing space or return again
687 * added blanking of mouse pointer when displaying title screens
688 * added remaining menu draw offset definitions for info sub-screens
691 * added setup option to select game speed (from very slow to very fast)
692 * improved handling of title text messages (initial and for level set)
695 * added new options "auto-wrap" and "centered" for DC2 style envelopes
698 * fixed displaying and typing of player name when it is centered
699 * added special characters to be allowed for player name (not only A-Z)
702 * fixed blit in ScrollLevel() to same bitmap to not overlap anymore
703 (newer versions of the SDL library seem to not like this anymore)
706 * added code for configuration directives for control of game panel
709 * fixed small cosmetical bug with underlining property tabs in editor
712 * fixed small drawing bug in X11FadeRectangle
713 * added new elements for newly supported Diamond Caves II levels:
714 - EM/DC style exits that disappear after passing
715 - white key and gate (one white key needed for each white gate)
716 - fake gate (there is no key to open/pass this kind of gate!)
717 - extended magic wall which also handles pearls and crystals
721 * changed maximum value for endless loop detection to a higher value
722 (some levels really used very deep recursion without being endless)
725 * added new elements for newly supported Diamond Caves II levels:
726 - growing steel walls
727 - snappable land mine
730 * added new elements for newly supported Diamond Caves II levels:
731 - steel text elements
734 * added level file loader for native Diamond Caves II levels
737 * version number set to 3.2.4
740 * version 3.2.3 released
743 * fixed malloc/free bug when updating EMC artwork entries in level list
744 * added workaround (warning and request to quit the current game) when
745 changing elements cause endless recursion loop (which would otherwise
746 freeze the game, causing a crash-like program exit on some systems)
749 * fixed nasty string overflow bug when entering too long envelope text
752 * added feedback sounds for menu navigation "menu.item.activating" and
753 "menu.item.selecting" (for highlighting and executing menu entries)
756 * improved "no scrolling when relocating" to also consider scroll delay
757 (meaning that the player is not automatically centered in this case;
758 this makes it possible to "invisibly" relocate the player to a region
759 of the level playfield which looks the same as the old level region)
760 * fixed bug with not recognizing "main.input.name.align" when active
763 * fixed bug with displaying masked borders over title screens when
764 screen fading is disabled
767 * fixed infinite loop / crash bug when killing the player while having
768 a CE with the setting "kill player X when explosion of <player X>"
769 * added special editor graphic for "char_space" to distinguish it from
770 "empty_space" when editing a level (in-game graphics still the same)
773 * fixed nasty bug with initialization only done for the first player
776 * small change to handle loading empty element/content list micro chunks
779 * uploaded pre-release (test) version 3.2.3-0 binary and source code
782 * some optimizations on startup speed by reducing initial text output
785 * added caching of custom artwork information for faster startup times
788 * fixed graphical bug when using fewer menu entries on level selection
789 screen than usual (with "menu.list_size.LEVELS" directive)
790 * fixed crash bug (Windows/SDL only) caused by BlitBitmap blitting from
791 the backbuffer to the backbuffer by error (with identical rectangle)
794 * fixed bug when displaying titlescreen with size less than element tile
795 * fixed bug that caused elements with "change when digging <e>" event
796 to change for _every_ digged element, not only those specified in <e>
797 * fixed bug that caused impact style collision when dropping element one
798 tile over the player that can both fall down and smash players
799 * fixed bug that caused impact style collision when element changed to
800 falling/smashing element over the player immediately after movement
803 * fixed bug that allowed making engine snapshots from the level editor
806 * fixed bugs with player name and current level positions on main screen
809 * added configuration directives for control of title screens:
810 - "title.fade_delay" for fading time
811 - "title.post_delay" for pause between screens (when not crossfading)
812 - "title.auto_delay" to automatically continue after some time
813 these settings can each be overridden by specifying them with titles:
814 - "titlescreen_initial_{1-5}.{fade_delay,post_delay,auto_delay}"
815 - "titlescreen_{1-5}.{fade_delay,post_delay,auto_delay}"
816 fading mode can also be specified:
817 - "titlescreen_initial_{1-5}.anim_mode: {fade,crossfade}
818 - "titlescreen_{1-5}.anim_mode: {fade,crossfade}
819 default is using normal fading for menues and initial title screens,
820 while using cross-fading for level set title screens
821 * fixed bug with background not drawn in Hall of Fame after game was won
824 * added configuration directives for the remaining main menu items
827 * added additional configuration directives for info screen draw offset:
828 menu.draw_{x,y}offset.INFO[{ELEMENTS,MUSIC,CREDITS,PROGRAM,LEVELSET}]
829 * added additional configuration directives for preview info text
830 * limited mouse wheel sensitive screen area to scrollable screen area
833 * added highlighted menu text entries to menu navigation when selected
836 * fixed bug that prevented player from correctly being created in the
837 top left corner by a custom element change in a level without player
838 * fixed bug that prevented player from being killed when indestructible,
839 non-walkable element is placed on player position by extended change
840 * added configurable menu button, text and input positions to main menu
843 * added page fading effects for remaining info sub-screens
844 * fixed small bug that caused some delays when answering door request
847 * added directives "border.draw_masked.*" for menu/playfield area and
848 door areas to display overlapping/masked borders from "global.border"
851 * fixed bug with CE with move speed "not moving" not being animated
852 * when changing player artwork by CE action, reset animation frame
855 * fixed bug with not unmapping main menu screen gadgets on other screens
856 * fixed bug with un-pausing a paused game by releasing still pressed key
857 * fixed bug with not redrawing screen when toggling to/from fullscreen
858 mode while fast reloading tape (without redrawing playfield contents)
859 * fixed bug with quick-saving tape snapshot despite answering with "no"
862 * version number set to 3.2.3
865 * version 3.2.2 released
868 * fixed bug with redrawing screen in fullscreen mode after quick tape
869 reloading when using the EMC game engine
870 * changed token names from "last_ce_[1-8]" to "prev_ce_[1-8]"
873 * fixed bug in GameWon() when level contains no exit (like in Sokoban)
876 * added engine snapshot functionality for instant tape reloading (this
877 only works for the last tape saved using "quick save", and does not
878 work across program restarts, because it completely works in memory)
881 * version number set to 3.2.2
884 * version 3.2.1 released
887 * fixed nasty bugs with handling error message file on Mac OS X systems
890 * general code cleanup (removing many annoying "#if 0" blocks etc.)
893 * fixed bug that caused broken tapes when manually appending to tapes
894 using the "pause before death" functionality, followed by recording
895 * added setup option to disable fading of screens for faster testing
898 * code cleanup of new fading functions
901 * changed behaviour after solved game -- do not immediately stop engine
902 * added some more smooth screen fadings (game start, hall of fame etc.)
905 * fixed bug with displaying pushed CE with value/score/delay anim_mode
908 * added configurable level preview position, tile size and dimensions
909 * added configurable game panel value positions (gems, time, score etc.)
