2 * fixed bug in native Supaplex engine that broke several demo solutions
5 * done integrating R'n'D graphics engine into file "Murphy.c"
6 * done integrating R'n'D graphics engine into file "BugsTerminals.c"
9 * started integrating R'n'D graphics engine into Supaplex game engine
12 * added small kludge that allows transparent pushing animation over
13 non-black background (by using "game.use_masked_pushing: true")
14 * added editor flag to Sokoban field/object elements to automatically
15 finish solved Sokoban style levels (even if they contain non-Sokoban
16 elements, which prevents auto-enabling this feature for such levels)
19 * added new element "from_level_template" which is replaced by element
20 from level template at same playfield position when loaded (currently
21 not accessible from level editor, but only used for special Sokoban
22 level conversion when using "special_flags: load_xsb_to_ces")
23 * added special behaviour for "special_flags: load_xsb_to_ces": global
24 settings of individual level files are overwritten by template level
25 (except playfield size, level name, level author and template flag)
28 * added handling of gravity ports when converting Supaplex style R'n'D
29 levels to native Supaplex levels for playing with Supaplex engine
32 * fixed bug in Supaplex engine regarding initial screen scroll position
35 * fixed EMC style pushing animations in the R'n'D graphics engine (when
36 using ".2nd_movement_tile" for animations having start and end tile)
37 * for this to work (look) properly for two-tile pushing animations with
38 non-black (i.e. opaque) background, the pushing graphics drawing order
39 was changed to first draw the pushed element, then the player (maybe
40 this should be controlled by an ".anim_mode" flag yet to be added)
41 * two-tile animations for moving or pushing should have 7 frames for
42 normal speed, 15 frames for half speed etc. to display correct frames
43 * two-tile animations are also displayed correctly with different speed
44 settings for the player (for pushing animations) or moving elements
47 * added searching for template level (file "template.level") not only
48 inside the level set directory, but also in above level directories;
49 this makes is possible to use the same single template level file
50 (placed in a level group directory) for many level sub-directories
53 * fixed bug with steel exit being destructible during opening phase
54 * added token "special_flags" to "levelinfo.conf" (currently with the
55 only recognized value "load_xsb_to_ces", doing the same as the flag
56 "-Dload_xsb_to_ces" on the command line, but as a permanent flag for
57 converting all elements in native (XSB) Sokoban level files to CEs)
60 * fixed some problems with Supaplex engine when compiling for Windows
63 * added special mode to convert elements of Sokoban XSB levels to CEs
64 by adding "-Dload_xsb_to_ces" to the command line starting the game
65 (also adding a dependency to a template level file "template.level")
68 * added reading native Sokoban levels and level packages (XSB files)
71 * fixed bugs in (auto)scrolling behaviour when passing ports or when
72 wrapping around the playfield through "holes" in the playfield border
75 * changed internal playfield bitmap handling from playfield sized bitmap
76 to screen sized bitmap (visible scrolling area), therefore speeding up
77 graphics operations (by eliminating bitmap updates in invisible areas)
78 and removing playfield size limitations due to increasing bitmap size
79 for larger playfield sizes (while the new implementation always uses
80 a fixed playfield bitmap size for arbitrary internal playfield sizes)
83 * fixed bug with single step mode (there were some cases where the game
84 did not automatically return to pause mode, e.g. when trying to push
85 things that cannot be pushed or when trying to run against a wall)
88 * added support for loading Supaplex levels in MPX level file format
91 * fixed SP engine to set "game over" not before lead out counter done
94 * fixed (potential) compile error when using GCC option "-std=gnu99"
95 (thanks to Tom "spot" Callaway)
98 * fixed array allocation in native Supaplex engine to correctly handle
99 preceding scratch buffers (needed because of missing border checking)
100 * fixed playfield initialization to correctly add raw header bytes as
101 subsequent scratch buffer (needed because of missing border checking)
104 * most important parts of native Supaplex engine integration working:
105 - native Supaplex levels can be played in native Supaplex engine
106 - native Supaplex level/demo files ("*.sp" files) can be re-played
107 - all 111 classic original Supaplex levels automatically solvable
108 - native Supaplex engine can be selected and used from level editor
109 - logic of re-playing Supaplex demos migrated to R'n'D tape logic
112 * fixed another translation problem from VisualBasic to C (where "int"
113 should be "short") causing unsolvable demos with bugs and terminals
114 ("bugs" being related to the Supaplex "buggy base" element here ;-) )
117 * fixed bug when reading Supaplex single level files (preventing loader
118 from seeking to level position like in Supaplex level package files)
121 * first classic Supaplex level running and solved by solution/demo tape
124 * started with integration of native Supaplex engine, using source code
125 of Megaplex from Frank Schindler, based on original Supaplex engine
128 * version number set to 3.2.6.2
131 * version 3.2.6.1 released
134 * fixed bug with element_info[e].gfx_element not being initialized in
135 early game stage, causing native graphics in EMC level sets to be
136 mapped completely to EL_EMPTY (causing a blank screen when playing)
137 (this only happened when starting the program with an EMC set with
138 native graphics, but not when switching to such a set at runtime)
141 * deactivated blit-to-same-surface workaround again (see 2009-03-24)
142 and using self-compiled, patched SDL.dll that solves this problem
143 (interim solution until release of SDL 1.2.14 that should fix this)
146 * extended backwards compatibility mode to allow already fixed bug with
147 change actions (see "2008-02-05") for existing levels (especially the
148 Zelda and Zelda II levels and other cool stuff by Alan Bond like FMV)
151 * reactivated workaround to prevent program crashes due to blitting to
152 the same SDL surface that apparently only occurs on Windows systems
153 (this is no final solution; this problem needs further investigation)
156 * version number set to 3.2.6.1
159 * version 3.2.6.0 released
162 * fixed behaviour of player option "no centering when relocating" which
163 was incorrect when disabled and relocation target inside visible area
164 and "no scrolling when relocating" enabled at the same time
167 * fixed problems with re-mapping players on playfield to input devices:
168 previously, players found on the level playfield were changed to the
169 players connected to input devices (for example, player 3 in the level
170 was changed to player 1 (using artwork of player 3, to be able to use
171 a player with a different color)); this had the disadvantage that CE
172 conditions using player elements did not work (because the players in
173 the level definition are different to those effectively used in-game);
174 the new system uses the same player elements as defined in the level
175 playfield and re-maps the input devices of connected players to the
176 corresponding player elements when playing the level (in the above
177 example, player 3 now really exists in the game and is moved using the
178 events from input device 1); level tapes still store the events from
179 input devices 1 to 4, which are then re-mapped to players accordingly
180 when re-playing the tape (just as it is done when playing the level)
183 * fixed bug with player relocation while the player switches an element
186 * fixed bug with EM/DC style exit and EM/DC style steel exit which was
187 not walkable (and did not let the player enter) when in process of
188 opening, but not fully open yet (which can cause the player not being
189 able to enter the exit in EM/DC style levels in time)
192 * fixed some bugs regarding the new level/CE random seed reset options
195 * moved "level settings" and "editor settings" to two tabbed screens in
196 level editor to gain space for additional level property settings
197 * added level setting to start a level with always the same random seed
198 * added CE action "set random seed" to re-initialize random seed in game
199 (this is the only CE action that gets executed before the CE changes,
200 which is needed to use the newly set random seed during the CE change)
203 * fixed redraw problem of special editor door when playing from editor
206 * fixed initialization of gfx_element for level sketch image creation
209 * added switch for EM style dynamite "[ ] explodes with chain reaction"
210 (with default set to "on" for existing levels, but "off" for all new
211 levels), as EM style dynamite does not chain-explode in original EM
214 * added optional initial inventory for players (pre-collected elements)
215 * added change page actions "set player inventory" and "set CE artwork"
216 * added recognition of "player" parameter on change pages when player
217 actions are defined, but no trigger player in corresponding condition
218 (this resulted in actions that only affected the first player before)
219 * fixed bug with change actions being executed for newly created custom
220 elements resulting from custom element changes, when the intention was
221 only to check for change actions for the previous custom element
224 * changed design and size of element drawing area in level editor
225 * added "element used as action parameter" to element change actions
228 * added possibility to reanimate player immediately after his death
229 (for example, by "change to <player> when explosion of <player>")
232 * fixed bug with "gray" white door not being uncovered by magnifier
233 * added score for collecting (any) key to the white key config page
236 * added condition "deadly when <getting hit by>" for custom elements
237 that behaves a bit like the existing "deadly when <colliding with>",
238 but with the following differences:
239 - it only kills players or friends when it was moving before it hits
