2 * done integrating R'n'D graphics engine into file "Murphy.c"
5 * started integrating R'n'D graphics engine into Supaplex game engine
8 * added small kludge that allows transparent pushing animation over
9 non-black background (by using "game.use_masked_pushing: true")
10 * added editor flag to Sokoban field/object elements to automatically
11 finish solved Sokoban style levels (even if they contain non-Sokoban
12 elements, which prevents auto-enabling this feature for such levels)
15 * added new element "from_level_template" which is replaced by element
16 from level template at same playfield position when loaded (currently
17 not accessible from level editor, but only used for special Sokoban
18 level conversion when using "special_flags: load_xsb_to_ces")
19 * added special behaviour for "special_flags: load_xsb_to_ces": global
20 settings of individual level files are overwritten by template level
21 (except playfield size, level name, level author and template flag)
24 * added handling of gravity ports when converting Supaplex style R'n'D
25 levels to native Supaplex levels for playing with Supaplex engine
28 * fixed bug in Supaplex engine regarding initial screen scroll position
31 * fixed EMC style pushing animations in the R'n'D graphics engine (when
32 using ".2nd_movement_tile" for animations having start and end tile)
33 * for this to work (look) properly for two-tile pushing animations with
34 non-black (i.e. opaque) background, the pushing graphics drawing order
35 was changed to first draw the pushed element, then the player (maybe
36 this should be controlled by an ".anim_mode" flag yet to be added)
37 * two-tile animations for moving or pushing should have 7 frames for
38 normal speed, 15 frames for half speed etc. to display correct frames
39 * two-tile animations are also displayed correctly with different speed
40 settings for the player (for pushing animations) or moving elements
43 * added searching for template level (file "template.level") not only
44 inside the level set directory, but also in above level directories;
45 this makes is possible to use the same single template level file
46 (placed in a level group directory) for many level sub-directories
49 * fixed bug with steel exit being destructible during opening phase
50 * added token "special_flags" to "levelinfo.conf" (currently with the
51 only recognized value "load_xsb_to_ces", doing the same as the flag
52 "-Dload_xsb_to_ces" on the command line, but as a permanent flag for
53 converting all elements in native (XSB) Sokoban level files to CEs)
56 * fixed some problems with Supaplex engine when compiling for Windows
59 * added special mode to convert elements of Sokoban XSB levels to CEs
60 by adding "-Dload_xsb_to_ces" to the command line starting the game
61 (also adding a dependency to a template level file "template.level")
64 * added reading native Sokoban levels and level packages (XSB files)
67 * fixed bugs in (auto)scrolling behaviour when passing ports or when
68 wrapping around the playfield through "holes" in the playfield border
71 * changed internal playfield bitmap handling from playfield sized bitmap
72 to screen sized bitmap (visible scrolling area), therefore speeding up
73 graphics operations (by eliminating bitmap updates in invisible areas)
74 and removing playfield size limitations due to increasing bitmap size
75 for larger playfield sizes (while the new implementation always uses
76 a fixed playfield bitmap size for arbitrary internal playfield sizes)
79 * fixed bug with single step mode (there were some cases where the game
80 did not automatically return to pause mode, e.g. when trying to push
81 things that cannot be pushed or when trying to run against a wall)
84 * added support for loading Supaplex levels in MPX level file format
87 * fixed SP engine to set "game over" not before lead out counter done
90 * fixed (potential) compile error when using GCC option "-std=gnu99"
91 (thanks to Tom "spot" Callaway)
94 * fixed array allocation in native Supaplex engine to correctly handle
95 preceding scratch buffers (needed because of missing border checking)
96 * fixed playfield initialization to correctly add raw header bytes as
97 subsequent scratch buffer (needed because of missing border checking)
100 * most important parts of native Supaplex engine integration working:
101 - native Supaplex levels can be played in native Supaplex engine
102 - native Supaplex level/demo files ("*.sp" files) can be re-played
103 - all 111 classic original Supaplex levels automatically solvable
104 - native Supaplex engine can be selected and used from level editor
105 - logic of re-playing Supaplex demos migrated to R'n'D tape logic
108 * fixed another translation problem from VisualBasic to C (where "int"
109 should be "short") causing unsolvable demos with bugs and terminals
110 ("bugs" being related to the Supaplex "buggy base" element here ;-) )
113 * fixed bug when reading Supaplex single level files (preventing loader
114 from seeking to level position like in Supaplex level package files)
117 * first classic Supaplex level running and solved by solution/demo tape
120 * started with integration of native Supaplex engine, using source code
121 of Megaplex from Frank Schindler, based on original Supaplex engine
124 * version number set to 3.2.6.2
127 * version 3.2.6.1 released
130 * fixed bug with element_info[e].gfx_element not being initialized in
131 early game stage, causing native graphics in EMC level sets to be
132 mapped completely to EL_EMPTY (causing a blank screen when playing)
133 (this only happened when starting the program with an EMC set with
134 native graphics, but not when switching to such a set at runtime)
137 * deactivated blit-to-same-surface workaround again (see 2009-03-24)
138 and using self-compiled, patched SDL.dll that solves this problem
139 (interim solution until release of SDL 1.2.14 that should fix this)
142 * extended backwards compatibility mode to allow already fixed bug with
143 change actions (see "2008-02-05") for existing levels (especially the
144 Zelda and Zelda II levels and other cool stuff by Alan Bond like FMV)
147 * reactivated workaround to prevent program crashes due to blitting to
148 the same SDL surface that apparently only occurs on Windows systems
149 (this is no final solution; this problem needs further investigation)
152 * version number set to 3.2.6.1
155 * version 3.2.6.0 released
158 * fixed behaviour of player option "no centering when relocating" which
159 was incorrect when disabled and relocation target inside visible area
160 and "no scrolling when relocating" enabled at the same time
163 * fixed problems with re-mapping players on playfield to input devices:
164 previously, players found on the level playfield were changed to the
165 players connected to input devices (for example, player 3 in the level
166 was changed to player 1 (using artwork of player 3, to be able to use
167 a player with a different color)); this had the disadvantage that CE
168 conditions using player elements did not work (because the players in
169 the level definition are different to those effectively used in-game);
170 the new system uses the same player elements as defined in the level
171 playfield and re-maps the input devices of connected players to the
172 corresponding player elements when playing the level (in the above
173 example, player 3 now really exists in the game and is moved using the
174 events from input device 1); level tapes still store the events from
175 input devices 1 to 4, which are then re-mapped to players accordingly
176 when re-playing the tape (just as it is done when playing the level)
179 * fixed bug with player relocation while the player switches an element
182 * fixed bug with EM/DC style exit and EM/DC style steel exit which was
183 not walkable (and did not let the player enter) when in process of
184 opening, but not fully open yet (which can cause the player not being
185 able to enter the exit in EM/DC style levels in time)
188 * fixed some bugs regarding the new level/CE random seed reset options
191 * moved "level settings" and "editor settings" to two tabbed screens in
192 level editor to gain space for additional level property settings
193 * added level setting to start a level with always the same random seed
194 * added CE action "set random seed" to re-initialize random seed in game
195 (this is the only CE action that gets executed before the CE changes,
196 which is needed to use the newly set random seed during the CE change)
199 * fixed redraw problem of special editor door when playing from editor
202 * fixed initialization of gfx_element for level sketch image creation
205 * added switch for EM style dynamite "[ ] explodes with chain reaction"
206 (with default set to "on" for existing levels, but "off" for all new
207 levels), as EM style dynamite does not chain-explode in original EM
210 * added optional initial inventory for players (pre-collected elements)
211 * added change page actions "set player inventory" and "set CE artwork"
212 * added recognition of "player" parameter on change pages when player
213 actions are defined, but no trigger player in corresponding condition
214 (this resulted in actions that only affected the first player before)
215 * fixed bug with change actions being executed for newly created custom
216 elements resulting from custom element changes, when the intention was
217 only to check for change actions for the previous custom element
220 * changed design and size of element drawing area in level editor
221 * added "element used as action parameter" to element change actions
224 * added possibility to reanimate player immediately after his death
225 (for example, by "change to <player> when explosion of <player>")
228 * fixed bug with "gray" white door not being uncovered by magnifier
229 * added score for collecting (any) key to the white key config page
232 * added condition "deadly when <getting hit by>" for custom elements
233 that behaves a bit like the existing "deadly when <colliding with>",
234 but with the following differences:
235 - it only kills players or friends when it was moving before it hits
236 - it does not kill players or friends that try to run into it
239 * fixed the following change conditions where a player element is used
240 as the "element that is triggering the custom element change":
243 - explosion of <element>
245 (the last two conditions already worked partially, but only for the
246 first player, and not for the "Murphy" player when using "move of")
249 * fixed crash bug caused by accessing invalid element (with value -1)
250 in UpdateGameControlValues()
251 * fixed graphical bug when using two-tile movement animations with EMC
252 game engine without explicitly using native EMC graphics engine
255 * fixed bug in new "can dig" feature (see below) so that an unsuccessful
256 try to push something (due to push delay) does not cause a dig action
259 * fixed bug with reference elements used as trigger elements on custom
260 element change pages not being recognized
261 * fixed bug with reference elements not being removed from the playfield
262 * added engine functionality that allows custom elements that "can dig"
263 other elements not only to do so when moving by themselves, but also
264 when being pushed by the player (therefore adding the functionality to
265 push one element over another element, replacing it with the new one)
268 * added command line function to write level sketch images to directory
271 * merged override and auto-override options into new override options
272 with a new data type than can take the values "no", "yes" and "auto"
275 * fixed growing steel wall to also leave behind steel wall instead of
276 normal, destructible wall
277 * fixed handling of rocks falling through stacks of quicksand with
278 different speed (before, the rocks just got stuck in the quicksand)