912 * fixed small bug with time displayed incorrectly when collecting CEs
915 * fixed bug with bumpy scrolling with EM engine in double player mode
918 * added compatibility code to fix "Snake Bite" style levels that were
919 broken due to a bugfix regarding EL_SOKOBAN_FIELD_PLAYER in 3.2.0
922 * fixed bug with scrollbars inside editor when using the Windows mouse
923 enhancement tool "True X-Mouse" (which injects key events to the event
924 queue to insert selected stuff into the Windows clipboard, which gets
925 confused with the "Insert" key for jumping to the last editor cascade
926 block in the element list)
927 * added Rocks'n'Diamonds icon for use as window icon to SDL version
928 * added key shortcut "Alt + Enter" to toggle fullscreen mode at any time
931 * added selection of preferred fullscreen mode to setup / graphics menu
932 (useful if default mode 800 x 600 does not match screen aspect ratio)
935 * improved down-scaling of images for better editor and preview graphics
936 * changed user data directory for Mac OS X from Unix style to new place
939 * improved level number selection in main menu and player selection in
940 setup menu (input devices section) by using standard button gadgets
941 * added support for mouse scroll wheel (caused buggy behaviour before)
942 * added support for scrolling horizontal scrollbars with mouse wheel by
943 holding "Shift" key pressed while scrolling the wheel
944 * added support for single step mouse wheel scrolling by holding "Alt"
945 key pressed while scrolling the wheel (can be combined with "Shift")
946 * changed output file "stderr.txt" on Windows platform now always to be
947 created in the R'n'D sub-directory of the personal documents directory
948 * added Windows message box to direct to "stderr.txt" after error aborts
951 * improved general scrollbar handling (when jump-scrolling scrollbars)
954 * changed scrollbars to always show last line as first after scrolling
955 (that means jumping n - 1 screen lines instead of n screen lines)
958 * fixed level versions of EMC level loader (from V4 to V1, V2 and V3)
959 * fixed level time for EMC levels for V2 engine (V2 and V5 levels)
960 * fixed special handling of vertically stacked acid becoming fake acid
963 * fixed bug (very special case) with CE_SCORE_GETS_ZERO, which can
964 affect multiple instances of the same CE, although this kind of
965 change condition usually only affects one single custom element
968 * version number set to 3.2.1
971 * version 3.2.0 released
974 * reorganized level editor element list a bit to match engines better
977 * fixed newly introduced bug with wrongly initializing clipboard element
980 * fixed bug with displaying visible/invisible level border in editor
983 * reorganized some elements in the level editor element list
986 * fixed bug with displaying any player as "yellow" when moving into acid
987 * fixed bug with displaying running player when player stopped at border
990 * fixed bug with player exploding when moving into acid
991 * fixed bug with level settings being reset in editor and when playing
992 (some compatibility settings being set not only after level loading)
993 * fixed crash bug when number of custom graphic frames was set to zero
994 * fixed bug with teleporting player on walkable tile not working anymore
995 * added partial compatibility support for pre-release-only "CONF" chunk
996 (to make Alan Bond's "color cycle" demo work again :-) )
999 * fixed some bugs when displaying title screens from info screen menu
1000 * fixed bug which caused EMC doors #5 to #8 to be passable without keys
1003 * changed file major version to 3 to reflect level file format changes
1004 * uploaded pre-release (test) version 3.2.0-8 binary and source code
1007 * added new chunk "NAME" to level file format for level name settings
1008 * added new chunk "NOTE" to level file format for envelope settings
1009 * changed name of chunk "CONF" to "ELEM" (for normal element settings)
1010 * updated magic(5) file to recognize changed and new level file chunks
1011 * removed change events "change when CE value/score changes" as unneeded
1014 * changed gravity (which only affects the player) from level property
1015 to player property (only makes a difference in multi-player levels)
1016 * added change events "change when CE value/score changes"
1017 * added change events "change when CE value/score changes of <element>"
1020 * added new chunk "INFO" to level file format for global level settings
1021 * added all element settings from "HEAD" chunk to "CONF" chunk
1022 * added all global level settings from "HEAD" chunk to "INFO" chunk
1025 * changed level file format by adding two new chunks "CUSX" (for custom
1026 elements, replacing the previous "CUS4" chunk) and "GRPX" (for group
1027 elements, replacing the previous "GRP1" chunk); these new IFF style
1028 chunks use the new and flexible "micro chunks inside chunks" technique
1029 already used with the new "CONF" chunk (for normal element properties)
1030 which makes it possible to easily extend the existing level format
1031 (instead of using fixed-length chunks like before, which are either
1032 too big due to reserved bytes for future use, or too small when those
1033 reserved bytes have all been used and even more data should be stored,
1034 requiring the replacement by new and larger chunks just like it went
1035 with "CUS1" to "CUS4"); this whole problem now does not exist anymore
1038 * added credits pages to the "credits" section that were really missing
1039 * added some missing element descriptions to the level editor
1040 * added down position of switchgate switch to the level editor
1041 and allowed the use of both switch positions at the same time
1042 * changed use of "Insert" and "Delete" keys to navigate element list in
1043 level editor to start of previous or next cascading block of elements
1046 * added the possibility to view the title screen to the info screen menu
1047 * fixed some minor bugs with viewing title screens
1050 * fixed bug with title (cross)fading in/out when using fullscreen mode
1053 * fixed bug that forced re-defining of menu settings in local graphics
1054 config file which are already defined in existing base config file
1055 * fixed small bug that caused door sounds playing when music is enabled
1058 * added the possibility to define up to five title screens for each
1059 level set that are displayed after loading using (cross)fading in/out
1060 (this was added to display the various start images of the EMC sets)
1063 * added "CE score gets zero [of]" to custom element trigger conditions
1064 * added setup option to display element token name in level editor
1067 * added compatibility code for Juergen Bonhagen's menu artwork settings
1070 * fixed bug with displaying wrong animation frame 0 after CE changes
1071 * fixed bug with creating invisible elements when light switch is on
1074 * added selection between ECS and AGA graphics for EMC levels to setup
1077 * adjusted font handling for various narrow EMC style fonts
1080 * changed EM engine behaviour back to re-allow initial rolling springs
1083 * fixed handling of over-large selectboxes (less error-prone now)
1084 * fixed bug when creating GE with walkable element under the player
1087 * added use of "Insert" and "Delete" keys to navigate element list in
1088 level editor to start of custom elements or start of group elements
1089 * added virtual elements to access CE value and CE score of elements:
1090 - "CE value of triggering element"
1091 - "CE score of triggering element"
1092 - "CE value of current element"
1093 - "CE score of current element"
1096 * fixed "grass" to "sand" in older EM levels (up to file version V4)
1099 * changed behaviour of network games with internal errors (because of
1100 different client frame counters) from immediately terminating R'n'D
1101 to displaying an error message requester and stopping only the game
1102 (also to prevent impression of crashes under non command-line runs)
1103 * fixed playing network games with the EMC engine (did not work before)
1104 * fixed bug with not scrolling the screen in multi-player mode with the
1105 focus on player 1 when all players are moving in different directions
1106 * fixed bug with keeping pointer to gadget even after its deallocation