240 - it does not kill players or friends that try to run into it
243 * fixed the following change conditions where a player element is used
244 as the "element that is triggering the custom element change":
247 - explosion of <element>
249 (the last two conditions already worked partially, but only for the
250 first player, and not for the "Murphy" player when using "move of")
253 * fixed crash bug caused by accessing invalid element (with value -1)
254 in UpdateGameControlValues()
255 * fixed graphical bug when using two-tile movement animations with EMC
256 game engine without explicitly using native EMC graphics engine
259 * fixed bug in new "can dig" feature (see below) so that an unsuccessful
260 try to push something (due to push delay) does not cause a dig action
263 * fixed bug with reference elements used as trigger elements on custom
264 element change pages not being recognized
265 * fixed bug with reference elements not being removed from the playfield
266 * added engine functionality that allows custom elements that "can dig"
267 other elements not only to do so when moving by themselves, but also
268 when being pushed by the player (therefore adding the functionality to
269 push one element over another element, replacing it with the new one)
272 * added command line function to write level sketch images to directory
275 * merged override and auto-override options into new override options
276 with a new data type than can take the values "no", "yes" and "auto"
279 * fixed growing steel wall to also leave behind steel wall instead of
280 normal, destructible wall
281 * fixed handling of rocks falling through stacks of quicksand with
282 different speed (before, the rocks just got stuck in the quicksand)
285 * fixed nasty bug with auto-override and normal override not working on
286 program startup (especially when current level set has custom artwork)
289 * version 3.2.5 released as special edition "R'n'D jue"
292 * fixed X11 crash bug when blitting masked title screens over background
295 * changed build system to support special editions (like "R'n'D jue")
296 * added (hardcoded) loading graphics for "R'n'D jue" special edition
297 * fixed X11 crash bug when scaling images with width/height less than 32
300 * added "background.PLAYING" (only visible as two-pixel border in game)
301 * added default level set for first start of special R'n'D version
302 * changed door animations for editor always behaving like "quick doors"
305 * added new custom artwork setup option "auto-override non-CE sets" for
306 automatic artwork override that is only used for level sets without
307 custom element artwork (as it does not make much sense to override
308 any artwork that redefines custom element artwork for sets using CEs)
309 * fixed default artwork for "special" R'n'D versions always using the
310 "classic" artwork as the base if base artwork is not explicitly
311 defined in "levelinfo.conf", regardless of different default artwork
312 used by the special R'n'D version -- this is needed because any such
313 custom artwork is designed using the "classic" artwork definitions as
314 the base (including menu definitions and screen positions etc., which
315 would otherwise be taken from the different special default artwork)
318 * fixed drawing of animated "quicksand.filling" and "quicksand.emptying"
319 for both EMC and R'n'D graphics engine (heavy workarounds needed due
320 to massively broken handling of quicksand in R'n'D game engine)
321 * fixed off-limits access to array in DrawLevelFieldCrumbledSandExt()
322 * fixed crash bug (hopefully) when scrolling with cursor keys in editor
325 * fixed small bug in toon drawing (introduced when fixing the crash bug)
328 * added graphics definition "game.panel.highscore" to display the
329 current levels current high score in the game panel
332 * version number set to 3.2.5
335 * version 3.2.4 released
338 * fixed crash bug in toon drawing functions for large step offset values
341 * fixed some problems with displaying game panel when quick-loading tape
344 * fixed (experimental only) redrawing of every tile per frame (even if
345 unneeded) for the extended (R'n'D based) EMC graphics engine
346 * added optimization to only calculate element count for panel display
347 if really needed (that is, if element count values defined on panel)
348 * fixed problem with special editor door redraw when entering main menu
351 * fixed bug with displaying background for title messages on info screen
352 * some code cleanup for the extended (R'n'D based) EMC graphics engine
355 * fixed bug with CE action "move player" always resulting in player 4
356 if there was a CE action with no trigger player (because the player
357 element was calculated by using log_2() from trigger player bits with
358 the value PLAYER_BITS_ANY) -- this is now fixed by also storing the
359 triggering player bit mask and handling all players in "move player"
360 * fixed bug when defined artwork cannot be found for artwork that has
361 default artwork cloned from other artwork (without default filename)
362 * added several fixes to the extended (R'n'D based) EMC graphics engine
365 * fixed broken editor copy and paste for custom elements between levels
368 * title messages are now also searched in graphics artwork directory;
369 those found in graphics directory have precendence over those found
370 in level directory -- this handles title messages stored in graphics
371 directories as part of the artwork set, just like title images; this
372 makes sense, as corresponding special font definitions for messages
373 are usually defined in the same graphics artwork directory, and also
374 because title images and title messages that are combined in a level
375 set introduction should usually not be separated when the level set
376 is used with a different artwork set (e.g. using "override graphics")
377 * fixed problem with door borders on main screen by first drawing doors
378 and then the corresponding border masks, but not vice versa
379 * fixed problem with artwork config entries using the value "[DEFAULT]";
380 this does not what one might expect, but sets the value to an invalid
381 value -- solution: simply ignore such entries, which results in this
382 value keeping its previous (real) default value (in general, entries
383 that should use their default value should just not be defined here)
384 * fixed problem with wrong fading area size from main menu to setup menu
387 * fixed problem with broken crumbled graphics after level set changes
388 when using R'n'D custom artwork with level sets using the EMC engine
391 * fixed invisible "joysticks deactivated ..." text on setup input screen
394 * added use of hashes created from static lists (element tokens, image
395 config, font tokens) to speed up lookup of configuration parameters
396 * fixed bug where element and graphic config token lookup was mixed up
399 * added "busy" animation when initializing program and loading artwork
400 * added initialization profiling for program startup (debugging only)
403 * fixed(?) very strange bug apparently triggered by memset() when code
404 was cross-compiled with MinGW cross-compiler for Windows XP platform
405 (this only happened when using SDL.dll also self-compiled with MinGW)
408 * added graphics engine directive "border.draw_masked_when_fading" that
409 enables/disables drawing of border mask over screen that is just faded
412 * fixed small problem with separate fading definition for game screen
415 * added additional configuration directives for setup screen draw offset
416 menu.draw_xoffset.SETUP[XXX] and menu.draw_yoffset.SETUP[XXX] with XXX
417 in GAME, EDITOR, GRAPHICS, SOUND, ARTWORK, INPUT, SHORTCUTS_1,
418 SHORTCUTS_2, CHOOSE_ARTWORK, CHOOSE_OTHER (where "CHOOSE_ARTWORK" is
419 used to define draw offset on custom artwork selection screens and
420 "CHOOSE_OTHER" is used on all other list style selection screens, like
421 choosing game speed or screen mode for fullscreen mode)
422 * added additional configuration directives to define main menu buttons:
423 - menu.button_name and menu.button_name.active
424 - menu.button_levels and menu.button_levels.active
425 - menu.button_scores and menu.button_scores.active
426 - menu.button_editor and menu.button_editor.active
427 - menu.button_info and menu.button_info.active
428 - menu.button_game and menu.button_game.active
429 - menu.button_setup and menu.button_setup.active
430 - menu.button_quit and menu.button_quit.active
431 * added eight pure decoration graphic definitions for the game panel
434 * added support for accessing native Diamond Caves II level packages
435 * fixed displaying of game panel values for Emerald Mine game engine
436 * fixed displaying end-of-level time and score values on new game panel
439 * added game panel control to display arbitrary elements on game panel
440 * added game panel control to display custom element score (globally
441 unique for identical custom elements) either as value or as element
442 * added ".draw_masked" and ".draw_order" to game panel control drawing
445 * fixed some general bugs with handling of ".active" elements and fonts
448 * cleanup of game panel elements (some elements were not really needed)
449 * added displaying of gravity state (on/off) as new game panel control
450 * added animation for game panel elements (similar to game elements)
453 * added new pseudo game mode "PANEL" to define panel fonts and graphics
454 - panel fonts now use ".PANEL" suffix instead of ".PLAYING" suffix
455 - panel graphics now use ".PANEL" suffix instead of ".DOOR" suffix
456 (else graphics would have to use ".PLAYING", which would be confusing)
457 * fixed bug when fading out to game screen with border mask defined
460 * added attribute ".tile_size" for element style game panel controls
463 * added <space> key as additional valid key to use for confirm requester
466 * improved menu fading, adding separate fading definitions for entering
467 and leaving a "content" screen (in general), and optional definitions
468 for the special "content" screens SCORES, EDITOR, INFO and PLAYING
471 * added (currently invisible) setup option to define scroll delay value
472 * fixed small bug in priority handling when auto-detecting level start
473 position in levels without player element (but player from CE etc.)