281 * fixed nasty bug with auto-override and normal override not working on
282 program startup (especially when current level set has custom artwork)
285 * version 3.2.5 released as special edition "R'n'D jue"
288 * fixed X11 crash bug when blitting masked title screens over background
291 * changed build system to support special editions (like "R'n'D jue")
292 * added (hardcoded) loading graphics for "R'n'D jue" special edition
293 * fixed X11 crash bug when scaling images with width/height less than 32
296 * added "background.PLAYING" (only visible as two-pixel border in game)
297 * added default level set for first start of special R'n'D version
298 * changed door animations for editor always behaving like "quick doors"
301 * added new custom artwork setup option "auto-override non-CE sets" for
302 automatic artwork override that is only used for level sets without
303 custom element artwork (as it does not make much sense to override
304 any artwork that redefines custom element artwork for sets using CEs)
305 * fixed default artwork for "special" R'n'D versions always using the
306 "classic" artwork as the base if base artwork is not explicitly
307 defined in "levelinfo.conf", regardless of different default artwork
308 used by the special R'n'D version -- this is needed because any such
309 custom artwork is designed using the "classic" artwork definitions as
310 the base (including menu definitions and screen positions etc., which
311 would otherwise be taken from the different special default artwork)
314 * fixed drawing of animated "quicksand.filling" and "quicksand.emptying"
315 for both EMC and R'n'D graphics engine (heavy workarounds needed due
316 to massively broken handling of quicksand in R'n'D game engine)
317 * fixed off-limits access to array in DrawLevelFieldCrumbledSandExt()
318 * fixed crash bug (hopefully) when scrolling with cursor keys in editor
321 * fixed small bug in toon drawing (introduced when fixing the crash bug)
324 * added graphics definition "game.panel.highscore" to display the
325 current levels current high score in the game panel
328 * version number set to 3.2.5
331 * version 3.2.4 released
334 * fixed crash bug in toon drawing functions for large step offset values
337 * fixed some problems with displaying game panel when quick-loading tape
340 * fixed (experimental only) redrawing of every tile per frame (even if
341 unneeded) for the extended (R'n'D based) EMC graphics engine
342 * added optimization to only calculate element count for panel display
343 if really needed (that is, if element count values defined on panel)
344 * fixed problem with special editor door redraw when entering main menu
347 * fixed bug with displaying background for title messages on info screen
348 * some code cleanup for the extended (R'n'D based) EMC graphics engine
351 * fixed bug with CE action "move player" always resulting in player 4
352 if there was a CE action with no trigger player (because the player
353 element was calculated by using log_2() from trigger player bits with
354 the value PLAYER_BITS_ANY) -- this is now fixed by also storing the
355 triggering player bit mask and handling all players in "move player"
356 * fixed bug when defined artwork cannot be found for artwork that has
357 default artwork cloned from other artwork (without default filename)
358 * added several fixes to the extended (R'n'D based) EMC graphics engine
361 * fixed broken editor copy and paste for custom elements between levels
364 * title messages are now also searched in graphics artwork directory;
365 those found in graphics directory have precendence over those found
366 in level directory -- this handles title messages stored in graphics
367 directories as part of the artwork set, just like title images; this
368 makes sense, as corresponding special font definitions for messages
369 are usually defined in the same graphics artwork directory, and also
370 because title images and title messages that are combined in a level
371 set introduction should usually not be separated when the level set
372 is used with a different artwork set (e.g. using "override graphics")
373 * fixed problem with door borders on main screen by first drawing doors
374 and then the corresponding border masks, but not vice versa
375 * fixed problem with artwork config entries using the value "[DEFAULT]";
376 this does not what one might expect, but sets the value to an invalid
377 value -- solution: simply ignore such entries, which results in this
378 value keeping its previous (real) default value (in general, entries
379 that should use their default value should just not be defined here)
380 * fixed problem with wrong fading area size from main menu to setup menu
383 * fixed problem with broken crumbled graphics after level set changes
384 when using R'n'D custom artwork with level sets using the EMC engine
387 * fixed invisible "joysticks deactivated ..." text on setup input screen
390 * added use of hashes created from static lists (element tokens, image
391 config, font tokens) to speed up lookup of configuration parameters
392 * fixed bug where element and graphic config token lookup was mixed up
395 * added "busy" animation when initializing program and loading artwork
396 * added initialization profiling for program startup (debugging only)
399 * fixed(?) very strange bug apparently triggered by memset() when code
400 was cross-compiled with MinGW cross-compiler for Windows XP platform
401 (this only happened when using SDL.dll also self-compiled with MinGW)
404 * added graphics engine directive "border.draw_masked_when_fading" that
405 enables/disables drawing of border mask over screen that is just faded
408 * fixed small problem with separate fading definition for game screen
411 * added additional configuration directives for setup screen draw offset
412 menu.draw_xoffset.SETUP[XXX] and menu.draw_yoffset.SETUP[XXX] with XXX
413 in GAME, EDITOR, GRAPHICS, SOUND, ARTWORK, INPUT, SHORTCUTS_1,
414 SHORTCUTS_2, CHOOSE_ARTWORK, CHOOSE_OTHER (where "CHOOSE_ARTWORK" is
415 used to define draw offset on custom artwork selection screens and
416 "CHOOSE_OTHER" is used on all other list style selection screens, like
417 choosing game speed or screen mode for fullscreen mode)
418 * added additional configuration directives to define main menu buttons:
419 - menu.button_name and menu.button_name.active
420 - menu.button_levels and menu.button_levels.active
421 - menu.button_scores and menu.button_scores.active
422 - menu.button_editor and menu.button_editor.active
423 - menu.button_info and menu.button_info.active
424 - menu.button_game and menu.button_game.active
425 - menu.button_setup and menu.button_setup.active
426 - menu.button_quit and menu.button_quit.active
427 * added eight pure decoration graphic definitions for the game panel
430 * added support for accessing native Diamond Caves II level packages
431 * fixed displaying of game panel values for Emerald Mine game engine
432 * fixed displaying end-of-level time and score values on new game panel
435 * added game panel control to display arbitrary elements on game panel
436 * added game panel control to display custom element score (globally
437 unique for identical custom elements) either as value or as element
438 * added ".draw_masked" and ".draw_order" to game panel control drawing
441 * fixed some general bugs with handling of ".active" elements and fonts
444 * cleanup of game panel elements (some elements were not really needed)
445 * added displaying of gravity state (on/off) as new game panel control
446 * added animation for game panel elements (similar to game elements)
449 * added new pseudo game mode "PANEL" to define panel fonts and graphics
450 - panel fonts now use ".PANEL" suffix instead of ".PLAYING" suffix
451 - panel graphics now use ".PANEL" suffix instead of ".DOOR" suffix
452 (else graphics would have to use ".PLAYING", which would be confusing)
453 * fixed bug when fading out to game screen with border mask defined
456 * added attribute ".tile_size" for element style game panel controls
459 * added <space> key as additional valid key to use for confirm requester
462 * improved menu fading, adding separate fading definitions for entering
463 and leaving a "content" screen (in general), and optional definitions
464 for the special "content" screens SCORES, EDITOR, INFO and PLAYING
467 * added (currently invisible) setup option to define scroll delay value
468 * fixed small bug in priority handling when auto-detecting level start
469 position in levels without player element (but player from CE etc.)
470 * added option "game.forced_scroll_delay_value" to override user choice
471 of scroll delay value for certain level sets with "graphicsinfo.conf"
472 * replaced setup option "scroll delay: on/off" by new setup option that
473 directly allows selecting the desired scroll delay value from 0 to 8
476 * added displaying of most game panel control elements (not animated)
479 * added new configuration directives to display additional game engine
480 values on the game control panel, like the following examples:
481 - game.panel.time_hh/time_mm/time_ss - level time in HH/MM/SS format
482 - game.panel.penguins - number of penguins to rescue
483 - game.panel.level_name - level name of current level
486 * added support for preview tile sizes "1" and "2" (1x1 and 2x2 pixels)
489 * added new player option "no centering when relocating" for "invisible"
490 teleportations to level areas that look exactly the same, giving the
491 illusion that the player did not relocate at all (this was the default
492 since 3.2.3, but caused visual problems with room creation in "Zelda")
493 * added new menu fading effect "melt", shamelessly stolen from "DOOM"
496 * improved menu fading, adding separate fading definitions for entering
497 and leaving a menu and for fading between menu and "content" screens
498 * fixed small bug with recognizing also ".font_xyz" style definitions
501 * improved menu fading, adding separate fading definitions for fading
502 between menu screens and fading between menu and "destination" screens
505 * titlemessage_initial_x and titlemessage_x set to "[DEFAULT]" in static
506 configuration (set from "[titlemessage_initial]" and "[titlemessage]")
507 * fading settings of "[titlemessage_initial]" and "[titlemessage]" set
508 to "[DEFAULT]" in static configuration (set from "[title_initial]" and
510 * improved title fading, allowing fading animation types "none", "fade"
511 and "crossfade" (including cross-fading of last title to main menu)
514 * added configurability of graphics, sounds and music for title screens,
515 which are separated into initial title screens (only shown once at
516 program startup) and title screens shown for a given level set; these
517 title screens can be composed of up to five title images and up to
518 five title text messages (each drawn using an optional background
519 image), also using background music and/or sounds; aspects like
520 background images, sounds and music of title screens can either be
521 defined generally (valid for all title screens) or specifically (and
522 therefore differently for each title screen) using these directives:
524 to define a background image, sound or music file for all screens:
525 - background.TITLE_INITIAL (for all title screens for game startup)
526 - background.TITLE (for all title screens for level sets)
528 to define a background image, sound or music file for a single screen:
529 - background.titlescreen_initial_x (with x in 1,2,3,4,5)
530 - background.titlescreen_x (with x in 1,2,3,4,5)
531 - background.titlemessage_initial_x (with x in 1,2,3,4,5)
532 - background.titlemessage_x (with x in 1,2,3,4,5)
534 to define the title screen images:
535 - titlescreen_initial_x (with x in 1,2,3,4,5)
536 - titlescreen_x (with x in 1,2,3,4,5)
538 to define the title text messages, place text files into the level set