1107 * fixed bug with allowing "focus on all players" in network games
1108 * fixed bug with player focus when playing tapes from network games
1111 * uploaded pre-release (test) version 3.2.0-7 binary and source code
1114 * code cleanup for game action control for R'n'D and EMC game engine
1117 * fixed bug in multi-player movement with focus on both players
1118 * added option to control only the focussed player with all input
1121 * added player focus switching to level tape recording and re-playing
1124 * fixed some bugs in player focus switching in EMC and RND game engine
1127 * added special Supaplex animations for Murphy digging and snapping
1128 * added special Supaplex animations for Murphy being bored and sleeping
1131 * added four new yam yams with explicit start direction for EMC engine
1132 * fixed bug in src/libgame/text.c with printing text outside the window
1135 * fixed small bug in EMC level loader (copyright sign in EM II levels)
1138 * added delayed ignition of EM style dynamite when used in R'n'D engine
1139 * added limited movement range to EMC engine when focus on all players
1142 * fixed bug with missing (zero) score values for native Supaplex levels
1145 * added "continuous snapping" (snapping many elements while holding the
1146 snap key pressed, without releasing the snap key after each element)
1147 as a new player setting for more compatibility with the classic games
1150 * finished scrolling for "focus on all players" in EMC graphics engine
1153 * level sets with "levels: 0" are ignored for levels, but not artwork
1154 * fixed bug when scanning empty level group directories (endless loop)
1157 * fixed bug with explosion graphic for player using "Murphy" graphic
1158 * fixed bug with explosion graphic if player leaves explosion in time
1159 * changed some descriptive text in setup menu to use medium-width font
1160 * added key shortcut settings for switching player focus to setup menu
1163 * fixed bug with random value initialization when recording tapes
1164 * fixed bug with playing single player tapes when team mode activated
1167 * fixed little bug when trying to switch to player that does not exist
1170 * added player switching (visual and quick) to R'n'D and EM game engine
1171 * added setup option to select visual or quick in-game player switching
1174 * added use of "Home" and "End" keys to handle element list in editor
1177 * fixed bug with adding score when playing tape with EMC game engine
1178 * added steel wall border for levels using EMC engine without border
1179 * finally fixed delayed scrolling in EMC engine also for small levels
1182 * fixed potential crash bug in WarnBuggyBase() (missing boundary check)
1185 * fixed bug with CE change order in TestIfElementTouchesCustomElement()
1186 * fixed bug when displaying info element without action, but direction
1189 * fixed minor graphical problems with springs smashing and slurping
1190 (when using R'n'D style graphics instead of EMC style graphics)
1193 * added scroll delay (as configured in setup) to EMC graphics engine
1196 * improved screen redraw for EMC graphics engine (faster and smoother)
1197 * when not scrolling, do not redraw the whole playfield if not needed
1200 * added multi-player mode for EMC game engine (with up to four players)
1203 * added android (can clone elements) from EMC engine to R'n'D engine
1206 * added spring bumper (reflects spring) from EMC engine to R'n'D engine
1209 * added selectbox for initial player speed to player settings in editor
1212 * version 3.1.2 created that is basically version 3.1.1, but with a
1213 major bug fixed that prevented editing your own private levels
1214 * version 3.1.2 released
1217 * added magic ball (creates elements) from EMC engine to R'n'D engine
1220 * uploaded fixed pre-release version 3.2.0-6 binary and source code
1223 * fixed bug when using "CE can leave behind <trigger element>"
1224 * added new change condition "(after/when) creation of <element>"
1225 * added new change condition "(after/when) digging <element>"
1226 * fixed bug accessing invalid gadget that caused crashes under Windows
1227 * deactivated new possibility for multiple CE changes per frame
1230 * uploaded pre-release (test) version 3.2.0-6 binary and source code
1233 * added animation types "ce_value" and "ce_score" to graphicsinfo.conf
1234 * fixed bug with not keeping CE value for moving CEs with only action
1235 * changed CE action selectboxes in editor to be only reset when needed
1238 * added option "use artwork from element" for custom player artwork
1239 * added option "use explosion from element" for player explosions
1242 * added cascaded element lists in the level editor
1243 * added persistence for cascaded element lists by "editorcascade.conf"
1244 * added dynamic element list with all elements used in current level
1245 * added possibility for multiple CE changes per frame (experimental)
1248 * uploaded pre-release (test) version 3.2.0-5 binary and source code
1251 * changed "score for each 10 seconds/steps left" to "1 second/step"
1252 * added own score for collecting "extra time" instead of sharing it
1253 * added change events "switched by player" and "player switches <e>"
1254 * added change events "snapped by player" and "player snaps <e>"
1255 * added "set player artwork: <element choice>" to CE action options
1256 * added change event "move of <element>"
1259 * added "set player shield: off / normal / deadly" to CE action options
1260 * added new player option "use level start element" in level editor
1261 to set the correct focus at level start to elements from which the
1262 player is created later (this did not work before for cascaded CE
1263 changes resulting in creation of the player; it is now also possible
1264 to create the player from a yam yam which is smashed at level start)
1267 * added "set player speed: frozen (not moving)" to CE action options
1268 * added "move player: l/r/u/d/trigger/-trigger" to CE action options
1271 * added new player option "block snap field" (enabled by default) to
1272 make it possible to show a snapping animation like in Emerald Mine
1275 * added dynamic selectboxes to custom element action settings in editor
1276 * added "CE value" counter for custom elements (instead of "CE count")
1277 * added option to use the last "CE value" after custom element change
1278 * added option to use the "CE value" of other elements in CE actions
1279 * fixed odd behaviour when pressing time orb in levels w/o time limit
1280 * added checkbox "use time orb bug" for older levels that use this bug
1283 * added missing configuration settings for the following elements:
1284 - EL_TIMEGATE_SWITCH (time of open time gate)
1285 - EL_LIGHT_SWITCH_ACTIVE (time of light switched on)
1286 - EL_SHIELD_NORMAL (time of shield duration)
1287 - EL_SHIELD_DEADLY (time of shield duration)
1288 - EL_EXTRA_TIME (time added to level time)
1289 - EL_TIME_ORB_FULL (time added to level time)
1292 * added "wind direction" as a movement pattern for custom elements
1293 * added initial wind direction for balloon / custom elements to editor
1294 * added functionality for EL_BALLOON_SWITCH_NONE to R'n'D game engine
1297 * added parameters for "game of life" and "biomaze" elements to editor
1300 * added level file chunk "CONF" for generic level and element settings
1303 * uploaded pre-release (test) version 3.2.0-4 binary and source code
1306 * skip empty level sets (with "levels: 0"; may be artwork base sets)
1307 * added sound action ".page[1]" to ".page[32]" for each CE change page
1310 * added image config suffix ".clone_from" to copy whole image settings
1311 * fixed bug with invalid ("undefined") CE settings in old level files
1314 * fixed graphical bug with smashing elements falling faster than player
1317 * fixed major bug which prevented private levels from being edited
1318 * fixed bug with precedence of general and special font definitions
1321 * fixed graphical bug with player animation when player moves slowly
1324 * uploaded pre-release (test) version 3.2.0-3 binary and source code
1327 * fixed bug which prevented "global.num_toons: 0" from working
1330 * major code cleanup (removed all these annoying "#if 0" blocks)
1333 * added custom element actions for CE change page in level editor