474 * added option "game.forced_scroll_delay_value" to override user choice
475 of scroll delay value for certain level sets with "graphicsinfo.conf"
476 * replaced setup option "scroll delay: on/off" by new setup option that
477 directly allows selecting the desired scroll delay value from 0 to 8
480 * added displaying of most game panel control elements (not animated)
483 * added new configuration directives to display additional game engine
484 values on the game control panel, like the following examples:
485 - game.panel.time_hh/time_mm/time_ss - level time in HH/MM/SS format
486 - game.panel.penguins - number of penguins to rescue
487 - game.panel.level_name - level name of current level
490 * added support for preview tile sizes "1" and "2" (1x1 and 2x2 pixels)
493 * added new player option "no centering when relocating" for "invisible"
494 teleportations to level areas that look exactly the same, giving the
495 illusion that the player did not relocate at all (this was the default
496 since 3.2.3, but caused visual problems with room creation in "Zelda")
497 * added new menu fading effect "melt", shamelessly stolen from "DOOM"
500 * improved menu fading, adding separate fading definitions for entering
501 and leaving a menu and for fading between menu and "content" screens
502 * fixed small bug with recognizing also ".font_xyz" style definitions
505 * improved menu fading, adding separate fading definitions for fading
506 between menu screens and fading between menu and "destination" screens
509 * titlemessage_initial_x and titlemessage_x set to "[DEFAULT]" in static
510 configuration (set from "[titlemessage_initial]" and "[titlemessage]")
511 * fading settings of "[titlemessage_initial]" and "[titlemessage]" set
512 to "[DEFAULT]" in static configuration (set from "[title_initial]" and
514 * improved title fading, allowing fading animation types "none", "fade"
515 and "crossfade" (including cross-fading of last title to main menu)
518 * added configurability of graphics, sounds and music for title screens,
519 which are separated into initial title screens (only shown once at
520 program startup) and title screens shown for a given level set; these
521 title screens can be composed of up to five title images and up to
522 five title text messages (each drawn using an optional background
523 image), also using background music and/or sounds; aspects like
524 background images, sounds and music of title screens can either be
525 defined generally (valid for all title screens) or specifically (and
526 therefore differently for each title screen) using these directives:
528 to define a background image, sound or music file for all screens:
529 - background.TITLE_INITIAL (for all title screens for game startup)
530 - background.TITLE (for all title screens for level sets)
532 to define a background image, sound or music file for a single screen:
533 - background.titlescreen_initial_x (with x in 1,2,3,4,5)
534 - background.titlescreen_x (with x in 1,2,3,4,5)
535 - background.titlemessage_initial_x (with x in 1,2,3,4,5)
536 - background.titlemessage_x (with x in 1,2,3,4,5)
538 to define the title screen images:
539 - titlescreen_initial_x (with x in 1,2,3,4,5)
540 - titlescreen_x (with x in 1,2,3,4,5)
542 to define the title text messages, place text files into the level set
543 directory that have the following file names:
544 - titlemessage_initial_x.txt (with x in 1,2,3,4,5)
545 - titlemessage_x.txt (with x in 1,2,3,4,5)
547 to define the properties of the text messages, either use directives
548 that affect all text messages:
549 - [titlemessage_initial].<suffix>
550 - [titlemessage].<suffix>
551 or use directives that affect single text messages:
552 - titlemessage_initial_x.<suffix> (with x in 1,2,3,4,5)
553 - titlemessage_x.<suffix> (with x in 1,2,3,4,5)
555 valid values for <suffix> are the same as for readme.<suffix> below;
556 use ".sort_priority" (default: 0) to define an arbitrary order for
557 title images and title messages (which can therefore be mixed)
560 * added full configurability of "readme.txt" screen appearance:
561 - readme.x: <left position used with alignment>
562 - readme.y: <top position>
563 - readme.width: <maximim text width in pixels>
564 - readme.height: <maximum text height in pixels>
565 - readme.chars: <maximum number of chars per line>
566 - readme.lines: <maximum number of lines displayed>
567 - readme.align: left,center,right (default: center)
568 - readme.top: top,middle,bottom (default: top)
569 - readme.font: font name
570 - readme.autowrap: true,false (default: true)
571 - readme.centered: true,false (default: false)
572 - readme.parse_comments: true,false (default: true)
573 - readme.sort_priority: (not used here, but only for title screens)
574 when "readme.chars" and/or "readme.lines" is set to "-1" (this is the
575 default), they are automatically determined from "readme.width" and
576 "readme.height" accordingly; when they are not "-1", they have
577 precedence over "readme.width" and "readme.height"
578 * added internal ad-hoc config settings for displaying text files like
579 title messages or "readme.txt" style level set info files:
580 - .font: font name (default: readme.font)
581 - .autowrap: true,false (default: readme.autowrap)
582 - .centered: true,false (default: readme.centered)
583 - .parse_comments: true,false (default: readme.parse_comments)
584 (the leading '.' and the separating ':' are mandatory here); to use
585 these ad-hoc settings, they have to be written inside a comment, like
586 "# .autowrap: false" or "# .centered: true"; these settings then
587 override the above global settings (they can even be used more than
588 once, like "# .centered: true", then some text that should be drawn
589 centered, then "# .centered: false" to go back to non-centered text;
590 important note: after using "# .parse_comments: false", or when using
591 "readme.parse_comments: false", detecting and parsing comments inside
592 the file is disabled and comments are just printed like normal text;
593 also be aware that all automatic text size calculations are done with
594 the font defined in "readme.font", while using different fonts using
595 "# .font: <font>" inside the text file may cause unexpected results
598 * changed some numerical limits in the level editor from 255 to 999
601 * added option "system.sdl_videodriver" to select SDL video driver
602 * added output of SDL video and audio driver to "version info" page
605 * added group element drawing to IntelliDraw drawing functions
606 * fixed animation resetting problem again (last try broke Snake Bite)
607 * fixed diagonal scrolling in screen scrolling (last try broke Pac Man)
610 * added new (special) "include: <filename>" directive that works in all
611 configuration files (like "graphicsinfo.conf") and that has the same
612 effect as if that directive would be replaced with the content of the
613 specified file (this can be useful to split large configuration files
614 into several smaller ones and include them from one main file, or to
615 store configuration settings that always stay the same into a separate
616 file, while including it and only add those parts that really change)
619 * fixed minor bug (screen redraw of player tiles) in EMC graphics engine
622 * fixed bug in "InitMovingField()" where treating an integer array as
623 boolean caused wrong resetting of animations while elements are moving
624 * fixed problem with resetting animations when starting element change
627 * added sort priority for order of title screens and title messages
630 * changed end of game again: do not wait for the user to press a key
631 anymore, but directly ask/confirm tape saving and go to hall of fame
632 * re-enabled quitting of lost game by pressing space or return again
633 * added blanking of mouse pointer when displaying title screens
634 * added remaining menu draw offset definitions for info sub-screens
637 * added setup option to select game speed (from very slow to very fast)
638 * improved handling of title text messages (initial and for level set)
641 * added new options "auto-wrap" and "centered" for DC2 style envelopes
644 * fixed displaying and typing of player name when it is centered
645 * added special characters to be allowed for player name (not only A-Z)
648 * fixed blit in ScrollLevel() to same bitmap to not overlap anymore
649 (newer versions of the SDL library seem to not like this anymore)
652 * added code for configuration directives for control of game panel
655 * fixed small cosmetical bug with underlining property tabs in editor
658 * fixed small drawing bug in X11FadeRectangle
659 * added new elements for newly supported Diamond Caves II levels:
660 - EM/DC style exits that disappear after passing
661 - white key and gate (one white key needed for each white gate)
662 - fake gate (there is no key to open/pass this kind of gate!)