539 directory that have the following file names:
540 - titlemessage_initial_x.txt (with x in 1,2,3,4,5)
541 - titlemessage_x.txt (with x in 1,2,3,4,5)
543 to define the properties of the text messages, either use directives
544 that affect all text messages:
545 - [titlemessage_initial].<suffix>
546 - [titlemessage].<suffix>
547 or use directives that affect single text messages:
548 - titlemessage_initial_x.<suffix> (with x in 1,2,3,4,5)
549 - titlemessage_x.<suffix> (with x in 1,2,3,4,5)
551 valid values for <suffix> are the same as for readme.<suffix> below;
552 use ".sort_priority" (default: 0) to define an arbitrary order for
553 title images and title messages (which can therefore be mixed)
556 * added full configurability of "readme.txt" screen appearance:
557 - readme.x: <left position used with alignment>
558 - readme.y: <top position>
559 - readme.width: <maximim text width in pixels>
560 - readme.height: <maximum text height in pixels>
561 - readme.chars: <maximum number of chars per line>
562 - readme.lines: <maximum number of lines displayed>
563 - readme.align: left,center,right (default: center)
564 - readme.top: top,middle,bottom (default: top)
565 - readme.font: font name
566 - readme.autowrap: true,false (default: true)
567 - readme.centered: true,false (default: false)
568 - readme.parse_comments: true,false (default: true)
569 - readme.sort_priority: (not used here, but only for title screens)
570 when "readme.chars" and/or "readme.lines" is set to "-1" (this is the
571 default), they are automatically determined from "readme.width" and
572 "readme.height" accordingly; when they are not "-1", they have
573 precedence over "readme.width" and "readme.height"
574 * added internal ad-hoc config settings for displaying text files like
575 title messages or "readme.txt" style level set info files:
576 - .font: font name (default: readme.font)
577 - .autowrap: true,false (default: readme.autowrap)
578 - .centered: true,false (default: readme.centered)
579 - .parse_comments: true,false (default: readme.parse_comments)
580 (the leading '.' and the separating ':' are mandatory here); to use
581 these ad-hoc settings, they have to be written inside a comment, like
582 "# .autowrap: false" or "# .centered: true"; these settings then
583 override the above global settings (they can even be used more than
584 once, like "# .centered: true", then some text that should be drawn
585 centered, then "# .centered: false" to go back to non-centered text;
586 important note: after using "# .parse_comments: false", or when using
587 "readme.parse_comments: false", detecting and parsing comments inside
588 the file is disabled and comments are just printed like normal text;
589 also be aware that all automatic text size calculations are done with
590 the font defined in "readme.font", while using different fonts using
591 "# .font: <font>" inside the text file may cause unexpected results
594 * changed some numerical limits in the level editor from 255 to 999
597 * added option "system.sdl_videodriver" to select SDL video driver
598 * added output of SDL video and audio driver to "version info" page
601 * added group element drawing to IntelliDraw drawing functions
602 * fixed animation resetting problem again (last try broke Snake Bite)
603 * fixed diagonal scrolling in screen scrolling (last try broke Pac Man)
606 * added new (special) "include: <filename>" directive that works in all
607 configuration files (like "graphicsinfo.conf") and that has the same
608 effect as if that directive would be replaced with the content of the
609 specified file (this can be useful to split large configuration files
610 into several smaller ones and include them from one main file, or to
611 store configuration settings that always stay the same into a separate
612 file, while including it and only add those parts that really change)
615 * fixed minor bug (screen redraw of player tiles) in EMC graphics engine
618 * fixed bug in "InitMovingField()" where treating an integer array as
619 boolean caused wrong resetting of animations while elements are moving
620 * fixed problem with resetting animations when starting element change
623 * added sort priority for order of title screens and title messages
626 * changed end of game again: do not wait for the user to press a key
627 anymore, but directly ask/confirm tape saving and go to hall of fame
628 * re-enabled quitting of lost game by pressing space or return again
629 * added blanking of mouse pointer when displaying title screens
630 * added remaining menu draw offset definitions for info sub-screens
633 * added setup option to select game speed (from very slow to very fast)
634 * improved handling of title text messages (initial and for level set)
637 * added new options "auto-wrap" and "centered" for DC2 style envelopes
640 * fixed displaying and typing of player name when it is centered
641 * added special characters to be allowed for player name (not only A-Z)
644 * fixed blit in ScrollLevel() to same bitmap to not overlap anymore
645 (newer versions of the SDL library seem to not like this anymore)
648 * added code for configuration directives for control of game panel
651 * fixed small cosmetical bug with underlining property tabs in editor
654 * fixed small drawing bug in X11FadeRectangle
655 * added new elements for newly supported Diamond Caves II levels:
656 - EM/DC style exits that disappear after passing
657 - white key and gate (one white key needed for each white gate)
658 - fake gate (there is no key to open/pass this kind of gate!)
659 - extended magic wall which also handles pearls and crystals
663 * changed maximum value for endless loop detection to a higher value
664 (some levels really used very deep recursion without being endless)
667 * added new elements for newly supported Diamond Caves II levels:
668 - growing steel walls
669 - snappable land mine
672 * added new elements for newly supported Diamond Caves II levels:
673 - steel text elements
676 * added level file loader for native Diamond Caves II levels
679 * version number set to 3.2.4
682 * version 3.2.3 released
685 * fixed malloc/free bug when updating EMC artwork entries in level list
686 * added workaround (warning and request to quit the current game) when
687 changing elements cause endless recursion loop (which would otherwise
688 freeze the game, causing a crash-like program exit on some systems)
691 * fixed nasty string overflow bug when entering too long envelope text
694 * added feedback sounds for menu navigation "menu.item.activating" and
695 "menu.item.selecting" (for highlighting and executing menu entries)
698 * improved "no scrolling when relocating" to also consider scroll delay
699 (meaning that the player is not automatically centered in this case;
700 this makes it possible to "invisibly" relocate the player to a region
701 of the level playfield which looks the same as the old level region)
702 * fixed bug with not recognizing "main.input.name.align" when active
705 * fixed bug with displaying masked borders over title screens when
706 screen fading is disabled
709 * fixed infinite loop / crash bug when killing the player while having
710 a CE with the setting "kill player X when explosion of <player X>"
711 * added special editor graphic for "char_space" to distinguish it from
712 "empty_space" when editing a level (in-game graphics still the same)
715 * fixed nasty bug with initialization only done for the first player
718 * small change to handle loading empty element/content list micro chunks
721 * uploaded pre-release (test) version 3.2.3-0 binary and source code
724 * some optimizations on startup speed by reducing initial text output
727 * added caching of custom artwork information for faster startup times
730 * fixed graphical bug when using fewer menu entries on level selection
731 screen than usual (with "menu.list_size.LEVELS" directive)
732 * fixed crash bug (Windows/SDL only) caused by BlitBitmap blitting from
733 the backbuffer to the backbuffer by error (with identical rectangle)
736 * fixed bug when displaying titlescreen with size less than element tile
737 * fixed bug that caused elements with "change when digging <e>" event
738 to change for _every_ digged element, not only those specified in <e>
739 * fixed bug that caused impact style collision when dropping element one
740 tile over the player that can both fall down and smash players
741 * fixed bug that caused impact style collision when element changed to
742 falling/smashing element over the player immediately after movement
745 * fixed bug that allowed making engine snapshots from the level editor
748 * fixed bugs with player name and current level positions on main screen
751 * added configuration directives for control of title screens:
752 - "title.fade_delay" for fading time
753 - "title.post_delay" for pause between screens (when not crossfading)
754 - "title.auto_delay" to automatically continue after some time
755 these settings can each be overridden by specifying them with titles:
756 - "titlescreen_initial_{1-5}.{fade_delay,post_delay,auto_delay}"
757 - "titlescreen_{1-5}.{fade_delay,post_delay,auto_delay}"
758 fading mode can also be specified:
759 - "titlescreen_initial_{1-5}.anim_mode: {fade,crossfade}
760 - "titlescreen_{1-5}.anim_mode: {fade,crossfade}
761 default is using normal fading for menues and initial title screens,
762 while using cross-fading for level set title screens
763 * fixed bug with background not drawn in Hall of Fame after game was won
766 * added configuration directives for the remaining main menu items
769 * added additional configuration directives for info screen draw offset:
770 menu.draw_{x,y}offset.INFO[{ELEMENTS,MUSIC,CREDITS,PROGRAM,LEVELSET}]
771 * added additional configuration directives for preview info text
772 * limited mouse wheel sensitive screen area to scrollable screen area
775 * added highlighted menu text entries to menu navigation when selected
778 * fixed bug that prevented player from correctly being created in the
779 top left corner by a custom element change in a level without player
780 * fixed bug that prevented player from being killed when indestructible,
781 non-walkable element is placed on player position by extended change
782 * added configurable menu button, text and input positions to main menu
785 * added page fading effects for remaining info sub-screens
786 * fixed small bug that caused some delays when answering door request
789 * added directives "border.draw_masked.*" for menu/playfield area and
790 door areas to display overlapping/masked borders from "global.border"
793 * fixed bug with CE with move speed "not moving" not being animated
794 * when changing player artwork by CE action, reset animation frame
797 * fixed bug with not unmapping main menu screen gadgets on other screens
798 * fixed bug with un-pausing a paused game by releasing still pressed key
799 * fixed bug with not redrawing screen when toggling to/from fullscreen
800 mode while fast reloading tape (without redrawing playfield contents)
801 * fixed bug with quick-saving tape snapshot despite answering with "no"
804 * version number set to 3.2.3
807 * version 3.2.2 released
810 * fixed bug with redrawing screen in fullscreen mode after quick tape
811 reloading when using the EMC game engine
812 * changed token names from "last_ce_[1-8]" to "prev_ce_[1-8]"
815 * fixed bug in GameWon() when level contains no exit (like in Sokoban)
818 * added engine snapshot functionality for instant tape reloading (this
819 only works for the last tape saved using "quick save", and does not
820 work across program restarts, because it completely works in memory)
823 * version number set to 3.2.2
826 * version 3.2.1 released
829 * fixed nasty bugs with handling error message file on Mac OS X systems
832 * general code cleanup (removing many annoying "#if 0" blocks etc.)