1336 * fixed music initialization bug in init.c (thanks to David Binderman)
1337 * fixed mouse wheel "button" bug in editor (thanks to Tomi Belan)
1338 (this bug must probably be fixed at other places, too)
1341 * fixed buggy '#include "SDL.h"' statements in src/libgame/sdl.h
1342 (should be '#include <SDL.h>' instead)
1345 * fixed bug which prevented "walkable from no direction" from working
1346 (due to compatibility code overwriting this setting after loading)
1349 * fixed bug on Mac OS X (use of reserved name "Random") in EM engine
1352 * version number temporarily set to 3.1.1 (intermediate bugfix release)
1353 * version 3.1.1 released
1356 * changed some va_arg() arguments from 'long' to 'int', fixing problems
1357 on 64-bit architecture systems with LP64 data model
1360 * fixed bug with bombs not exploding when hitting the last level line
1361 (introduced after the release of 3.1.0)
1364 * added support for dumping small-sized level sketches from editor
1367 * added recognition of "trigger element" for "change digged element to"
1368 (this is not really what the "trigger element" was made for, but its
1369 use may seem obvious for leaving back digged elements unchanged)
1372 * fixed multiple warnings about failed joystick device initialization
1375 * fixed bug with dynamite dropped on top of just dropped custom element
1376 (collect dynamite, collect CE, drop CE => dynamite was also dropped);
1377 dynamite can still be dropped, but drop key must be released before
1380 * fixed bug with wrong start directory when started from file browser
1381 (due to this bug, R'n'D could not be started from KDE's Konqueror)
1384 * fixed bug causing "change when impact" on player not working
1385 * fixed wrong priority of "hitting something" over "hitting <element>"
1386 * fixed wrong priority of "hit by something" over "hit by <element>"
1389 * fixed graphical bug which caused the player (being Murphy) to show
1390 collecting animations although the element was collected by penguin
1393 * fixed two bugs causing wrong door background graphics in system.c
1394 (in functions "SetBackgroundBitmap()" and "DrawingOnBackground()")
1397 * fixed graphic bug with exploding bomb and R'n'D graphics in EM engine
1398 * added "no direction" to "walkable/passable from" selectbox options
1401 * enhanced tape autoplay to accept "autoplay <set> [<nr> ...]" format
1402 * in tape autoplay, not only report broken, but also missing tapes
1405 * uploaded pre-release (test) version 3.2.0-2 binary and source code
1408 * fixed small bug with "linear" animation not working for active lamp
1411 * fixed bug with moving up despite gravity due to "block last field"
1412 * fixed small bug with wrong draw offset when typing name in main menu
1413 * when reading user names from "passwd", ignore data after first comma
1414 * when creating new "levelinfo.conf", only write some selected entries
1417 * fixed displaying "imported from/by" on preview with empty string
1418 * fixed ignoring draw offset for fonts used for level preview texts
1421 * fixed a delay problem with SDL and too many mouse motion events
1422 * added setup option "skip levels" and level skipping functionality
1425 * added move speed "not moving" for non-moving CEs, but with direction
1428 * fixed mapping of obsolete element token names in "editorsetup.conf"
1429 * fixed bug with sound "acid.splashing" treated as a loop sound
1430 * fixed some little sound bugs in native EM engine
1433 * fixed small bug when dragging scrollbars to end positions
1436 * added editor element descriptions written by Aaron Davidson
1439 * improved fallback handling when configured artwork is not available
1440 (now using default artwork instead of exiting when files not found)
1443 * fixed bug on level selection screen when dragging scrollbar
1446 * fixed bug which caused broken tapes when appending to EM engine tapes
1449 * uploaded pre-release (test) version 3.2.0-1 binary and source code
1452 * added code to replace changed artwork config tokens with other tokens
1453 (needed for backwards compatibility, so that older tokens still work)
1456 * added native R'n'D graphics for some new EMC elements in EM engine
1459 * fixed some bugs in the EM engine integration code
1460 * changed EM engine code to allow diagonal movement
1461 * changed EM engine code to allow use of separate snap and drop keys
1464 * fixed some redraw bugs when using EM engine
1467 * fixed bug with not converting RND levels which are set to use native
1468 engine to native level structure when loading
1471 * uploaded pre-release (test) version 3.2.0-0 binary and source code
1474 * version number set to 3.2.0
1477 * level data now reset to defaults after attempt to load invalid file
1480 * added use of "editorsetup.conf" for different level sets
1483 * added auto-detection for various types of Emerald Mine level files
1486 * fixed bug with scrollbars getting too small when list is very large
1489 * fixed bug with 3+3 (cross) sized explosion not making explosion sound
1492 * added most level editor configuration gadgets for new EMC elements
1495 * added more element and graphic definitions for new EMC elements
1498 * modified native EM engine to use integrated R'n'D sound system
1501 * added SDL support to graphics functions in native EM engine
1502 (by always using generic libgame interface functions)
1505 * fixed bug in frame synchronization in native EM engine
1508 * added code to convert levels between R'n'D and native EM engine
1511 * new Emerald Mine engine can now play levels selected in main menu
1514 * fixed big memory leak in function "CreateBitmapWithSmallBitmaps()"
1515 (which creates scaled down graphics for level editor and preview);
1516 there's still a memory leak somewhere in the artwork handling code
1517 * added "scale image up" functionality to X11 version of zoom function
1520 * first attempts to integrate new, native Emerald Mine Club engine
1523 * fixed bug in gadget code which caused reset of CEs in level editor
1524 (example: pressing 'b' [grab brush] on CE config page erased values)
1525 (solution: check if gadgets in ClickOnGadget() are really mapped)
1526 * improved level change detection in editor (settings now also checked)
1527 * fixed bug with "can move into acid" and "don't collide with" state
1530 * fixed maze runner style CEs to use the configured move delay value
1533 * added Aaron Davidson's tutorial level set to the "Tutorials" section
1536 * fixed engine change that broke 3.0.8 levels like "Walpurgis Gardens"
1537 * fixed the above fix because it broke level set "machine" (*sigh*)
1538 * fixed random element placement in level editor to work as expected
1539 * fixed undefined graphic of runtime element "EL_AMOEBA_TO_DIAMOND"
1542 * re-recorded tape for BD2K3, level 010 (broken due to bugfix)
1545 * fixed bug (missing array boundary check) which caused broken tapes
1546 * fixed bug (when loading level template) which caused broken levels
1547 * fixed bug with new block last field code when using non-yellow player
1550 * fixed bug when pressing "stop, pause, stop, play" on tape recorder
1551 * internal change of how the player blocks the last field when moving
1552 * fixed blocking delay of last field for EM and SP style block delay
1553 * fixed bug where the player had to wait for the usual move delay after
1554 unsuccessfully trying to move, when he directly could move after that
1555 * the last two changes should make original Supaplex level 93 solvable
1556 * improved use of random number generator to make it less predictable
1557 * fixed behaviour of slippery SP elements to let slip left, then right
1560 * fixed bug with wrong door state after trying to quickload empty tape
1561 * fixed waste of static memory usage of the binary, making it smaller
1562 * fixed very little graphical bug in Supaplex explosion
1565 * version number set to 3.1.1
1568 * version 3.1.0 released
1571 * fixed bug with crash when writing user levelinfo.conf the first time
1574 * added option "convert LEVELDIR [NR]" to command line batch commands
1575 * re-converted Supaplex levels to apply latest engine fixes
1576 * changed "use graphic/sound of element" to "use graphic of element"
1577 due to compatibility problems with some levels ("bug machine" etc.)