663 - extended magic wall which also handles pearls and crystals
667 * changed maximum value for endless loop detection to a higher value
668 (some levels really used very deep recursion without being endless)
671 * added new elements for newly supported Diamond Caves II levels:
672 - growing steel walls
673 - snappable land mine
676 * added new elements for newly supported Diamond Caves II levels:
677 - steel text elements
680 * added level file loader for native Diamond Caves II levels
683 * version number set to 3.2.4
686 * version 3.2.3 released
689 * fixed malloc/free bug when updating EMC artwork entries in level list
690 * added workaround (warning and request to quit the current game) when
691 changing elements cause endless recursion loop (which would otherwise
692 freeze the game, causing a crash-like program exit on some systems)
695 * fixed nasty string overflow bug when entering too long envelope text
698 * added feedback sounds for menu navigation "menu.item.activating" and
699 "menu.item.selecting" (for highlighting and executing menu entries)
702 * improved "no scrolling when relocating" to also consider scroll delay
703 (meaning that the player is not automatically centered in this case;
704 this makes it possible to "invisibly" relocate the player to a region
705 of the level playfield which looks the same as the old level region)
706 * fixed bug with not recognizing "main.input.name.align" when active
709 * fixed bug with displaying masked borders over title screens when
710 screen fading is disabled
713 * fixed infinite loop / crash bug when killing the player while having
714 a CE with the setting "kill player X when explosion of <player X>"
715 * added special editor graphic for "char_space" to distinguish it from
716 "empty_space" when editing a level (in-game graphics still the same)
719 * fixed nasty bug with initialization only done for the first player
722 * small change to handle loading empty element/content list micro chunks
725 * uploaded pre-release (test) version 3.2.3-0 binary and source code
728 * some optimizations on startup speed by reducing initial text output
731 * added caching of custom artwork information for faster startup times
734 * fixed graphical bug when using fewer menu entries on level selection
735 screen than usual (with "menu.list_size.LEVELS" directive)
736 * fixed crash bug (Windows/SDL only) caused by BlitBitmap blitting from
737 the backbuffer to the backbuffer by error (with identical rectangle)
740 * fixed bug when displaying titlescreen with size less than element tile
741 * fixed bug that caused elements with "change when digging <e>" event
742 to change for _every_ digged element, not only those specified in <e>
743 * fixed bug that caused impact style collision when dropping element one
744 tile over the player that can both fall down and smash players
745 * fixed bug that caused impact style collision when element changed to
746 falling/smashing element over the player immediately after movement
749 * fixed bug that allowed making engine snapshots from the level editor
752 * fixed bugs with player name and current level positions on main screen
755 * added configuration directives for control of title screens:
756 - "title.fade_delay" for fading time
757 - "title.post_delay" for pause between screens (when not crossfading)
758 - "title.auto_delay" to automatically continue after some time
759 these settings can each be overridden by specifying them with titles:
760 - "titlescreen_initial_{1-5}.{fade_delay,post_delay,auto_delay}"
761 - "titlescreen_{1-5}.{fade_delay,post_delay,auto_delay}"
762 fading mode can also be specified:
763 - "titlescreen_initial_{1-5}.anim_mode: {fade,crossfade}
764 - "titlescreen_{1-5}.anim_mode: {fade,crossfade}
765 default is using normal fading for menues and initial title screens,
766 while using cross-fading for level set title screens
767 * fixed bug with background not drawn in Hall of Fame after game was won
770 * added configuration directives for the remaining main menu items
773 * added additional configuration directives for info screen draw offset:
774 menu.draw_{x,y}offset.INFO[{ELEMENTS,MUSIC,CREDITS,PROGRAM,LEVELSET}]
775 * added additional configuration directives for preview info text
776 * limited mouse wheel sensitive screen area to scrollable screen area
779 * added highlighted menu text entries to menu navigation when selected
782 * fixed bug that prevented player from correctly being created in the
783 top left corner by a custom element change in a level without player
784 * fixed bug that prevented player from being killed when indestructible,
785 non-walkable element is placed on player position by extended change
786 * added configurable menu button, text and input positions to main menu
789 * added page fading effects for remaining info sub-screens
790 * fixed small bug that caused some delays when answering door request
793 * added directives "border.draw_masked.*" for menu/playfield area and
794 door areas to display overlapping/masked borders from "global.border"
797 * fixed bug with CE with move speed "not moving" not being animated
798 * when changing player artwork by CE action, reset animation frame
801 * fixed bug with not unmapping main menu screen gadgets on other screens
802 * fixed bug with un-pausing a paused game by releasing still pressed key
803 * fixed bug with not redrawing screen when toggling to/from fullscreen
804 mode while fast reloading tape (without redrawing playfield contents)
805 * fixed bug with quick-saving tape snapshot despite answering with "no"
808 * version number set to 3.2.3
811 * version 3.2.2 released
814 * fixed bug with redrawing screen in fullscreen mode after quick tape
815 reloading when using the EMC game engine
816 * changed token names from "last_ce_[1-8]" to "prev_ce_[1-8]"
819 * fixed bug in GameWon() when level contains no exit (like in Sokoban)
822 * added engine snapshot functionality for instant tape reloading (this
823 only works for the last tape saved using "quick save", and does not
824 work across program restarts, because it completely works in memory)
827 * version number set to 3.2.2
830 * version 3.2.1 released
833 * fixed nasty bugs with handling error message file on Mac OS X systems
836 * general code cleanup (removing many annoying "#if 0" blocks etc.)
839 * fixed bug that caused broken tapes when manually appending to tapes
840 using the "pause before death" functionality, followed by recording
841 * added setup option to disable fading of screens for faster testing
844 * code cleanup of new fading functions
847 * changed behaviour after solved game -- do not immediately stop engine
848 * added some more smooth screen fadings (game start, hall of fame etc.)
851 * fixed bug with displaying pushed CE with value/score/delay anim_mode
854 * added configurable level preview position, tile size and dimensions
855 * added configurable game panel value positions (gems, time, score etc.)