835 * fixed bug that caused broken tapes when manually appending to tapes
836 using the "pause before death" functionality, followed by recording
837 * added setup option to disable fading of screens for faster testing
840 * code cleanup of new fading functions
843 * changed behaviour after solved game -- do not immediately stop engine
844 * added some more smooth screen fadings (game start, hall of fame etc.)
847 * fixed bug with displaying pushed CE with value/score/delay anim_mode
850 * added configurable level preview position, tile size and dimensions
851 * added configurable game panel value positions (gems, time, score etc.)
854 * fixed small bug with time displayed incorrectly when collecting CEs
857 * fixed bug with bumpy scrolling with EM engine in double player mode
860 * added compatibility code to fix "Snake Bite" style levels that were
861 broken due to a bugfix regarding EL_SOKOBAN_FIELD_PLAYER in 3.2.0
864 * fixed bug with scrollbars inside editor when using the Windows mouse
865 enhancement tool "True X-Mouse" (which injects key events to the event
866 queue to insert selected stuff into the Windows clipboard, which gets
867 confused with the "Insert" key for jumping to the last editor cascade
868 block in the element list)
869 * added Rocks'n'Diamonds icon for use as window icon to SDL version
870 * added key shortcut "Alt + Enter" to toggle fullscreen mode at any time
873 * added selection of preferred fullscreen mode to setup / graphics menu
874 (useful if default mode 800 x 600 does not match screen aspect ratio)
877 * improved down-scaling of images for better editor and preview graphics
878 * changed user data directory for Mac OS X from Unix style to new place
881 * improved level number selection in main menu and player selection in
882 setup menu (input devices section) by using standard button gadgets
883 * added support for mouse scroll wheel (caused buggy behaviour before)
884 * added support for scrolling horizontal scrollbars with mouse wheel by
885 holding "Shift" key pressed while scrolling the wheel
886 * added support for single step mouse wheel scrolling by holding "Alt"
887 key pressed while scrolling the wheel (can be combined with "Shift")
888 * changed output file "stderr.txt" on Windows platform now always to be
889 created in the R'n'D sub-directory of the personal documents directory
890 * added Windows message box to direct to "stderr.txt" after error aborts
893 * improved general scrollbar handling (when jump-scrolling scrollbars)
896 * changed scrollbars to always show last line as first after scrolling
897 (that means jumping n - 1 screen lines instead of n screen lines)
900 * fixed level versions of EMC level loader (from V4 to V1, V2 and V3)
901 * fixed level time for EMC levels for V2 engine (V2 and V5 levels)
902 * fixed special handling of vertically stacked acid becoming fake acid
905 * fixed bug (very special case) with CE_SCORE_GETS_ZERO, which can
906 affect multiple instances of the same CE, although this kind of
907 change condition usually only affects one single custom element
910 * version number set to 3.2.1
913 * version 3.2.0 released
916 * reorganized level editor element list a bit to match engines better
919 * fixed newly introduced bug with wrongly initializing clipboard element
922 * fixed bug with displaying visible/invisible level border in editor
925 * reorganized some elements in the level editor element list
928 * fixed bug with displaying any player as "yellow" when moving into acid
929 * fixed bug with displaying running player when player stopped at border
932 * fixed bug with player exploding when moving into acid
933 * fixed bug with level settings being reset in editor and when playing
934 (some compatibility settings being set not only after level loading)
935 * fixed crash bug when number of custom graphic frames was set to zero
936 * fixed bug with teleporting player on walkable tile not working anymore
937 * added partial compatibility support for pre-release-only "CONF" chunk
938 (to make Alan Bond's "color cycle" demo work again :-) )
941 * fixed some bugs when displaying title screens from info screen menu
942 * fixed bug which caused EMC doors #5 to #8 to be passable without keys
945 * changed file major version to 3 to reflect level file format changes
946 * uploaded pre-release (test) version 3.2.0-8 binary and source code
949 * added new chunk "NAME" to level file format for level name settings
950 * added new chunk "NOTE" to level file format for envelope settings
951 * changed name of chunk "CONF" to "ELEM" (for normal element settings)
952 * updated magic(5) file to recognize changed and new level file chunks
953 * removed change events "change when CE value/score changes" as unneeded
956 * changed gravity (which only affects the player) from level property
957 to player property (only makes a difference in multi-player levels)
958 * added change events "change when CE value/score changes"
959 * added change events "change when CE value/score changes of <element>"
962 * added new chunk "INFO" to level file format for global level settings
963 * added all element settings from "HEAD" chunk to "CONF" chunk
964 * added all global level settings from "HEAD" chunk to "INFO" chunk
967 * changed level file format by adding two new chunks "CUSX" (for custom
968 elements, replacing the previous "CUS4" chunk) and "GRPX" (for group
969 elements, replacing the previous "GRP1" chunk); these new IFF style
970 chunks use the new and flexible "micro chunks inside chunks" technique
971 already used with the new "CONF" chunk (for normal element properties)
972 which makes it possible to easily extend the existing level format
973 (instead of using fixed-length chunks like before, which are either
974 too big due to reserved bytes for future use, or too small when those
975 reserved bytes have all been used and even more data should be stored,
976 requiring the replacement by new and larger chunks just like it went
977 with "CUS1" to "CUS4"); this whole problem now does not exist anymore
980 * added credits pages to the "credits" section that were really missing
981 * added some missing element descriptions to the level editor
982 * added down position of switchgate switch to the level editor
983 and allowed the use of both switch positions at the same time
984 * changed use of "Insert" and "Delete" keys to navigate element list in
985 level editor to start of previous or next cascading block of elements
988 * added the possibility to view the title screen to the info screen menu
989 * fixed some minor bugs with viewing title screens
992 * fixed bug with title (cross)fading in/out when using fullscreen mode
995 * fixed bug that forced re-defining of menu settings in local graphics
996 config file which are already defined in existing base config file
997 * fixed small bug that caused door sounds playing when music is enabled
1000 * added the possibility to define up to five title screens for each
1001 level set that are displayed after loading using (cross)fading in/out
1002 (this was added to display the various start images of the EMC sets)
1005 * added "CE score gets zero [of]" to custom element trigger conditions
1006 * added setup option to display element token name in level editor
1009 * added compatibility code for Juergen Bonhagen's menu artwork settings
1012 * fixed bug with displaying wrong animation frame 0 after CE changes
1013 * fixed bug with creating invisible elements when light switch is on
1016 * added selection between ECS and AGA graphics for EMC levels to setup
1019 * adjusted font handling for various narrow EMC style fonts
1022 * changed EM engine behaviour back to re-allow initial rolling springs
1025 * fixed handling of over-large selectboxes (less error-prone now)
1026 * fixed bug when creating GE with walkable element under the player
1029 * added use of "Insert" and "Delete" keys to navigate element list in
1030 level editor to start of custom elements or start of group elements
1031 * added virtual elements to access CE value and CE score of elements:
1032 - "CE value of triggering element"
1033 - "CE score of triggering element"
1034 - "CE value of current element"
1035 - "CE score of current element"
1038 * fixed "grass" to "sand" in older EM levels (up to file version V4)
1041 * changed behaviour of network games with internal errors (because of
1042 different client frame counters) from immediately terminating R'n'D
1043 to displaying an error message requester and stopping only the game
1044 (also to prevent impression of crashes under non command-line runs)
1045 * fixed playing network games with the EMC engine (did not work before)
1046 * fixed bug with not scrolling the screen in multi-player mode with the
1047 focus on player 1 when all players are moving in different directions
1048 * fixed bug with keeping pointer to gadget even after its deallocation
1049 * fixed bug with allowing "focus on all players" in network games
1050 * fixed bug with player focus when playing tapes from network games
1053 * uploaded pre-release (test) version 3.2.0-7 binary and source code
1056 * code cleanup for game action control for R'n'D and EMC game engine
1059 * fixed bug in multi-player movement with focus on both players
1060 * added option to control only the focussed player with all input
1063 * added player focus switching to level tape recording and re-playing
1066 * fixed some bugs in player focus switching in EMC and RND game engine
1069 * added special Supaplex animations for Murphy digging and snapping
1070 * added special Supaplex animations for Murphy being bored and sleeping
1073 * added four new yam yams with explicit start direction for EMC engine
1074 * fixed bug in src/libgame/text.c with printing text outside the window
1077 * fixed small bug in EMC level loader (copyright sign in EM II levels)
1080 * added delayed ignition of EM style dynamite when used in R'n'D engine
1081 * added limited movement range to EMC engine when focus on all players
1084 * fixed bug with missing (zero) score values for native Supaplex levels
1087 * added "continuous snapping" (snapping many elements while holding the
1088 snap key pressed, without releasing the snap key after each element)
1089 as a new player setting for more compatibility with the classic games
1092 * finished scrolling for "focus on all players" in EMC graphics engine
1095 * level sets with "levels: 0" are ignored for levels, but not artwork
1096 * fixed bug when scanning empty level group directories (endless loop)
1099 * fixed bug with explosion graphic for player using "Murphy" graphic
1100 * fixed bug with explosion graphic if player leaves explosion in time
1101 * changed some descriptive text in setup menu to use medium-width font
1102 * added key shortcut settings for switching player focus to setup menu
1105 * fixed bug with random value initialization when recording tapes
1106 * fixed bug with playing single player tapes when team mode activated
1109 * fixed little bug when trying to switch to player that does not exist
1112 * added player switching (visual and quick) to R'n'D and EM game engine
1113 * added setup option to select visual or quick in-game player switching
1116 * added use of "Home" and "End" keys to handle element list in editor
1119 * fixed bug with adding score when playing tape with EMC game engine
1120 * added steel wall border for levels using EMC engine without border
1121 * finally fixed delayed scrolling in EMC engine also for small levels
1124 * fixed potential crash bug in WarnBuggyBase() (missing boundary check)
1127 * fixed bug with CE change order in TestIfElementTouchesCustomElement()
1128 * fixed bug when displaying info element without action, but direction
1131 * fixed minor graphical problems with springs smashing and slurping
1132 (when using R'n'D style graphics instead of EMC style graphics)
1135 * added scroll delay (as configured in setup) to EMC graphics engine
1138 * improved screen redraw for EMC graphics engine (faster and smoother)
1139 * when not scrolling, do not redraw the whole playfield if not needed
1142 * added multi-player mode for EMC game engine (with up to four players)
1145 * added android (can clone elements) from EMC engine to R'n'D engine
1148 * added spring bumper (reflects spring) from EMC engine to R'n'D engine
1151 * added selectbox for initial player speed to player settings in editor
1154 * version 3.1.2 created that is basically version 3.1.1, but with a
1155 major bug fixed that prevented editing your own private levels
1156 * version 3.1.2 released
1159 * added magic ball (creates elements) from EMC engine to R'n'D engine
1162 * uploaded fixed pre-release version 3.2.0-6 binary and source code