1580 * fixed bug with CE change replacing player with same or other player
1583 * fixed bug with opaque font in envelope with background graphic when
1584 background graphic is not transparent itself
1587 * added "gravity on" and "gravity off" ports for Supaplex compatibility
1588 * corrected original Supaplex level loading code to use these new ports
1589 * also corrected Supaplex loader to auto-count infotrons if set to zero
1592 * fixed bug with missing initialization of "modified" flag for GEs
1595 * fixed bug that caused endless recursion loop when relocating player
1596 * fixed tape recorder bug in "step mode" when using "pause before end"
1597 * fixed tape recorder bug when changing from "warp forward" mode
1600 * fixed bug with "when touching" for pushed elements at last position
1603 * fixed bug that caused two activated toolbox buttons in level editor
1604 * fixed bug with exploding dynabomb under player due to other explosion
1607 * fixed bug with creating walkable custom element under player (again)
1608 * fixed bug with not copying explosion type when copying CEs in editor
1609 * fixed graphical bug when drawing player in setup menu (input devices)
1610 * fixed graphical bug when the player is pushing an accessible element
1611 * fixed bug with classic switchable elements triggering CE changes
1612 * fixed bug with entering/leaving walkable element in RelocatePlayer()
1613 * fixed crash bug when CE leaves behind the trigger player element
1616 * fixed bug with broken tubes after placing/exploding dynamite in them
1617 * fixed bug with exploding dynamite under player due to other explosion
1618 * fixed bug with not resetting push delay under certain circumstances
1621 * added option "handicap" for "levelinfo.conf" (thanks to Niko Böhm)
1622 * added network multiplayer code for Windows (thanks to Niko Böhm)
1625 * added option "reachable despite gravity" for gravity movement
1626 * changed gravity movement of most classic walkable and passable
1627 elements back to "not reachable" (for compatibility reasons)
1630 * fixed (removed) "indestructible" / "can explode" dependency in editor
1631 * fixed (removed) "accessible inside" / "protected" dependency
1632 * fixed (removed) "step mode" / "shield time" dependency
1635 * fixed dynabombs exploding now into anything diggable
1636 * fixed Supaplex style gravity movement into buggy base now impossible
1637 * added pressing key "space" as valid action to select menu options
1640 * added "replace when walkable" to relocate player to walkable element
1641 * added "enter"/"leave" event for elements affected by relocation
1642 * fixed "direct"/"indirect" change order also for "when change" event
1643 * fixed graphical bug when pushing things from elements walkable inside
1646 * fixed graphic bug when player is snapping while moving in old levels
1647 * fixed bug when a moving custom element leaves a player element behind
1648 * fixed bug with mole not disappearing when moving into acid pool
1649 * fixed bug with incomplete path setting when using "--basepath" option
1650 * moving CE can now leave walkable elements behind under the player
1651 * when relocating, player can be set on walkable element now
1652 * fixed another gravity movement bug
1655 * uploaded pre-release (test) version 3.1.0-2 binary and source code
1658 * added "collectible" and "removable" to extended replacement types
1659 (where "removable" replaces "diggable" and "collectible" elements)
1660 * added "collectible & throwable" (to throw element to the next field)
1661 * fixed bug with CEs digging elements that are just about to explode
1662 * changed mouse cursor now always being visible when game is paused
1665 * added possibility to push/press accessible elements from a side that
1667 * fixed bug with not setting actual date when appending to tape
1670 * fixed bug with incorrectly initialized custom element editor graphics
1673 * corrected set "Contributions_1995-2000/rnd_kjell_kristiansson":
1674 - number of levels corrected from 18 to 17 in "levelinfo.conf"
1677 * fixed bug with destroyed robot wheel still attracting robots forever
1678 * fixed bug with time gate switch deactivating after robot wheel time
1679 (while the time gate itself is not affected by this misbehaviour)
1680 * changed behaviour of BD style amoeba to always get blocked by player
1681 (before it was different when there were non-BD elements in level)
1682 * fixed bug with player destroying indestructable elements with shield
1685 * added option to make growing elements grow into anything diggable
1686 (for the various amoeba types, biomaze and "game of life")
1689 * fixed bug with movable elements not moving after left behind by CEs
1690 * changed gravity movement to anything diggable, not only sand/base
1691 * optionally allowing passing to walkable element, not only empty space
1692 * added option "can pass to walkable element" for players
1693 * finally fixed gravity movement (hopefully)
1696 * fixed bug with movable elements not moving anymore after falling down
1699 * fixed another bug with custom elements digging and leaving elements
1700 * fixed bug with "along left/right side" and automatic start direction
1701 * trigger elements now also displayed when "more custom" deactivated
1702 * fixed bug with clipboard element initialized when loading new level
1703 * added option "drop delay" to set delay before dropping next element
1706 * uploaded pre-release (test) version 3.1.0-1 binary and source code
1709 * added copy and paste functions for custom change pages
1710 * enhanced graphical display and functionality of tape recorder
1711 * fixed bug with custom elements digging and leaving elements
1714 * added move speed faster than "very fast" for custom elements
1715 * fixed bug with 3+3 style explosions and missing border content
1716 * fixed little bug when copying custom elements in the editor
1717 * enhanced custom element changes by more side trigger actions
1720 * added option "no scrolling when relocating" for instant teleporting
1721 * uploaded pre-release (test) version 3.1.0-0 binary and source code
1724 * added trigger element and trigger player to use as target elements
1725 * added copy and paste functions for custom and group elements
1728 * fixed graphical bug when displaying explosion animations
1729 * fixed bug when appending to tapes, resulting in broken tapes
1730 * re-recorded a few tapes broken by fixing gravity checking bug
1733 * "can move into acid" property now for all elements independently
1734 * "can fall into acid" property for player stored in same bitfield now
1735 * added option for deadliness of Supaplex 'sniksnak' and 'electron'
1736 * version number set to 3.1.0 (finally!)