858 * fixed small bug with time displayed incorrectly when collecting CEs
861 * fixed bug with bumpy scrolling with EM engine in double player mode
864 * added compatibility code to fix "Snake Bite" style levels that were
865 broken due to a bugfix regarding EL_SOKOBAN_FIELD_PLAYER in 3.2.0
868 * fixed bug with scrollbars inside editor when using the Windows mouse
869 enhancement tool "True X-Mouse" (which injects key events to the event
870 queue to insert selected stuff into the Windows clipboard, which gets
871 confused with the "Insert" key for jumping to the last editor cascade
872 block in the element list)
873 * added Rocks'n'Diamonds icon for use as window icon to SDL version
874 * added key shortcut "Alt + Enter" to toggle fullscreen mode at any time
877 * added selection of preferred fullscreen mode to setup / graphics menu
878 (useful if default mode 800 x 600 does not match screen aspect ratio)
881 * improved down-scaling of images for better editor and preview graphics
882 * changed user data directory for Mac OS X from Unix style to new place
885 * improved level number selection in main menu and player selection in
886 setup menu (input devices section) by using standard button gadgets
887 * added support for mouse scroll wheel (caused buggy behaviour before)
888 * added support for scrolling horizontal scrollbars with mouse wheel by
889 holding "Shift" key pressed while scrolling the wheel
890 * added support for single step mouse wheel scrolling by holding "Alt"
891 key pressed while scrolling the wheel (can be combined with "Shift")
892 * changed output file "stderr.txt" on Windows platform now always to be
893 created in the R'n'D sub-directory of the personal documents directory
894 * added Windows message box to direct to "stderr.txt" after error aborts
897 * improved general scrollbar handling (when jump-scrolling scrollbars)
900 * changed scrollbars to always show last line as first after scrolling
901 (that means jumping n - 1 screen lines instead of n screen lines)
904 * fixed level versions of EMC level loader (from V4 to V1, V2 and V3)
905 * fixed level time for EMC levels for V2 engine (V2 and V5 levels)
906 * fixed special handling of vertically stacked acid becoming fake acid
909 * fixed bug (very special case) with CE_SCORE_GETS_ZERO, which can
910 affect multiple instances of the same CE, although this kind of
911 change condition usually only affects one single custom element
914 * version number set to 3.2.1
917 * version 3.2.0 released
920 * reorganized level editor element list a bit to match engines better
923 * fixed newly introduced bug with wrongly initializing clipboard element
926 * fixed bug with displaying visible/invisible level border in editor
929 * reorganized some elements in the level editor element list
932 * fixed bug with displaying any player as "yellow" when moving into acid
933 * fixed bug with displaying running player when player stopped at border
936 * fixed bug with player exploding when moving into acid
937 * fixed bug with level settings being reset in editor and when playing
938 (some compatibility settings being set not only after level loading)
939 * fixed crash bug when number of custom graphic frames was set to zero
940 * fixed bug with teleporting player on walkable tile not working anymore
941 * added partial compatibility support for pre-release-only "CONF" chunk
942 (to make Alan Bond's "color cycle" demo work again :-) )
945 * fixed some bugs when displaying title screens from info screen menu
946 * fixed bug which caused EMC doors #5 to #8 to be passable without keys
949 * changed file major version to 3 to reflect level file format changes
950 * uploaded pre-release (test) version 3.2.0-8 binary and source code
953 * added new chunk "NAME" to level file format for level name settings
954 * added new chunk "NOTE" to level file format for envelope settings
955 * changed name of chunk "CONF" to "ELEM" (for normal element settings)
956 * updated magic(5) file to recognize changed and new level file chunks
957 * removed change events "change when CE value/score changes" as unneeded
960 * changed gravity (which only affects the player) from level property
961 to player property (only makes a difference in multi-player levels)
962 * added change events "change when CE value/score changes"
963 * added change events "change when CE value/score changes of <element>"
966 * added new chunk "INFO" to level file format for global level settings
967 * added all element settings from "HEAD" chunk to "CONF" chunk
968 * added all global level settings from "HEAD" chunk to "INFO" chunk
971 * changed level file format by adding two new chunks "CUSX" (for custom
972 elements, replacing the previous "CUS4" chunk) and "GRPX" (for group
973 elements, replacing the previous "GRP1" chunk); these new IFF style
974 chunks use the new and flexible "micro chunks inside chunks" technique
975 already used with the new "CONF" chunk (for normal element properties)
976 which makes it possible to easily extend the existing level format
977 (instead of using fixed-length chunks like before, which are either
978 too big due to reserved bytes for future use, or too small when those
979 reserved bytes have all been used and even more data should be stored,
980 requiring the replacement by new and larger chunks just like it went
981 with "CUS1" to "CUS4"); this whole problem now does not exist anymore
984 * added credits pages to the "credits" section that were really missing
985 * added some missing element descriptions to the level editor
986 * added down position of switchgate switch to the level editor
987 and allowed the use of both switch positions at the same time
988 * changed use of "Insert" and "Delete" keys to navigate element list in
989 level editor to start of previous or next cascading block of elements
992 * added the possibility to view the title screen to the info screen menu
993 * fixed some minor bugs with viewing title screens
996 * fixed bug with title (cross)fading in/out when using fullscreen mode
999 * fixed bug that forced re-defining of menu settings in local graphics
1000 config file which are already defined in existing base config file
1001 * fixed small bug that caused door sounds playing when music is enabled
1004 * added the possibility to define up to five title screens for each
1005 level set that are displayed after loading using (cross)fading in/out
1006 (this was added to display the various start images of the EMC sets)
1009 * added "CE score gets zero [of]" to custom element trigger conditions
1010 * added setup option to display element token name in level editor
1013 * added compatibility code for Juergen Bonhagen's menu artwork settings
1016 * fixed bug with displaying wrong animation frame 0 after CE changes
1017 * fixed bug with creating invisible elements when light switch is on
1020 * added selection between ECS and AGA graphics for EMC levels to setup
1023 * adjusted font handling for various narrow EMC style fonts
1026 * changed EM engine behaviour back to re-allow initial rolling springs
1029 * fixed handling of over-large selectboxes (less error-prone now)
1030 * fixed bug when creating GE with walkable element under the player
1033 * added use of "Insert" and "Delete" keys to navigate element list in
1034 level editor to start of custom elements or start of group elements
1035 * added virtual elements to access CE value and CE score of elements:
1036 - "CE value of triggering element"
1037 - "CE score of triggering element"
1038 - "CE value of current element"
1039 - "CE score of current element"
1042 * fixed "grass" to "sand" in older EM levels (up to file version V4)
1045 * changed behaviour of network games with internal errors (because of
1046 different client frame counters) from immediately terminating R'n'D
1047 to displaying an error message requester and stopping only the game
1048 (also to prevent impression of crashes under non command-line runs)
1049 * fixed playing network games with the EMC engine (did not work before)
1050 * fixed bug with not scrolling the screen in multi-player mode with the
1051 focus on player 1 when all players are moving in different directions
1052 * fixed bug with keeping pointer to gadget even after its deallocation
1053 * fixed bug with allowing "focus on all players" in network games
1054 * fixed bug with player focus when playing tapes from network games
1057 * uploaded pre-release (test) version 3.2.0-7 binary and source code
1060 * code cleanup for game action control for R'n'D and EMC game engine
1063 * fixed bug in multi-player movement with focus on both players
1064 * added option to control only the focussed player with all input
1067 * added player focus switching to level tape recording and re-playing
1070 * fixed some bugs in player focus switching in EMC and RND game engine
1073 * added special Supaplex animations for Murphy digging and snapping
1074 * added special Supaplex animations for Murphy being bored and sleeping
1077 * added four new yam yams with explicit start direction for EMC engine
1078 * fixed bug in src/libgame/text.c with printing text outside the window
1081 * fixed small bug in EMC level loader (copyright sign in EM II levels)
1084 * added delayed ignition of EM style dynamite when used in R'n'D engine