1165 * fixed bug when using "CE can leave behind <trigger element>"
1166 * added new change condition "(after/when) creation of <element>"
1167 * added new change condition "(after/when) digging <element>"
1168 * fixed bug accessing invalid gadget that caused crashes under Windows
1169 * deactivated new possibility for multiple CE changes per frame
1172 * uploaded pre-release (test) version 3.2.0-6 binary and source code
1175 * added animation types "ce_value" and "ce_score" to graphicsinfo.conf
1176 * fixed bug with not keeping CE value for moving CEs with only action
1177 * changed CE action selectboxes in editor to be only reset when needed
1180 * added option "use artwork from element" for custom player artwork
1181 * added option "use explosion from element" for player explosions
1184 * added cascaded element lists in the level editor
1185 * added persistence for cascaded element lists by "editorcascade.conf"
1186 * added dynamic element list with all elements used in current level
1187 * added possibility for multiple CE changes per frame (experimental)
1190 * uploaded pre-release (test) version 3.2.0-5 binary and source code
1193 * changed "score for each 10 seconds/steps left" to "1 second/step"
1194 * added own score for collecting "extra time" instead of sharing it
1195 * added change events "switched by player" and "player switches <e>"
1196 * added change events "snapped by player" and "player snaps <e>"
1197 * added "set player artwork: <element choice>" to CE action options
1198 * added change event "move of <element>"
1201 * added "set player shield: off / normal / deadly" to CE action options
1202 * added new player option "use level start element" in level editor
1203 to set the correct focus at level start to elements from which the
1204 player is created later (this did not work before for cascaded CE
1205 changes resulting in creation of the player; it is now also possible
1206 to create the player from a yam yam which is smashed at level start)
1209 * added "set player speed: frozen (not moving)" to CE action options
1210 * added "move player: l/r/u/d/trigger/-trigger" to CE action options
1213 * added new player option "block snap field" (enabled by default) to
1214 make it possible to show a snapping animation like in Emerald Mine
1217 * added dynamic selectboxes to custom element action settings in editor
1218 * added "CE value" counter for custom elements (instead of "CE count")
1219 * added option to use the last "CE value" after custom element change
1220 * added option to use the "CE value" of other elements in CE actions
1221 * fixed odd behaviour when pressing time orb in levels w/o time limit
1222 * added checkbox "use time orb bug" for older levels that use this bug
1225 * added missing configuration settings for the following elements:
1226 - EL_TIMEGATE_SWITCH (time of open time gate)
1227 - EL_LIGHT_SWITCH_ACTIVE (time of light switched on)
1228 - EL_SHIELD_NORMAL (time of shield duration)
1229 - EL_SHIELD_DEADLY (time of shield duration)
1230 - EL_EXTRA_TIME (time added to level time)
1231 - EL_TIME_ORB_FULL (time added to level time)
1234 * added "wind direction" as a movement pattern for custom elements
1235 * added initial wind direction for balloon / custom elements to editor
1236 * added functionality for EL_BALLOON_SWITCH_NONE to R'n'D game engine
1239 * added parameters for "game of life" and "biomaze" elements to editor
1242 * added level file chunk "CONF" for generic level and element settings
1245 * uploaded pre-release (test) version 3.2.0-4 binary and source code
1248 * skip empty level sets (with "levels: 0"; may be artwork base sets)
1249 * added sound action ".page[1]" to ".page[32]" for each CE change page
1252 * added image config suffix ".clone_from" to copy whole image settings
1253 * fixed bug with invalid ("undefined") CE settings in old level files
1256 * fixed graphical bug with smashing elements falling faster than player
1259 * fixed major bug which prevented private levels from being edited
1260 * fixed bug with precedence of general and special font definitions
1263 * fixed graphical bug with player animation when player moves slowly
1266 * uploaded pre-release (test) version 3.2.0-3 binary and source code
1269 * fixed bug which prevented "global.num_toons: 0" from working
1272 * major code cleanup (removed all these annoying "#if 0" blocks)
1275 * added custom element actions for CE change page in level editor
1278 * fixed music initialization bug in init.c (thanks to David Binderman)
1279 * fixed mouse wheel "button" bug in editor (thanks to Tomi Belan)
1280 (this bug must probably be fixed at other places, too)
1283 * fixed buggy '#include "SDL.h"' statements in src/libgame/sdl.h
1284 (should be '#include <SDL.h>' instead)
1287 * fixed bug which prevented "walkable from no direction" from working
1288 (due to compatibility code overwriting this setting after loading)
1291 * fixed bug on Mac OS X (use of reserved name "Random") in EM engine
1294 * version number temporarily set to 3.1.1 (intermediate bugfix release)
1295 * version 3.1.1 released
1298 * changed some va_arg() arguments from 'long' to 'int', fixing problems
1299 on 64-bit architecture systems with LP64 data model
1302 * fixed bug with bombs not exploding when hitting the last level line
1303 (introduced after the release of 3.1.0)
1306 * added support for dumping small-sized level sketches from editor
1309 * added recognition of "trigger element" for "change digged element to"
1310 (this is not really what the "trigger element" was made for, but its
1311 use may seem obvious for leaving back digged elements unchanged)
1314 * fixed multiple warnings about failed joystick device initialization
1317 * fixed bug with dynamite dropped on top of just dropped custom element
1318 (collect dynamite, collect CE, drop CE => dynamite was also dropped);
1319 dynamite can still be dropped, but drop key must be released before
1322 * fixed bug with wrong start directory when started from file browser
1323 (due to this bug, R'n'D could not be started from KDE's Konqueror)
1326 * fixed bug causing "change when impact" on player not working
1327 * fixed wrong priority of "hitting something" over "hitting <element>"
1328 * fixed wrong priority of "hit by something" over "hit by <element>"
1331 * fixed graphical bug which caused the player (being Murphy) to show
1332 collecting animations although the element was collected by penguin
1335 * fixed two bugs causing wrong door background graphics in system.c
1336 (in functions "SetBackgroundBitmap()" and "DrawingOnBackground()")
1339 * fixed graphic bug with exploding bomb and R'n'D graphics in EM engine
1340 * added "no direction" to "walkable/passable from" selectbox options
1343 * enhanced tape autoplay to accept "autoplay <set> [<nr> ...]" format
1344 * in tape autoplay, not only report broken, but also missing tapes
1347 * uploaded pre-release (test) version 3.2.0-2 binary and source code
1350 * fixed small bug with "linear" animation not working for active lamp
1353 * fixed bug with moving up despite gravity due to "block last field"
1354 * fixed small bug with wrong draw offset when typing name in main menu
1355 * when reading user names from "passwd", ignore data after first comma
1356 * when creating new "levelinfo.conf", only write some selected entries
1359 * fixed displaying "imported from/by" on preview with empty string
1360 * fixed ignoring draw offset for fonts used for level preview texts
1363 * fixed a delay problem with SDL and too many mouse motion events
1364 * added setup option "skip levels" and level skipping functionality
1367 * added move speed "not moving" for non-moving CEs, but with direction
1370 * fixed mapping of obsolete element token names in "editorsetup.conf"
1371 * fixed bug with sound "acid.splashing" treated as a loop sound
1372 * fixed some little sound bugs in native EM engine
1375 * fixed small bug when dragging scrollbars to end positions
1378 * added editor element descriptions written by Aaron Davidson
1381 * improved fallback handling when configured artwork is not available
1382 (now using default artwork instead of exiting when files not found)
1385 * fixed bug on level selection screen when dragging scrollbar
1388 * fixed bug which caused broken tapes when appending to EM engine tapes
1391 * uploaded pre-release (test) version 3.2.0-1 binary and source code
1394 * added code to replace changed artwork config tokens with other tokens
1395 (needed for backwards compatibility, so that older tokens still work)
1398 * added native R'n'D graphics for some new EMC elements in EM engine
1401 * fixed some bugs in the EM engine integration code
1402 * changed EM engine code to allow diagonal movement
1403 * changed EM engine code to allow use of separate snap and drop keys
1406 * fixed some redraw bugs when using EM engine
1409 * fixed bug with not converting RND levels which are set to use native
1410 engine to native level structure when loading
1413 * uploaded pre-release (test) version 3.2.0-0 binary and source code
1416 * version number set to 3.2.0
1419 * level data now reset to defaults after attempt to load invalid file
1422 * added use of "editorsetup.conf" for different level sets
1425 * added auto-detection for various types of Emerald Mine level files
1428 * fixed bug with scrollbars getting too small when list is very large
1431 * fixed bug with 3+3 (cross) sized explosion not making explosion sound
1434 * added most level editor configuration gadgets for new EMC elements
1437 * added more element and graphic definitions for new EMC elements
1440 * modified native EM engine to use integrated R'n'D sound system
1443 * added SDL support to graphics functions in native EM engine
1444 (by always using generic libgame interface functions)
1447 * fixed bug in frame synchronization in native EM engine
1450 * added code to convert levels between R'n'D and native EM engine
1453 * new Emerald Mine engine can now play levels selected in main menu
1456 * fixed big memory leak in function "CreateBitmapWithSmallBitmaps()"
1457 (which creates scaled down graphics for level editor and preview);
1458 there's still a memory leak somewhere in the artwork handling code
1459 * added "scale image up" functionality to X11 version of zoom function
1462 * first attempts to integrate new, native Emerald Mine Club engine
1465 * fixed bug in gadget code which caused reset of CEs in level editor
1466 (example: pressing 'b' [grab brush] on CE config page erased values)
1467 (solution: check if gadgets in ClickOnGadget() are really mapped)
1468 * improved level change detection in editor (settings now also checked)
1469 * fixed bug with "can move into acid" and "don't collide with" state
1472 * fixed maze runner style CEs to use the configured move delay value
1475 * added Aaron Davidson's tutorial level set to the "Tutorials" section
1478 * fixed engine change that broke 3.0.8 levels like "Walpurgis Gardens"
1479 * fixed the above fix because it broke level set "machine" (*sigh*)
1480 * fixed random element placement in level editor to work as expected
1481 * fixed undefined graphic of runtime element "EL_AMOEBA_TO_DIAMOND"
1484 * re-recorded tape for BD2K3, level 010 (broken due to bugfix)
1487 * fixed bug (missing array boundary check) which caused broken tapes
1488 * fixed bug (when loading level template) which caused broken levels
1489 * fixed bug with new block last field code when using non-yellow player
1492 * fixed bug when pressing "stop, pause, stop, play" on tape recorder
1493 * internal change of how the player blocks the last field when moving
1494 * fixed blocking delay of last field for EM and SP style block delay
1495 * fixed bug where the player had to wait for the usual move delay after
1496 unsuccessfully trying to move, when he directly could move after that
1497 * the last two changes should make original Supaplex level 93 solvable
1498 * improved use of random number generator to make it less predictable
1499 * fixed behaviour of slippery SP elements to let slip left, then right
1502 * fixed bug with wrong door state after trying to quickload empty tape
1503 * fixed waste of static memory usage of the binary, making it smaller
1504 * fixed very little graphical bug in Supaplex explosion
1507 * version number set to 3.1.1
1510 * version 3.1.0 released
1513 * fixed bug with crash when writing user levelinfo.conf the first time
1516 * added option "convert LEVELDIR [NR]" to command line batch commands
1517 * re-converted Supaplex levels to apply latest engine fixes
1518 * changed "use graphic/sound of element" to "use graphic of element"
1519 due to compatibility problems with some levels ("bug machine" etc.)