1739 * changed tape recording to only record input, not programmed actions
1742 * fixed totally broken (every 8th frame skipped) step-by-step recording
1743 * fixed bug with requester not displayed when quick-loading interrupted
1744 * added option "can fall into acid (with gravity)" for players
1745 * fixed bug with player not falling when snapping down with gravity
1748 * fixed bug which messed up key config when using keypad number keys
1751 * fixed bug which allowed moving upwards even when gravity was active
1752 * fixed bug with missing error handling when dumping levels or tapes
1755 * added different colored editor graphics for Supaplex gravity tubes
1758 * fixed bug that allowed solvable tapes for unsolvable levels
1761 * use unlimited number of droppable elements when "count" set to zero
1762 * added option to use step limit instead of time limit for level
1765 * added player and change page as trigger for custom element change
1768 * fixed bug with exploding amoeba (explosion 3x3 instead of 1x1)
1771 * fixed bug with dark yamyam changing to acid when moving over acid
1772 * fixed handling of levels with more than 999 seconds level time
1773 (example: level 76 of "Denmine")
1776 * "spring push bug" reintroduced as configurable element property
1777 * fixed bug with missing properties for "mole"
1778 * fixed bug that showed up when fixing the above "mole" properties bug
1779 * added option "can move into acid" for all movable elements
1780 * fixed graphical bug for elements moving into acid
1781 * changed event handling to handle all pending events before going on
1784 * fixed bug which caused all CE change pages to be ignored which had
1785 the same change event, but used a different element side
1786 (reported by Simon Forsberg)
1788 * fixed bug which caused elements that can move and fall and that are
1789 transported by a conveyor belt to continue moving into that direction
1790 after leaving the conveyor belt, regardless of their own movement
1791 type; only elements which can not move are transported now
1792 (reported by Simon Forsberg)
1794 * fixed bug which could cause an array overflow in RelocatePlayer()
1795 (reported by Niko Böhm)
1797 * changed Emerald Mine style "passable / over" elements to "protected"
1798 (fixing unsolvable level 10 of "Bondmine 9" with bug beside gate)
1800 * added new option to select from which side a "walkable/passable"
1801 element can be entered
1804 * added explosion and ignition delay for elements that can explode
1807 * fixed bug which caused player not being protected against enemies
1808 when a CE was "walkable / inside" and was not "indestructible"
1809 * added "walkable/passable" fields to be "protected/unprotected"
1810 against enemies, even if not accessible "inside" but "over/under"
1813 * corrected move pattern to 32 bit and initial move direction to 8 bit
1816 * added second custom element base configuration page
1819 * added some special EMC mappings to Emerald Mine level loader
1820 (also covering previously unknown element in level 0 of "Bondmine 8")
1823 * added option to block last field when player is moving (for Supaplex)
1824 * adjusted push delay of Supaplex elements
1825 * removed delays for envelopes etc. when replaying with maximum speed
1826 * fixed bug when dropping element on a field that just changed to empty
1829 * fixed bug: infotrons can now smash yellow disks
1830 * fixed bug: when gravity active, port above player can now be entered
1831 * removed "one white dot" mouse pointer which irritated some people
1834 * added "choice type" for group element selection
1837 * fixed bug with initial invulnerability of non-yellow player
1840 * added level loader for loading native Supaplex packed levels
1841 (including multi-part levels like the "splvls99" levels)
1844 * fixed bug which allowed creating emeralds by escaping explosions
1847 * custom elements can change (limited) or leave (unlimited) elements
1848 * finally added multiple matches using group elements
1849 * added shortcut to dump brush (type ":DB" in editor) for use in forum
1852 * added new start movement type "previous" for continued CE movement
1853 * added new start movement type "random" for random CE movement start
1856 * added new element "sokoban_field_player" needed for Sokoban levels
1857 (thanks to Ed Booker for pointing this out!)
1860 * added elements that can be digged or left behind by custom elements
1863 * added group elements for multiple matches and random element creation
1866 * fixed some graphical errors displayed in old levels
1869 * fixed wrong double speed movement after passing closing gates
1872 * added level loader for loading native Emerald Mine levels
1875 * changes for "shooting" style CE movement
1878 * Happy New Year! ;-)
1881 * changed default snap/drop keys from left/right Shift to Control keys
1884 * fixed bug with dead player getting reanimated from custom element
1887 * fixed bug with wrong penguin graphics (when entering exit)
1890 * fixed bug with wrong "Murphy" graphics (when digging etc.)
1893 * version number set to 3.0.9
1896 * version 3.0.8 released
1899 * added function checked_free()
1902 * fixed bug with double nut cracking sound
1903 (by eliminating "default element action sound" assignment in init.c)
1906 * fixed crash when no music info files are available
1909 * fixed boring and sleeping sounds
1912 * added "maze runner" and "maze hunter" movement types
1913 * added extended collision conditions for custom elements
1916 * added warnings for undefined token values in artwork config files
1919 * added menu entry for level set information to the info screen
1922 * fixed bug with wrong default impact sound for colored emeralds
1925 * added several sub-screens for the info screen
1926 * menu text now also clickable (not only blue/red sphere left of it)
1929 * added configurable "bored" and "sleeping" animations for the player
1930 * added "awakening" sound for player when waking up after sleeping
1933 * added "copy" and "exchange" functions for custom elements to editor
1936 * added configurable element animations for info screen
1939 * added configurable music credits for info screen
1942 * finally fixed tape recording when player is created from CE change
1945 * added "editorsetup.conf" for editor element list configuration
1948 * added "musicinfo.conf" for menu and level music configuration
1951 * fixed a very nasty bug in dragon turning code in TurnRoundExt()
1952 (that only showed up on Linux, but not on Windows systems)
1955 * fixed turning movement of butterflies and fireflies (no frame reset)
1956 * enhanced sniksnak turning movement (two steps instead of only one)
1959 * version number set to 3.0.8
1962 * version 3.0.7 released
1965 * fixed reset of player animation frame when, for example,
1966 walking, digging or collecting share the same animation
1967 * fixed CE with "deadly when touching" exploding when touching amoeba
1970 * fixed tape recording when player is created from CE element change
1973 * introduced "turning..." action graphic for elements with move delay
1974 (non-CE: bug, spaceship, sniksnak, mole, pacman, yamyam)
1975 * added turning animations for bug, spaceship and sniksnak
1978 * prevent "extended" changed elements from delay change in same frame
1981 * fixed bug when pushing element that can move away to the side
1982 (like pushing falling elements, but now with moving elements)
1985 * finally fixed serious bug in code for delayed element pushing (again)
1988 * unavailable setup options now marked as "n/a" instead of "off"
1989 * new boolean directive "latest_engine" for "levelinfo.conf": when set
1990 to "true", levels are always played with the latest game engine,
1991 which is desired for levels that are imported from other games; all
1992 other levels are played with the engine version stored in level file
1993 (which is normally the engine version the level was created with)
1996 * fixed serious bug in code for delayed element pushing
1997 * fixed little bug in animation frame selection for pushed elements
1998 * speed-up of reading config file for verbose output
2001 * added configuration option for opening and closing Supaplex exit
2002 * added configuration option for moving up/down animation for Murphy
2003 * fixed incorrectly displayed animation for attacking dragon
2004 * fixed bug with not setting initial gravity for each new game
2005 * fixed bug with teleportation of player by custom element change
2006 * fixed bug with player not getting smashed by rock sometimes
2009 * version number set to 3.0.7
2012 * version 3.0.6 released
2015 * added support for MP3 music for SDL version through SMPEG library
2018 * fixed bug when initializing font graphic structure
2019 * fixed bug with animation mode "pingpong" when using only 1 frame
2020 * fixed bug with extended change target introduced in 3.0.5
2021 * fixed bug where passing over moving element doubles player speed
2022 * fixed bug with elements continuing to move into push direction
2023 * fixed bug with duplicated player when dropping bomb with shield on
2024 * added "switching" event for custom elements ("pressing" only once)
2025 * fixed switching bug (resetting flag when not switching but not idle)
2028 * fixed element tokens for certain file elements with ".active" etc.