1085 * added limited movement range to EMC engine when focus on all players
1088 * fixed bug with missing (zero) score values for native Supaplex levels
1091 * added "continuous snapping" (snapping many elements while holding the
1092 snap key pressed, without releasing the snap key after each element)
1093 as a new player setting for more compatibility with the classic games
1096 * finished scrolling for "focus on all players" in EMC graphics engine
1099 * level sets with "levels: 0" are ignored for levels, but not artwork
1100 * fixed bug when scanning empty level group directories (endless loop)
1103 * fixed bug with explosion graphic for player using "Murphy" graphic
1104 * fixed bug with explosion graphic if player leaves explosion in time
1105 * changed some descriptive text in setup menu to use medium-width font
1106 * added key shortcut settings for switching player focus to setup menu
1109 * fixed bug with random value initialization when recording tapes
1110 * fixed bug with playing single player tapes when team mode activated
1113 * fixed little bug when trying to switch to player that does not exist
1116 * added player switching (visual and quick) to R'n'D and EM game engine
1117 * added setup option to select visual or quick in-game player switching
1120 * added use of "Home" and "End" keys to handle element list in editor
1123 * fixed bug with adding score when playing tape with EMC game engine
1124 * added steel wall border for levels using EMC engine without border
1125 * finally fixed delayed scrolling in EMC engine also for small levels
1128 * fixed potential crash bug in WarnBuggyBase() (missing boundary check)
1131 * fixed bug with CE change order in TestIfElementTouchesCustomElement()
1132 * fixed bug when displaying info element without action, but direction
1135 * fixed minor graphical problems with springs smashing and slurping
1136 (when using R'n'D style graphics instead of EMC style graphics)
1139 * added scroll delay (as configured in setup) to EMC graphics engine
1142 * improved screen redraw for EMC graphics engine (faster and smoother)
1143 * when not scrolling, do not redraw the whole playfield if not needed
1146 * added multi-player mode for EMC game engine (with up to four players)
1149 * added android (can clone elements) from EMC engine to R'n'D engine
1152 * added spring bumper (reflects spring) from EMC engine to R'n'D engine
1155 * added selectbox for initial player speed to player settings in editor
1158 * version 3.1.2 created that is basically version 3.1.1, but with a
1159 major bug fixed that prevented editing your own private levels
1160 * version 3.1.2 released
1163 * added magic ball (creates elements) from EMC engine to R'n'D engine
1166 * uploaded fixed pre-release version 3.2.0-6 binary and source code
1169 * fixed bug when using "CE can leave behind <trigger element>"
1170 * added new change condition "(after/when) creation of <element>"
1171 * added new change condition "(after/when) digging <element>"
1172 * fixed bug accessing invalid gadget that caused crashes under Windows
1173 * deactivated new possibility for multiple CE changes per frame
1176 * uploaded pre-release (test) version 3.2.0-6 binary and source code
1179 * added animation types "ce_value" and "ce_score" to graphicsinfo.conf
1180 * fixed bug with not keeping CE value for moving CEs with only action
1181 * changed CE action selectboxes in editor to be only reset when needed
1184 * added option "use artwork from element" for custom player artwork
1185 * added option "use explosion from element" for player explosions
1188 * added cascaded element lists in the level editor
1189 * added persistence for cascaded element lists by "editorcascade.conf"
1190 * added dynamic element list with all elements used in current level
1191 * added possibility for multiple CE changes per frame (experimental)
1194 * uploaded pre-release (test) version 3.2.0-5 binary and source code
1197 * changed "score for each 10 seconds/steps left" to "1 second/step"
1198 * added own score for collecting "extra time" instead of sharing it
1199 * added change events "switched by player" and "player switches <e>"
1200 * added change events "snapped by player" and "player snaps <e>"
1201 * added "set player artwork: <element choice>" to CE action options
1202 * added change event "move of <element>"
1205 * added "set player shield: off / normal / deadly" to CE action options
1206 * added new player option "use level start element" in level editor
1207 to set the correct focus at level start to elements from which the
1208 player is created later (this did not work before for cascaded CE
1209 changes resulting in creation of the player; it is now also possible
1210 to create the player from a yam yam which is smashed at level start)
1213 * added "set player speed: frozen (not moving)" to CE action options
1214 * added "move player: l/r/u/d/trigger/-trigger" to CE action options
1217 * added new player option "block snap field" (enabled by default) to
1218 make it possible to show a snapping animation like in Emerald Mine
1221 * added dynamic selectboxes to custom element action settings in editor
1222 * added "CE value" counter for custom elements (instead of "CE count")
1223 * added option to use the last "CE value" after custom element change
1224 * added option to use the "CE value" of other elements in CE actions
1225 * fixed odd behaviour when pressing time orb in levels w/o time limit
1226 * added checkbox "use time orb bug" for older levels that use this bug
1229 * added missing configuration settings for the following elements:
1230 - EL_TIMEGATE_SWITCH (time of open time gate)
1231 - EL_LIGHT_SWITCH_ACTIVE (time of light switched on)
1232 - EL_SHIELD_NORMAL (time of shield duration)
1233 - EL_SHIELD_DEADLY (time of shield duration)
1234 - EL_EXTRA_TIME (time added to level time)
1235 - EL_TIME_ORB_FULL (time added to level time)
1238 * added "wind direction" as a movement pattern for custom elements
1239 * added initial wind direction for balloon / custom elements to editor
1240 * added functionality for EL_BALLOON_SWITCH_NONE to R'n'D game engine
1243 * added parameters for "game of life" and "biomaze" elements to editor
1246 * added level file chunk "CONF" for generic level and element settings
1249 * uploaded pre-release (test) version 3.2.0-4 binary and source code
1252 * skip empty level sets (with "levels: 0"; may be artwork base sets)
1253 * added sound action ".page[1]" to ".page[32]" for each CE change page
1256 * added image config suffix ".clone_from" to copy whole image settings
1257 * fixed bug with invalid ("undefined") CE settings in old level files
1260 * fixed graphical bug with smashing elements falling faster than player
1263 * fixed major bug which prevented private levels from being edited
1264 * fixed bug with precedence of general and special font definitions
1267 * fixed graphical bug with player animation when player moves slowly
1270 * uploaded pre-release (test) version 3.2.0-3 binary and source code
1273 * fixed bug which prevented "global.num_toons: 0" from working
1276 * major code cleanup (removed all these annoying "#if 0" blocks)
1279 * added custom element actions for CE change page in level editor
1282 * fixed music initialization bug in init.c (thanks to David Binderman)
1283 * fixed mouse wheel "button" bug in editor (thanks to Tomi Belan)
1284 (this bug must probably be fixed at other places, too)
1287 * fixed buggy '#include "SDL.h"' statements in src/libgame/sdl.h
1288 (should be '#include <SDL.h>' instead)
1291 * fixed bug which prevented "walkable from no direction" from working
1292 (due to compatibility code overwriting this setting after loading)
1295 * fixed bug on Mac OS X (use of reserved name "Random") in EM engine
1298 * version number temporarily set to 3.1.1 (intermediate bugfix release)
1299 * version 3.1.1 released
1302 * changed some va_arg() arguments from 'long' to 'int', fixing problems
1303 on 64-bit architecture systems with LP64 data model
1306 * fixed bug with bombs not exploding when hitting the last level line
1307 (introduced after the release of 3.1.0)
1310 * added support for dumping small-sized level sketches from editor
1313 * added recognition of "trigger element" for "change digged element to"
1314 (this is not really what the "trigger element" was made for, but its
1315 use may seem obvious for leaving back digged elements unchanged)
1318 * fixed multiple warnings about failed joystick device initialization
1321 * fixed bug with dynamite dropped on top of just dropped custom element
1322 (collect dynamite, collect CE, drop CE => dynamite was also dropped);
1323 dynamite can still be dropped, but drop key must be released before
1326 * fixed bug with wrong start directory when started from file browser
1327 (due to this bug, R'n'D could not be started from KDE's Konqueror)
1330 * fixed bug causing "change when impact" on player not working
1331 * fixed wrong priority of "hitting something" over "hitting <element>"
1332 * fixed wrong priority of "hit by something" over "hit by <element>"
1335 * fixed graphical bug which caused the player (being Murphy) to show
1336 collecting animations although the element was collected by penguin
1339 * fixed two bugs causing wrong door background graphics in system.c