1522 * fixed bug with CE change replacing player with same or other player
1525 * fixed bug with opaque font in envelope with background graphic when
1526 background graphic is not transparent itself
1529 * added "gravity on" and "gravity off" ports for Supaplex compatibility
1530 * corrected original Supaplex level loading code to use these new ports
1531 * also corrected Supaplex loader to auto-count infotrons if set to zero
1534 * fixed bug with missing initialization of "modified" flag for GEs
1537 * fixed bug that caused endless recursion loop when relocating player
1538 * fixed tape recorder bug in "step mode" when using "pause before end"
1539 * fixed tape recorder bug when changing from "warp forward" mode
1542 * fixed bug with "when touching" for pushed elements at last position
1545 * fixed bug that caused two activated toolbox buttons in level editor
1546 * fixed bug with exploding dynabomb under player due to other explosion
1549 * fixed bug with creating walkable custom element under player (again)
1550 * fixed bug with not copying explosion type when copying CEs in editor
1551 * fixed graphical bug when drawing player in setup menu (input devices)
1552 * fixed graphical bug when the player is pushing an accessible element
1553 * fixed bug with classic switchable elements triggering CE changes
1554 * fixed bug with entering/leaving walkable element in RelocatePlayer()
1555 * fixed crash bug when CE leaves behind the trigger player element
1558 * fixed bug with broken tubes after placing/exploding dynamite in them
1559 * fixed bug with exploding dynamite under player due to other explosion
1560 * fixed bug with not resetting push delay under certain circumstances
1563 * added option "handicap" for "levelinfo.conf" (thanks to Niko Böhm)
1564 * added network multiplayer code for Windows (thanks to Niko Böhm)
1567 * added option "reachable despite gravity" for gravity movement
1568 * changed gravity movement of most classic walkable and passable
1569 elements back to "not reachable" (for compatibility reasons)
1572 * fixed (removed) "indestructible" / "can explode" dependency in editor
1573 * fixed (removed) "accessible inside" / "protected" dependency
1574 * fixed (removed) "step mode" / "shield time" dependency
1577 * fixed dynabombs exploding now into anything diggable
1578 * fixed Supaplex style gravity movement into buggy base now impossible
1579 * added pressing key "space" as valid action to select menu options
1582 * added "replace when walkable" to relocate player to walkable element
1583 * added "enter"/"leave" event for elements affected by relocation
1584 * fixed "direct"/"indirect" change order also for "when change" event
1585 * fixed graphical bug when pushing things from elements walkable inside
1588 * fixed graphic bug when player is snapping while moving in old levels
1589 * fixed bug when a moving custom element leaves a player element behind
1590 * fixed bug with mole not disappearing when moving into acid pool
1591 * fixed bug with incomplete path setting when using "--basepath" option
1592 * moving CE can now leave walkable elements behind under the player
1593 * when relocating, player can be set on walkable element now
1594 * fixed another gravity movement bug
1597 * uploaded pre-release (test) version 3.1.0-2 binary and source code
1600 * added "collectible" and "removable" to extended replacement types
1601 (where "removable" replaces "diggable" and "collectible" elements)
1602 * added "collectible & throwable" (to throw element to the next field)
1603 * fixed bug with CEs digging elements that are just about to explode
1604 * changed mouse cursor now always being visible when game is paused
1607 * added possibility to push/press accessible elements from a side that
1609 * fixed bug with not setting actual date when appending to tape
1612 * fixed bug with incorrectly initialized custom element editor graphics
1615 * corrected set "Contributions_1995-2000/rnd_kjell_kristiansson":
1616 - number of levels corrected from 18 to 17 in "levelinfo.conf"
1619 * fixed bug with destroyed robot wheel still attracting robots forever
1620 * fixed bug with time gate switch deactivating after robot wheel time
1621 (while the time gate itself is not affected by this misbehaviour)
1622 * changed behaviour of BD style amoeba to always get blocked by player
1623 (before it was different when there were non-BD elements in level)
1624 * fixed bug with player destroying indestructable elements with shield
1627 * added option to make growing elements grow into anything diggable
1628 (for the various amoeba types, biomaze and "game of life")
1631 * fixed bug with movable elements not moving after left behind by CEs
1632 * changed gravity movement to anything diggable, not only sand/base
1633 * optionally allowing passing to walkable element, not only empty space
1634 * added option "can pass to walkable element" for players
1635 * finally fixed gravity movement (hopefully)
1638 * fixed bug with movable elements not moving anymore after falling down
1641 * fixed another bug with custom elements digging and leaving elements
1642 * fixed bug with "along left/right side" and automatic start direction
1643 * trigger elements now also displayed when "more custom" deactivated
1644 * fixed bug with clipboard element initialized when loading new level
1645 * added option "drop delay" to set delay before dropping next element
1648 * uploaded pre-release (test) version 3.1.0-1 binary and source code
1651 * added copy and paste functions for custom change pages
1652 * enhanced graphical display and functionality of tape recorder
1653 * fixed bug with custom elements digging and leaving elements
1656 * added move speed faster than "very fast" for custom elements
1657 * fixed bug with 3+3 style explosions and missing border content
1658 * fixed little bug when copying custom elements in the editor
1659 * enhanced custom element changes by more side trigger actions
1662 * added option "no scrolling when relocating" for instant teleporting
1663 * uploaded pre-release (test) version 3.1.0-0 binary and source code
1666 * added trigger element and trigger player to use as target elements
1667 * added copy and paste functions for custom and group elements
1670 * fixed graphical bug when displaying explosion animations
1671 * fixed bug when appending to tapes, resulting in broken tapes
1672 * re-recorded a few tapes broken by fixing gravity checking bug
1675 * "can move into acid" property now for all elements independently
1676 * "can fall into acid" property for player stored in same bitfield now
1677 * added option for deadliness of Supaplex 'sniksnak' and 'electron'
1678 * version number set to 3.1.0 (finally!)
1681 * changed tape recording to only record input, not programmed actions
1684 * fixed totally broken (every 8th frame skipped) step-by-step recording
1685 * fixed bug with requester not displayed when quick-loading interrupted
1686 * added option "can fall into acid (with gravity)" for players
1687 * fixed bug with player not falling when snapping down with gravity
1690 * fixed bug which messed up key config when using keypad number keys
1693 * fixed bug which allowed moving upwards even when gravity was active
1694 * fixed bug with missing error handling when dumping levels or tapes
1697 * added different colored editor graphics for Supaplex gravity tubes
1700 * fixed bug that allowed solvable tapes for unsolvable levels
1703 * use unlimited number of droppable elements when "count" set to zero
1704 * added option to use step limit instead of time limit for level
1707 * added player and change page as trigger for custom element change
1710 * fixed bug with exploding amoeba (explosion 3x3 instead of 1x1)
1713 * fixed bug with dark yamyam changing to acid when moving over acid
1714 * fixed handling of levels with more than 999 seconds level time
1715 (example: level 76 of "Denmine")
1718 * "spring push bug" reintroduced as configurable element property
1719 * fixed bug with missing properties for "mole"
1720 * fixed bug that showed up when fixing the above "mole" properties bug
1721 * added option "can move into acid" for all movable elements
1722 * fixed graphical bug for elements moving into acid
1723 * changed event handling to handle all pending events before going on
1726 * fixed bug which caused all CE change pages to be ignored which had
1727 the same change event, but used a different element side
1728 (reported by Simon Forsberg)
1730 * fixed bug which caused elements that can move and fall and that are
1731 transported by a conveyor belt to continue moving into that direction
1732 after leaving the conveyor belt, regardless of their own movement
1733 type; only elements which can not move are transported now
1734 (reported by Simon Forsberg)
1736 * fixed bug which could cause an array overflow in RelocatePlayer()
1737 (reported by Niko Böhm)
1739 * changed Emerald Mine style "passable / over" elements to "protected"
1740 (fixing unsolvable level 10 of "Bondmine 9" with bug beside gate)
1742 * added new option to select from which side a "walkable/passable"
1743 element can be entered
1746 * added explosion and ignition delay for elements that can explode
1749 * fixed bug which caused player not being protected against enemies
1750 when a CE was "walkable / inside" and was not "indestructible"
1751 * added "walkable/passable" fields to be "protected/unprotected"
1752 against enemies, even if not accessible "inside" but "over/under"
1755 * corrected move pattern to 32 bit and initial move direction to 8 bit
1758 * added second custom element base configuration page
1761 * added some special EMC mappings to Emerald Mine level loader
1762 (also covering previously unknown element in level 0 of "Bondmine 8")
1765 * added option to block last field when player is moving (for Supaplex)
1766 * adjusted push delay of Supaplex elements
1767 * removed delays for envelopes etc. when replaying with maximum speed
1768 * fixed bug when dropping element on a field that just changed to empty
1771 * fixed bug: infotrons can now smash yellow disks
1772 * fixed bug: when gravity active, port above player can now be entered
1773 * removed "one white dot" mouse pointer which irritated some people
1776 * added "choice type" for group element selection
1779 * fixed bug with initial invulnerability of non-yellow player
1782 * added level loader for loading native Supaplex packed levels
1783 (including multi-part levels like the "splvls99" levels)
1786 * fixed bug which allowed creating emeralds by escaping explosions
1789 * custom elements can change (limited) or leave (unlimited) elements
1790 * finally added multiple matches using group elements
1791 * added shortcut to dump brush (type ":DB" in editor) for use in forum
1794 * added new start movement type "previous" for continued CE movement
1795 * added new start movement type "random" for random CE movement start
1798 * added new element "sokoban_field_player" needed for Sokoban levels
1799 (thanks to Ed Booker for pointing this out!)