2031 * version number set to 3.0.6
2034 * version 3.0.5 released
2037 * now four envelope elements available
2038 * font, background, animation and sound for envelope now configurable
2039 * main menu doors opening/closing animation type now configurable
2042 * active/inactive sides configurable for custom element changes
2043 * new movement type "move when pushed" available for custom elements
2046 * fixed bug in multiple config pages loader code that caused crashes
2049 * enhanced (remaining low-resolution) Supaplex graphics
2052 * version number set to 3.0.5
2055 * version 3.0.4 released
2057 2003-09-12 src/tools.c
2058 * fixed bug in custom definition of crumbled element graphics
2060 2003-09-11 src/files.c
2061 * fixed bug in multiple config pages code that caused crashes
2064 * version number set to 3.0.4
2067 * version 3.0.3 released
2070 * added music to Supaplex classic level set
2072 2003-09-07 src/libgame/misc.c
2073 * added support for loading various music formats through SDL_mixer
2075 2003-09-06 (various source files)
2076 * fixed several nasty bugs that may have caused crashes on some systems
2077 * added envelope content which gets displayed when collecting envelope
2078 * added multiple change event pages for custom elements
2080 2003-08-24 src/game.c
2081 * fixed problem with player animation when snapping and moving
2083 2003-08-23 src/screens.c, src/cartoons.c, src/libgame/toons.c
2084 * fixed problem with flickering when drawing toon animations
2086 2003-08-23 src/libgame/sdl.c
2087 * fixed problem with setting mouse cursor in SDL version in fullscreen
2089 2003-08-23 src/game.c
2090 * fixed bug (missing array boundary check) which could crash the game
2093 * version number set to 3.0.3
2096 * version 3.0.2 released
2098 2003-08-21 src/game.c
2099 * fixed bug with creating inaccessible elements at player position
2101 2003-08-20 src/init.c
2102 * fixed bug with not finding current level artwork directory
2104 2003-08-20 src/files.c
2105 * fixed bug with choosing wrong engine version when playing tapes
2106 * fixed bug with messing up custom element properties in 3.0.0 levels
2109 * version number set to 3.0.2
2112 * version 3.0.1 released
2114 2003-08-17 (no source files affected)
2115 * changed all "classic" PCX image files with 16 colors or less to
2116 256 color (8 bit) storage format, because the Allegro game library
2117 cannot handle PCX files with less than 256 colors (contributed
2118 graphics are not affected and might look wrong in the DOS version)
2120 2003-08-16 src/init.c
2121 * fixed bug which (for example) crashed the level editor when defining
2122 "dynamite.EDITOR: [NONE]", because graphics may not be undefined
2123 (only set to default) -- invalid graphics now set to default graphic
2125 2003-08-16 src/init.c
2126 * fixed graphical bug of player digging/collecting/snapping element
2127 when no corresponding graphic/animation is defined for this action,
2128 resulting in player being drawn as EL_EMPTY (which should only be
2129 done to elements being collected, but not to the player)
2131 2003-08-16 src/game.c
2132 * fixed small graphical bug of player not totally moving into exit
2134 2003-08-16 src/libgame/setup.c
2135 * fixed bug with wrong MS-DOS 8.3 filename conversion
2137 2003-08-16 src/tools.c
2138 * fixed bug with invisible mouse cursor when pressing ESC while playing
2140 2003-08-16 (various source files)
2141 * added another 128 custom elements (disabled in editor by default)
2143 2003-08-16 src/editor.c
2144 * fixed NULL string bug causing Solaris to crash in sprintf()
2146 2003-08-16 src/screen.c
2147 * fixed drawing over scrollbar on level selection with custom fonts
2149 2003-08-15 src/game.c
2150 * cleanup of simple sounds / loop sounds / music settings
2152 2003-08-08 (various source files)
2153 * added custom element property for dropping collected elements
2155 2003-08-08 src/conf_gfx.c
2156 * fixed bug with missing graphic for active red disk bomb
2158 2003-08-07 src/files.c, src/editor.c src/game.c, src/main.h
2159 * extended variable "level.gravity" to "level.initial_gravity" and
2160 "game.current_gravity" to prevent level setting from being changed
2161 by playing the level (keeping the runtime value after playing)
2163 * fixed graphics bug when digging element that has 'crumbled' graphic
2164 definition, but not 'diggable' graphic definition
2167 * version number set to 3.0.1
2170 * version 3.0.0 released
2173 * various bug fixes; among others:
2174 - fixed bug with pushing spring over empty space
2175 - fixed bug with leaving tube while placing dynamite
2176 - fixed bug with explosion of smashed penguins
2177 - allow Murphy player graphic in levels with non-Supaplex elements
2181 * I have forgotten to document changes for some time
2184 * pre-release version 2.2.0rc1 released
2187 * version number set to 2.1.2
2190 * version 2.1.1 released
2193 * version number set to 2.1.1
2196 * version 2.1.0 released
2199 * version number set to 2.1.0
2201 2002-04-03 to 2002-05-19 (various source files)
2202 * graphics, sounds and music now fully configurable
2203 * bug fixed that prevented walking through tubes when gravity on
2205 2002-04-02 src/events.c, src/editor.c
2206 * Make Escape key less aggressive when playing or when editing level.
2207 This can be configured as an option in the setup menu. (Default is
2208 "less aggressive" which means "ask user if something can be lost"
2209 when pressing the Escape key.)
2211 2002-04-02 src/screen.c
2212 * Added "graphics setup" screen.
2214 2002-04-01 src/screen.c
2215 * Changed "choose level" setup screen stuff to be more generic (to
2216 make it easier to add more "choose from generic tree" setup screens).
2218 2002-04-01 src/config.c, src/timestamp.h
2219 * Added source files "src/config.[ch]" and "src/timestamp.h" (which
2220 automatically gets created by "src/Makefile" and contains an actual
2221 compile-time timestamp to identify development versions of the game).
2223 2002-03-31 src/tape.c, src/events.c
2224 * Added quick game/tape save/load functions to tape stuff which can be
2225 invoked by a keyboard shortcut. Default: "F1" saves game/tape, "F2"
2226 loads previously recorded tape and directly goes into recording mode
2227 from the end of the tape (therefore appending to the tape).
2229 2002-03-31 src/tape.c
2230 * Added "index mark" function to tape recorder. When playing or
2231 recording, "eject" button changes to "index" button. Setting index
2232 mark is not yet implemented, but pressing index button when playing
2233 allows very quick advancing to end of tape (when normal playing),
2234 very fast forward mode (when playing with normal fast forward) or
2235 very fast reaching of "pause before end of tape" (when playing with
2236 "pause before end" playing mode).
2238 2002-03-30 src/cartoons.c
2239 * Moved some stuff from cartoons.c to the new "src/libgame/toons.c".
2241 2002-03-29 src/screen.c
2242 * Changed setup screen stuff to be more generic (to make it easier
2243 to add more setup screens).