1340 (in functions "SetBackgroundBitmap()" and "DrawingOnBackground()")
1343 * fixed graphic bug with exploding bomb and R'n'D graphics in EM engine
1344 * added "no direction" to "walkable/passable from" selectbox options
1347 * enhanced tape autoplay to accept "autoplay <set> [<nr> ...]" format
1348 * in tape autoplay, not only report broken, but also missing tapes
1351 * uploaded pre-release (test) version 3.2.0-2 binary and source code
1354 * fixed small bug with "linear" animation not working for active lamp
1357 * fixed bug with moving up despite gravity due to "block last field"
1358 * fixed small bug with wrong draw offset when typing name in main menu
1359 * when reading user names from "passwd", ignore data after first comma
1360 * when creating new "levelinfo.conf", only write some selected entries
1363 * fixed displaying "imported from/by" on preview with empty string
1364 * fixed ignoring draw offset for fonts used for level preview texts
1367 * fixed a delay problem with SDL and too many mouse motion events
1368 * added setup option "skip levels" and level skipping functionality
1371 * added move speed "not moving" for non-moving CEs, but with direction
1374 * fixed mapping of obsolete element token names in "editorsetup.conf"
1375 * fixed bug with sound "acid.splashing" treated as a loop sound
1376 * fixed some little sound bugs in native EM engine
1379 * fixed small bug when dragging scrollbars to end positions
1382 * added editor element descriptions written by Aaron Davidson
1385 * improved fallback handling when configured artwork is not available
1386 (now using default artwork instead of exiting when files not found)
1389 * fixed bug on level selection screen when dragging scrollbar
1392 * fixed bug which caused broken tapes when appending to EM engine tapes
1395 * uploaded pre-release (test) version 3.2.0-1 binary and source code
1398 * added code to replace changed artwork config tokens with other tokens
1399 (needed for backwards compatibility, so that older tokens still work)
1402 * added native R'n'D graphics for some new EMC elements in EM engine
1405 * fixed some bugs in the EM engine integration code
1406 * changed EM engine code to allow diagonal movement
1407 * changed EM engine code to allow use of separate snap and drop keys
1410 * fixed some redraw bugs when using EM engine
1413 * fixed bug with not converting RND levels which are set to use native
1414 engine to native level structure when loading
1417 * uploaded pre-release (test) version 3.2.0-0 binary and source code
1420 * version number set to 3.2.0
1423 * level data now reset to defaults after attempt to load invalid file
1426 * added use of "editorsetup.conf" for different level sets
1429 * added auto-detection for various types of Emerald Mine level files
1432 * fixed bug with scrollbars getting too small when list is very large
1435 * fixed bug with 3+3 (cross) sized explosion not making explosion sound
1438 * added most level editor configuration gadgets for new EMC elements
1441 * added more element and graphic definitions for new EMC elements
1444 * modified native EM engine to use integrated R'n'D sound system
1447 * added SDL support to graphics functions in native EM engine
1448 (by always using generic libgame interface functions)
1451 * fixed bug in frame synchronization in native EM engine
1454 * added code to convert levels between R'n'D and native EM engine
1457 * new Emerald Mine engine can now play levels selected in main menu
1460 * fixed big memory leak in function "CreateBitmapWithSmallBitmaps()"
1461 (which creates scaled down graphics for level editor and preview);
1462 there's still a memory leak somewhere in the artwork handling code
1463 * added "scale image up" functionality to X11 version of zoom function
1466 * first attempts to integrate new, native Emerald Mine Club engine
1469 * fixed bug in gadget code which caused reset of CEs in level editor
1470 (example: pressing 'b' [grab brush] on CE config page erased values)
1471 (solution: check if gadgets in ClickOnGadget() are really mapped)
1472 * improved level change detection in editor (settings now also checked)
1473 * fixed bug with "can move into acid" and "don't collide with" state
1476 * fixed maze runner style CEs to use the configured move delay value
1479 * added Aaron Davidson's tutorial level set to the "Tutorials" section
1482 * fixed engine change that broke 3.0.8 levels like "Walpurgis Gardens"
1483 * fixed the above fix because it broke level set "machine" (*sigh*)
1484 * fixed random element placement in level editor to work as expected
1485 * fixed undefined graphic of runtime element "EL_AMOEBA_TO_DIAMOND"
1488 * re-recorded tape for BD2K3, level 010 (broken due to bugfix)
1491 * fixed bug (missing array boundary check) which caused broken tapes
1492 * fixed bug (when loading level template) which caused broken levels
1493 * fixed bug with new block last field code when using non-yellow player
1496 * fixed bug when pressing "stop, pause, stop, play" on tape recorder
1497 * internal change of how the player blocks the last field when moving
1498 * fixed blocking delay of last field for EM and SP style block delay
1499 * fixed bug where the player had to wait for the usual move delay after
1500 unsuccessfully trying to move, when he directly could move after that
1501 * the last two changes should make original Supaplex level 93 solvable
1502 * improved use of random number generator to make it less predictable
1503 * fixed behaviour of slippery SP elements to let slip left, then right
1506 * fixed bug with wrong door state after trying to quickload empty tape
1507 * fixed waste of static memory usage of the binary, making it smaller
1508 * fixed very little graphical bug in Supaplex explosion
1511 * version number set to 3.1.1
1514 * version 3.1.0 released
1517 * fixed bug with crash when writing user levelinfo.conf the first time
1520 * added option "convert LEVELDIR [NR]" to command line batch commands
1521 * re-converted Supaplex levels to apply latest engine fixes
1522 * changed "use graphic/sound of element" to "use graphic of element"
1523 due to compatibility problems with some levels ("bug machine" etc.)
1526 * fixed bug with CE change replacing player with same or other player
1529 * fixed bug with opaque font in envelope with background graphic when
1530 background graphic is not transparent itself
1533 * added "gravity on" and "gravity off" ports for Supaplex compatibility
1534 * corrected original Supaplex level loading code to use these new ports
1535 * also corrected Supaplex loader to auto-count infotrons if set to zero
1538 * fixed bug with missing initialization of "modified" flag for GEs
1541 * fixed bug that caused endless recursion loop when relocating player
1542 * fixed tape recorder bug in "step mode" when using "pause before end"
1543 * fixed tape recorder bug when changing from "warp forward" mode
1546 * fixed bug with "when touching" for pushed elements at last position
1549 * fixed bug that caused two activated toolbox buttons in level editor
1550 * fixed bug with exploding dynabomb under player due to other explosion
1553 * fixed bug with creating walkable custom element under player (again)
1554 * fixed bug with not copying explosion type when copying CEs in editor
1555 * fixed graphical bug when drawing player in setup menu (input devices)
1556 * fixed graphical bug when the player is pushing an accessible element
1557 * fixed bug with classic switchable elements triggering CE changes
1558 * fixed bug with entering/leaving walkable element in RelocatePlayer()
1559 * fixed crash bug when CE leaves behind the trigger player element
1562 * fixed bug with broken tubes after placing/exploding dynamite in them
1563 * fixed bug with exploding dynamite under player due to other explosion
1564 * fixed bug with not resetting push delay under certain circumstances
1567 * added option "handicap" for "levelinfo.conf" (thanks to Niko Böhm)
1568 * added network multiplayer code for Windows (thanks to Niko Böhm)
1571 * added option "reachable despite gravity" for gravity movement
1572 * changed gravity movement of most classic walkable and passable
1573 elements back to "not reachable" (for compatibility reasons)
1576 * fixed (removed) "indestructible" / "can explode" dependency in editor
1577 * fixed (removed) "accessible inside" / "protected" dependency
1578 * fixed (removed) "step mode" / "shield time" dependency
1581 * fixed dynabombs exploding now into anything diggable
1582 * fixed Supaplex style gravity movement into buggy base now impossible
1583 * added pressing key "space" as valid action to select menu options
1586 * added "replace when walkable" to relocate player to walkable element
1587 * added "enter"/"leave" event for elements affected by relocation
1588 * fixed "direct"/"indirect" change order also for "when change" event
1589 * fixed graphical bug when pushing things from elements walkable inside
1592 * fixed graphic bug when player is snapping while moving in old levels
1593 * fixed bug when a moving custom element leaves a player element behind
1594 * fixed bug with mole not disappearing when moving into acid pool
1595 * fixed bug with incomplete path setting when using "--basepath" option
1596 * moving CE can now leave walkable elements behind under the player