1802 * added elements that can be digged or left behind by custom elements
1805 * added group elements for multiple matches and random element creation
1808 * fixed some graphical errors displayed in old levels
1811 * fixed wrong double speed movement after passing closing gates
1814 * added level loader for loading native Emerald Mine levels
1817 * changes for "shooting" style CE movement
1820 * Happy New Year! ;-)
1823 * changed default snap/drop keys from left/right Shift to Control keys
1826 * fixed bug with dead player getting reanimated from custom element
1829 * fixed bug with wrong penguin graphics (when entering exit)
1832 * fixed bug with wrong "Murphy" graphics (when digging etc.)
1835 * version number set to 3.0.9
1838 * version 3.0.8 released
1841 * added function checked_free()
1844 * fixed bug with double nut cracking sound
1845 (by eliminating "default element action sound" assignment in init.c)
1848 * fixed crash when no music info files are available
1851 * fixed boring and sleeping sounds
1854 * added "maze runner" and "maze hunter" movement types
1855 * added extended collision conditions for custom elements
1858 * added warnings for undefined token values in artwork config files
1861 * added menu entry for level set information to the info screen
1864 * fixed bug with wrong default impact sound for colored emeralds
1867 * added several sub-screens for the info screen
1868 * menu text now also clickable (not only blue/red sphere left of it)
1871 * added configurable "bored" and "sleeping" animations for the player
1872 * added "awakening" sound for player when waking up after sleeping
1875 * added "copy" and "exchange" functions for custom elements to editor
1878 * added configurable element animations for info screen
1881 * added configurable music credits for info screen
1884 * finally fixed tape recording when player is created from CE change
1887 * added "editorsetup.conf" for editor element list configuration
1890 * added "musicinfo.conf" for menu and level music configuration
1893 * fixed a very nasty bug in dragon turning code in TurnRoundExt()
1894 (that only showed up on Linux, but not on Windows systems)
1897 * fixed turning movement of butterflies and fireflies (no frame reset)
1898 * enhanced sniksnak turning movement (two steps instead of only one)
1901 * version number set to 3.0.8
1904 * version 3.0.7 released
1907 * fixed reset of player animation frame when, for example,
1908 walking, digging or collecting share the same animation
1909 * fixed CE with "deadly when touching" exploding when touching amoeba
1912 * fixed tape recording when player is created from CE element change
1915 * introduced "turning..." action graphic for elements with move delay
1916 (non-CE: bug, spaceship, sniksnak, mole, pacman, yamyam)
1917 * added turning animations for bug, spaceship and sniksnak
1920 * prevent "extended" changed elements from delay change in same frame
1923 * fixed bug when pushing element that can move away to the side
1924 (like pushing falling elements, but now with moving elements)
1927 * finally fixed serious bug in code for delayed element pushing (again)
1930 * unavailable setup options now marked as "n/a" instead of "off"
1931 * new boolean directive "latest_engine" for "levelinfo.conf": when set
1932 to "true", levels are always played with the latest game engine,
1933 which is desired for levels that are imported from other games; all
1934 other levels are played with the engine version stored in level file
1935 (which is normally the engine version the level was created with)
1938 * fixed serious bug in code for delayed element pushing
1939 * fixed little bug in animation frame selection for pushed elements
1940 * speed-up of reading config file for verbose output
1943 * added configuration option for opening and closing Supaplex exit
1944 * added configuration option for moving up/down animation for Murphy
1945 * fixed incorrectly displayed animation for attacking dragon
1946 * fixed bug with not setting initial gravity for each new game
1947 * fixed bug with teleportation of player by custom element change
1948 * fixed bug with player not getting smashed by rock sometimes
1951 * version number set to 3.0.7
1954 * version 3.0.6 released
1957 * added support for MP3 music for SDL version through SMPEG library
1960 * fixed bug when initializing font graphic structure
1961 * fixed bug with animation mode "pingpong" when using only 1 frame
1962 * fixed bug with extended change target introduced in 3.0.5
1963 * fixed bug where passing over moving element doubles player speed
1964 * fixed bug with elements continuing to move into push direction
1965 * fixed bug with duplicated player when dropping bomb with shield on
1966 * added "switching" event for custom elements ("pressing" only once)
1967 * fixed switching bug (resetting flag when not switching but not idle)
1970 * fixed element tokens for certain file elements with ".active" etc.
1973 * version number set to 3.0.6
1976 * version 3.0.5 released
1979 * now four envelope elements available
1980 * font, background, animation and sound for envelope now configurable
1981 * main menu doors opening/closing animation type now configurable
1984 * active/inactive sides configurable for custom element changes
1985 * new movement type "move when pushed" available for custom elements
1988 * fixed bug in multiple config pages loader code that caused crashes
1991 * enhanced (remaining low-resolution) Supaplex graphics
1994 * version number set to 3.0.5
1997 * version 3.0.4 released
1999 2003-09-12 src/tools.c
2000 * fixed bug in custom definition of crumbled element graphics
2002 2003-09-11 src/files.c
2003 * fixed bug in multiple config pages code that caused crashes
2006 * version number set to 3.0.4
2009 * version 3.0.3 released
2012 * added music to Supaplex classic level set
2014 2003-09-07 src/libgame/misc.c
2015 * added support for loading various music formats through SDL_mixer
2017 2003-09-06 (various source files)
2018 * fixed several nasty bugs that may have caused crashes on some systems
2019 * added envelope content which gets displayed when collecting envelope
2020 * added multiple change event pages for custom elements
2022 2003-08-24 src/game.c
2023 * fixed problem with player animation when snapping and moving
2025 2003-08-23 src/screens.c, src/cartoons.c, src/libgame/toons.c
2026 * fixed problem with flickering when drawing toon animations
2028 2003-08-23 src/libgame/sdl.c
2029 * fixed problem with setting mouse cursor in SDL version in fullscreen
2031 2003-08-23 src/game.c
2032 * fixed bug (missing array boundary check) which could crash the game
2035 * version number set to 3.0.3
2038 * version 3.0.2 released
2040 2003-08-21 src/game.c
2041 * fixed bug with creating inaccessible elements at player position
2043 2003-08-20 src/init.c
2044 * fixed bug with not finding current level artwork directory
2046 2003-08-20 src/files.c
2047 * fixed bug with choosing wrong engine version when playing tapes
2048 * fixed bug with messing up custom element properties in 3.0.0 levels
2051 * version number set to 3.0.2
2054 * version 3.0.1 released
2056 2003-08-17 (no source files affected)
2057 * changed all "classic" PCX image files with 16 colors or less to
2058 256 color (8 bit) storage format, because the Allegro game library
2059 cannot handle PCX files with less than 256 colors (contributed
2060 graphics are not affected and might look wrong in the DOS version)
2062 2003-08-16 src/init.c
2063 * fixed bug which (for example) crashed the level editor when defining
2064 "dynamite.EDITOR: [NONE]", because graphics may not be undefined
2065 (only set to default) -- invalid graphics now set to default graphic
2067 2003-08-16 src/init.c
2068 * fixed graphical bug of player digging/collecting/snapping element
2069 when no corresponding graphic/animation is defined for this action,
2070 resulting in player being drawn as EL_EMPTY (which should only be
2071 done to elements being collected, but not to the player)
2073 2003-08-16 src/game.c
2074 * fixed small graphical bug of player not totally moving into exit
2076 2003-08-16 src/libgame/setup.c
2077 * fixed bug with wrong MS-DOS 8.3 filename conversion
2079 2003-08-16 src/tools.c
2080 * fixed bug with invisible mouse cursor when pressing ESC while playing
2082 2003-08-16 (various source files)
2083 * added another 128 custom elements (disabled in editor by default)
2085 2003-08-16 src/editor.c
2086 * fixed NULL string bug causing Solaris to crash in sprintf()
2088 2003-08-16 src/screen.c
2089 * fixed drawing over scrollbar on level selection with custom fonts
2091 2003-08-15 src/game.c
2092 * cleanup of simple sounds / loop sounds / music settings
2094 2003-08-08 (various source files)
2095 * added custom element property for dropping collected elements
2097 2003-08-08 src/conf_gfx.c
2098 * fixed bug with missing graphic for active red disk bomb
2100 2003-08-07 src/files.c, src/editor.c src/game.c, src/main.h
2101 * extended variable "level.gravity" to "level.initial_gravity" and
2102 "game.current_gravity" to prevent level setting from being changed
2103 by playing the level (keeping the runtime value after playing)
2105 * fixed graphics bug when digging element that has 'crumbled' graphic
2106 definition, but not 'diggable' graphic definition
2109 * version number set to 3.0.1
2112 * version 3.0.0 released
2115 * various bug fixes; among others:
2116 - fixed bug with pushing spring over empty space
2117 - fixed bug with leaving tube while placing dynamite
2118 - fixed bug with explosion of smashed penguins
2119 - allow Murphy player graphic in levels with non-Supaplex elements
2123 * I have forgotten to document changes for some time
2126 * pre-release version 2.2.0rc1 released
2129 * version number set to 2.1.2
2132 * version 2.1.1 released
2135 * version number set to 2.1.1
2138 * version 2.1.0 released
2141 * version number set to 2.1.0
2143 2002-04-03 to 2002-05-19 (various source files)
2144 * graphics, sounds and music now fully configurable
2145 * bug fixed that prevented walking through tubes when gravity on
2147 2002-04-02 src/events.c, src/editor.c
2148 * Make Escape key less aggressive when playing or when editing level.