2245 2002-03-23 src/main.c, src/main.h
2246 * Various changes due to the introduction of the new libgame files
2247 "setup.c" and "joystick.c".
2249 2002-03-23 src/files.c
2250 * Generic parts of "src/files.c" (mainly setup and level directory
2251 stuff) moved to new libgame file "src/libgame/setup.c".
2253 2002-03-23 src/joystick.c
2254 * File "src/joystick.c" moved to libgame source tree, with
2255 correspondig changes.
2257 2002-03-22 src/screens.c
2258 * "HandleChooseLevel()": Another bug in level series navigation fixed.
2259 (Wrong level series information displayed when entering main group.)
2261 2002-03-22 src/editor.c
2262 * Slight change to support new gadget event "GD_EVENT_INFO_LEAVING".
2264 2002-03-22 src/editor.c
2265 * Changed behaviour of "Escape" key in level editor to be more
2266 intuitive: When in "Element Properties" or "Level Info" mode,
2267 return to "Drawing Mode" instead of leaving the level editor.
2269 2002-03-21 src/game.c, src/editor.c, src/files.c
2270 * 2.0.1 introduced the corrected "Emerald Mine" style behaviour of
2271 gems (emeralds, diamonds, ...) slipping down from normal wall,
2272 steel wall and growing wall (as in E.M.C. style levels). Although
2273 the behaviour of contributed and private levels wasn't changed (due
2274 to the use of "level.game_version"; see previous entry), editing
2275 those levels will (of course) change the behaviour accordingly.
2277 This change seems a bit too hard after thinking about it, because
2278 the EM style behaviour is not the "expected" behaviour (gems would
2279 normally only slip down from "rounded" walls). Therefore this was
2280 now changed to an element property for gem style elements, with the
2281 default setting "off" (which means: no special EM style behaviour).
2282 To fix older converted levels, this flag is set to "on" for pre-2.0
2283 levels that are neither contributed nor private levels.
2285 2002-03-20 src/files.h
2286 * Corrected settings for "level.game_version" depending of level type.
2287 (Contributed and private levels always get played with game engine
2288 version they were created with, while converted levels always get
2289 played with the most recent version of the game engine, to let new
2290 corrections of the emulation behaviour take effect.)
2292 2002-03-20 src/main.h
2293 * Added "#include <time.h>". This seems to be needed by "tape.c" for
2294 compiling the SDL version on some systems.
2295 Thanks to the several people who pointed this out.
2298 * Version number set to 2.0.2.
2301 * Version 2.0.1 released.
2303 2002-03-18 src/screens.c
2304 * "HandleChooseLevel()": Small bug in level series navigation fixed.
2306 2002-03-18 src/files.c [src/libgame/misc.c]
2307 * Moved some common functions from src/files.c to src/libgame/misc.c.
2309 2002-03-18 src/files.c [src/libgame/misc.c]
2310 * Changed permissions for new directories and saved files (especially
2311 score files) according to suggestions of Debian users and mantainers.
2312 Thanks to Drew Parsons <dparsons@emerall.com> for the patch.
2314 2002-03-17 src/files.c
2315 * Changed "{Load|Save}{Level|Tape}()" to IFF style file format:
2316 Replaced "cookie" header string ("ROCKSNDIAMONDS_...\n") with
2317 real IFF style header "RND1....XXXX" (where "XXXX" is "CAVE"
2318 for levels and "TAPE" for tapes). Old "cookie" style format is
2319 still supported for reading. New level and tape files are written
2322 * New IFF chunk "VERS" contains version numbers for file and game
2323 (where "game version" is the version of the program that wrote the
2324 file, and "file version" is a version number to distinguish files
2325 with different format, for example after adding new features).
2327 2002-03-15 src/screen.c
2328 * "DrawHallOfFame()": "FadeSounds()" when entering the hall of fame.
2329 (Before, you heard a mixture of the in-game music and the
2330 hall-of-fame music.)
2332 2002-03-14 src/events.c
2333 * Function "DumpTape()" (files.c) now available by pressing 't' from
2334 main menu (when in DEBUG mode).
2336 2002-03-14 src/game.c
2337 * "GameWon()": When game was won playing a tape, now there is no delay
2338 raising the score and no corresponding sound is played.
2340 2002-03-14 src/files.c
2341 * Changed "LoadTape()" for real chunk support and also adjusted
2342 "SaveTape()" accordingly.
2344 2002-03-14 src/game.c, src/tape.c, src/files.c
2345 * Important changes to tape format: The old tape format stored all
2346 actions with a real effect with a corresponding delay between the
2347 stored actions. This had some major disadvantages (for example,
2348 push delays had to be ignored, pressing a button for some seconds
2349 mutated to several single button presses because of the non-action
2350 delays between two action frames etc.). The new tape format just
2351 stupidly records all device actions and replays them later. I really
2352 don't know why I haven't solved it that way before?! Old-style tapes
2353 (with tape file version less than 2.0) get converted to the new
2354 format on-the-fly when loading and can therefore still be played;
2355 only some minor parts of the old-style tape handling code was needed.
2356 (A perfect conversion is not possible, because there is information
2357 missing about the device actions between two action frames.)
2359 2002-03-14 src/files.c
2360 * New function "DumpTape()" to dump the contents of the current tape
2361 in a human readable format.
2363 2002-03-14 src/game.c
2364 * Small tape bug fixed: When automatically advancing to next level
2365 after a game was won, the tape from the previous level still was
2366 loaded as a tape for the new level.
2368 2002-03-14 src/tape.c
2369 * Small graphical bug fixed: When pressing ""Record" or "Play" on
2370 tape, cartoons did not get completely removed because
2371 StopAnimation() was not called.
2373 2002-03-13 src/files.c
2374 * Changed "LoadLevel()" and "SaveLevel()" to add new chunk "CNT2".
2375 Fixed bug of "CONT" and "BODY" (chunk size was set to 8-bit element
2376 size even when using 16-bit elements). Added new chunk "CNT2" for
2377 16-bit amoeba content (previously written in 8-bit field in "HEAD"
2378 chunk even when content was 16-bit element). "CNT2" should now be
2379 able to store content for arbitrary elements (up to eight blocks of
2380 3 x 3 element arrays). All "CNT2" elements will always be stored as
2381 16-bit elements. "CONT" (with 8/16-bit elements) now obsolete.
2383 2002-03-13 src/files.c
2384 * Changed "LoadLevel()" for real chunk support.
2386 2002-03-12 src/game.c
2387 * Fixed problem (introduced after 2.0.0 release) with penguins
2388 not getting killed by enemies
2390 2002-02-24 src/game.c, src/main.h
2391 * Added "player->is_moving"; now "player->last_move_dir" does
2392 not contain any information if the player is just moving at
2394 Before, "player->last_move_dir" was misused for this purpose
2395 for the robot stuff (robots don't kill players when they are
2396 moving). But setting "player->last_move_dir" to MV_NO_MOVING
2397 broke tapes when walking through pipes!
2398 ("IS_MOVING()" uses "MovPos[][]", but this fails when it is 0
2399 in a continuous movement. This fact is ignored for friends and