2149 This can be configured as an option in the setup menu. (Default is
2150 "less aggressive" which means "ask user if something can be lost"
2151 when pressing the Escape key.)
2153 2002-04-02 src/screen.c
2154 * Added "graphics setup" screen.
2156 2002-04-01 src/screen.c
2157 * Changed "choose level" setup screen stuff to be more generic (to
2158 make it easier to add more "choose from generic tree" setup screens).
2160 2002-04-01 src/config.c, src/timestamp.h
2161 * Added source files "src/config.[ch]" and "src/timestamp.h" (which
2162 automatically gets created by "src/Makefile" and contains an actual
2163 compile-time timestamp to identify development versions of the game).
2165 2002-03-31 src/tape.c, src/events.c
2166 * Added quick game/tape save/load functions to tape stuff which can be
2167 invoked by a keyboard shortcut. Default: "F1" saves game/tape, "F2"
2168 loads previously recorded tape and directly goes into recording mode
2169 from the end of the tape (therefore appending to the tape).
2171 2002-03-31 src/tape.c
2172 * Added "index mark" function to tape recorder. When playing or
2173 recording, "eject" button changes to "index" button. Setting index
2174 mark is not yet implemented, but pressing index button when playing
2175 allows very quick advancing to end of tape (when normal playing),
2176 very fast forward mode (when playing with normal fast forward) or
2177 very fast reaching of "pause before end of tape" (when playing with
2178 "pause before end" playing mode).
2180 2002-03-30 src/cartoons.c
2181 * Moved some stuff from cartoons.c to the new "src/libgame/toons.c".
2183 2002-03-29 src/screen.c
2184 * Changed setup screen stuff to be more generic (to make it easier
2185 to add more setup screens).
2187 2002-03-23 src/main.c, src/main.h
2188 * Various changes due to the introduction of the new libgame files
2189 "setup.c" and "joystick.c".
2191 2002-03-23 src/files.c
2192 * Generic parts of "src/files.c" (mainly setup and level directory
2193 stuff) moved to new libgame file "src/libgame/setup.c".
2195 2002-03-23 src/joystick.c
2196 * File "src/joystick.c" moved to libgame source tree, with
2197 correspondig changes.
2199 2002-03-22 src/screens.c
2200 * "HandleChooseLevel()": Another bug in level series navigation fixed.
2201 (Wrong level series information displayed when entering main group.)
2203 2002-03-22 src/editor.c
2204 * Slight change to support new gadget event "GD_EVENT_INFO_LEAVING".
2206 2002-03-22 src/editor.c
2207 * Changed behaviour of "Escape" key in level editor to be more
2208 intuitive: When in "Element Properties" or "Level Info" mode,
2209 return to "Drawing Mode" instead of leaving the level editor.
2211 2002-03-21 src/game.c, src/editor.c, src/files.c
2212 * 2.0.1 introduced the corrected "Emerald Mine" style behaviour of
2213 gems (emeralds, diamonds, ...) slipping down from normal wall,
2214 steel wall and growing wall (as in E.M.C. style levels). Although
2215 the behaviour of contributed and private levels wasn't changed (due
2216 to the use of "level.game_version"; see previous entry), editing
2217 those levels will (of course) change the behaviour accordingly.
2219 This change seems a bit too hard after thinking about it, because
2220 the EM style behaviour is not the "expected" behaviour (gems would
2221 normally only slip down from "rounded" walls). Therefore this was
2222 now changed to an element property for gem style elements, with the
2223 default setting "off" (which means: no special EM style behaviour).
2224 To fix older converted levels, this flag is set to "on" for pre-2.0
2225 levels that are neither contributed nor private levels.
2227 2002-03-20 src/files.h
2228 * Corrected settings for "level.game_version" depending of level type.
2229 (Contributed and private levels always get played with game engine
2230 version they were created with, while converted levels always get
2231 played with the most recent version of the game engine, to let new
2232 corrections of the emulation behaviour take effect.)
2234 2002-03-20 src/main.h
2235 * Added "#include <time.h>". This seems to be needed by "tape.c" for
2236 compiling the SDL version on some systems.
2237 Thanks to the several people who pointed this out.
2240 * Version number set to 2.0.2.
2243 * Version 2.0.1 released.
2245 2002-03-18 src/screens.c
2246 * "HandleChooseLevel()": Small bug in level series navigation fixed.
2248 2002-03-18 src/files.c [src/libgame/misc.c]
2249 * Moved some common functions from src/files.c to src/libgame/misc.c.
2251 2002-03-18 src/files.c [src/libgame/misc.c]
2252 * Changed permissions for new directories and saved files (especially
2253 score files) according to suggestions of Debian users and mantainers.
2254 Thanks to Drew Parsons <dparsons@emerall.com> for the patch.
2256 2002-03-17 src/files.c
2257 * Changed "{Load|Save}{Level|Tape}()" to IFF style file format:
2258 Replaced "cookie" header string ("ROCKSNDIAMONDS_...\n") with
2259 real IFF style header "RND1....XXXX" (where "XXXX" is "CAVE"
2260 for levels and "TAPE" for tapes). Old "cookie" style format is
2261 still supported for reading. New level and tape files are written
2264 * New IFF chunk "VERS" contains version numbers for file and game
2265 (where "game version" is the version of the program that wrote the
2266 file, and "file version" is a version number to distinguish files
2267 with different format, for example after adding new features).
2269 2002-03-15 src/screen.c
2270 * "DrawHallOfFame()": "FadeSounds()" when entering the hall of fame.
2271 (Before, you heard a mixture of the in-game music and the
2272 hall-of-fame music.)
2274 2002-03-14 src/events.c
2275 * Function "DumpTape()" (files.c) now available by pressing 't' from
2276 main menu (when in DEBUG mode).
2278 2002-03-14 src/game.c
2279 * "GameWon()": When game was won playing a tape, now there is no delay
2280 raising the score and no corresponding sound is played.
2282 2002-03-14 src/files.c
2283 * Changed "LoadTape()" for real chunk support and also adjusted
2284 "SaveTape()" accordingly.
2286 2002-03-14 src/game.c, src/tape.c, src/files.c
2287 * Important changes to tape format: The old tape format stored all
2288 actions with a real effect with a corresponding delay between the
2289 stored actions. This had some major disadvantages (for example,
2290 push delays had to be ignored, pressing a button for some seconds
2291 mutated to several single button presses because of the non-action
2292 delays between two action frames etc.). The new tape format just
2293 stupidly records all device actions and replays them later. I really
2294 don't know why I haven't solved it that way before?! Old-style tapes
2295 (with tape file version less than 2.0) get converted to the new
2296 format on-the-fly when loading and can therefore still be played;
2297 only some minor parts of the old-style tape handling code was needed.
2298 (A perfect conversion is not possible, because there is information
2299 missing about the device actions between two action frames.)
2301 2002-03-14 src/files.c
2302 * New function "DumpTape()" to dump the contents of the current tape
2303 in a human readable format.
2305 2002-03-14 src/game.c
2306 * Small tape bug fixed: When automatically advancing to next level
2307 after a game was won, the tape from the previous level still was
2308 loaded as a tape for the new level.
2310 2002-03-14 src/tape.c
2311 * Small graphical bug fixed: When pressing ""Record" or "Play" on
2312 tape, cartoons did not get completely removed because
2313 StopAnimation() was not called.
2315 2002-03-13 src/files.c
2316 * Changed "LoadLevel()" and "SaveLevel()" to add new chunk "CNT2".
2317 Fixed bug of "CONT" and "BODY" (chunk size was set to 8-bit element
2318 size even when using 16-bit elements). Added new chunk "CNT2" for
2319 16-bit amoeba content (previously written in 8-bit field in "HEAD"
2320 chunk even when content was 16-bit element). "CNT2" should now be
2321 able to store content for arbitrary elements (up to eight blocks of
2322 3 x 3 element arrays). All "CNT2" elements will always be stored as
2323 16-bit elements. "CONT" (with 8/16-bit elements) now obsolete.
2325 2002-03-13 src/files.c
2326 * Changed "LoadLevel()" for real chunk support.
2328 2002-03-12 src/game.c
2329 * Fixed problem (introduced after 2.0.0 release) with penguins
2330 not getting killed by enemies
2332 2002-02-24 src/game.c, src/main.h
2333 * Added "player->is_moving"; now "player->last_move_dir" does
2334 not contain any information if the player is just moving at
2336 Before, "player->last_move_dir" was misused for this purpose
2337 for the robot stuff (robots don't kill players when they are
2338 moving). But setting "player->last_move_dir" to MV_NO_MOVING
2339 broke tapes when walking through pipes!
2340 ("IS_MOVING()" uses "MovPos[][]", but this fails when it is 0
2341 in a continuous movement. This fact is ignored for friends and