1597 * when relocating, player can be set on walkable element now
1598 * fixed another gravity movement bug
1601 * uploaded pre-release (test) version 3.1.0-2 binary and source code
1604 * added "collectible" and "removable" to extended replacement types
1605 (where "removable" replaces "diggable" and "collectible" elements)
1606 * added "collectible & throwable" (to throw element to the next field)
1607 * fixed bug with CEs digging elements that are just about to explode
1608 * changed mouse cursor now always being visible when game is paused
1611 * added possibility to push/press accessible elements from a side that
1613 * fixed bug with not setting actual date when appending to tape
1616 * fixed bug with incorrectly initialized custom element editor graphics
1619 * corrected set "Contributions_1995-2000/rnd_kjell_kristiansson":
1620 - number of levels corrected from 18 to 17 in "levelinfo.conf"
1623 * fixed bug with destroyed robot wheel still attracting robots forever
1624 * fixed bug with time gate switch deactivating after robot wheel time
1625 (while the time gate itself is not affected by this misbehaviour)
1626 * changed behaviour of BD style amoeba to always get blocked by player
1627 (before it was different when there were non-BD elements in level)
1628 * fixed bug with player destroying indestructable elements with shield
1631 * added option to make growing elements grow into anything diggable
1632 (for the various amoeba types, biomaze and "game of life")
1635 * fixed bug with movable elements not moving after left behind by CEs
1636 * changed gravity movement to anything diggable, not only sand/base
1637 * optionally allowing passing to walkable element, not only empty space
1638 * added option "can pass to walkable element" for players
1639 * finally fixed gravity movement (hopefully)
1642 * fixed bug with movable elements not moving anymore after falling down
1645 * fixed another bug with custom elements digging and leaving elements
1646 * fixed bug with "along left/right side" and automatic start direction
1647 * trigger elements now also displayed when "more custom" deactivated
1648 * fixed bug with clipboard element initialized when loading new level
1649 * added option "drop delay" to set delay before dropping next element
1652 * uploaded pre-release (test) version 3.1.0-1 binary and source code
1655 * added copy and paste functions for custom change pages
1656 * enhanced graphical display and functionality of tape recorder
1657 * fixed bug with custom elements digging and leaving elements
1660 * added move speed faster than "very fast" for custom elements
1661 * fixed bug with 3+3 style explosions and missing border content
1662 * fixed little bug when copying custom elements in the editor
1663 * enhanced custom element changes by more side trigger actions
1666 * added option "no scrolling when relocating" for instant teleporting
1667 * uploaded pre-release (test) version 3.1.0-0 binary and source code
1670 * added trigger element and trigger player to use as target elements
1671 * added copy and paste functions for custom and group elements
1674 * fixed graphical bug when displaying explosion animations
1675 * fixed bug when appending to tapes, resulting in broken tapes
1676 * re-recorded a few tapes broken by fixing gravity checking bug
1679 * "can move into acid" property now for all elements independently
1680 * "can fall into acid" property for player stored in same bitfield now
1681 * added option for deadliness of Supaplex 'sniksnak' and 'electron'
1682 * version number set to 3.1.0 (finally!)
1685 * changed tape recording to only record input, not programmed actions
1688 * fixed totally broken (every 8th frame skipped) step-by-step recording
1689 * fixed bug with requester not displayed when quick-loading interrupted
1690 * added option "can fall into acid (with gravity)" for players
1691 * fixed bug with player not falling when snapping down with gravity
1694 * fixed bug which messed up key config when using keypad number keys
1697 * fixed bug which allowed moving upwards even when gravity was active
1698 * fixed bug with missing error handling when dumping levels or tapes
1701 * added different colored editor graphics for Supaplex gravity tubes
1704 * fixed bug that allowed solvable tapes for unsolvable levels
1707 * use unlimited number of droppable elements when "count" set to zero
1708 * added option to use step limit instead of time limit for level
1711 * added player and change page as trigger for custom element change
1714 * fixed bug with exploding amoeba (explosion 3x3 instead of 1x1)
1717 * fixed bug with dark yamyam changing to acid when moving over acid
1718 * fixed handling of levels with more than 999 seconds level time
1719 (example: level 76 of "Denmine")
1722 * "spring push bug" reintroduced as configurable element property
1723 * fixed bug with missing properties for "mole"
1724 * fixed bug that showed up when fixing the above "mole" properties bug
1725 * added option "can move into acid" for all movable elements
1726 * fixed graphical bug for elements moving into acid
1727 * changed event handling to handle all pending events before going on
1730 * fixed bug which caused all CE change pages to be ignored which had
1731 the same change event, but used a different element side
1732 (reported by Simon Forsberg)
1734 * fixed bug which caused elements that can move and fall and that are
1735 transported by a conveyor belt to continue moving into that direction
1736 after leaving the conveyor belt, regardless of their own movement
1737 type; only elements which can not move are transported now
1738 (reported by Simon Forsberg)
1740 * fixed bug which could cause an array overflow in RelocatePlayer()
1741 (reported by Niko Böhm)
1743 * changed Emerald Mine style "passable / over" elements to "protected"
1744 (fixing unsolvable level 10 of "Bondmine 9" with bug beside gate)
1746 * added new option to select from which side a "walkable/passable"
1747 element can be entered
1750 * added explosion and ignition delay for elements that can explode
1753 * fixed bug which caused player not being protected against enemies
1754 when a CE was "walkable / inside" and was not "indestructible"
1755 * added "walkable/passable" fields to be "protected/unprotected"
1756 against enemies, even if not accessible "inside" but "over/under"
1759 * corrected move pattern to 32 bit and initial move direction to 8 bit
1762 * added second custom element base configuration page
1765 * added some special EMC mappings to Emerald Mine level loader
1766 (also covering previously unknown element in level 0 of "Bondmine 8")
1769 * added option to block last field when player is moving (for Supaplex)
1770 * adjusted push delay of Supaplex elements
1771 * removed delays for envelopes etc. when replaying with maximum speed
1772 * fixed bug when dropping element on a field that just changed to empty
1775 * fixed bug: infotrons can now smash yellow disks
1776 * fixed bug: when gravity active, port above player can now be entered
1777 * removed "one white dot" mouse pointer which irritated some people
1780 * added "choice type" for group element selection
1783 * fixed bug with initial invulnerability of non-yellow player
1786 * added level loader for loading native Supaplex packed levels
1787 (including multi-part levels like the "splvls99" levels)
1790 * fixed bug which allowed creating emeralds by escaping explosions
1793 * custom elements can change (limited) or leave (unlimited) elements
1794 * finally added multiple matches using group elements
1795 * added shortcut to dump brush (type ":DB" in editor) for use in forum
1798 * added new start movement type "previous" for continued CE movement
1799 * added new start movement type "random" for random CE movement start
1802 * added new element "sokoban_field_player" needed for Sokoban levels
1803 (thanks to Ed Booker for pointing this out!)
1806 * added elements that can be digged or left behind by custom elements
1809 * added group elements for multiple matches and random element creation
1812 * fixed some graphical errors displayed in old levels
1815 * fixed wrong double speed movement after passing closing gates
1818 * added level loader for loading native Emerald Mine levels
1821 * changes for "shooting" style CE movement
1824 * Happy New Year! ;-)
1827 * changed default snap/drop keys from left/right Shift to Control keys
1830 * fixed bug with dead player getting reanimated from custom element
1833 * fixed bug with wrong penguin graphics (when entering exit)
1836 * fixed bug with wrong "Murphy" graphics (when digging etc.)
1839 * version number set to 3.0.9
1842 * version 3.0.8 released
1845 * added function checked_free()
1848 * fixed bug with double nut cracking sound
1849 (by eliminating "default element action sound" assignment in init.c)
1852 * fixed crash when no music info files are available
1855 * fixed boring and sleeping sounds
1858 * added "maze runner" and "maze hunter" movement types
1859 * added extended collision conditions for custom elements
1862 * added warnings for undefined token values in artwork config files
1865 * added menu entry for level set information to the info screen
1868 * fixed bug with wrong default impact sound for colored emeralds
1871 * added several sub-screens for the info screen
1872 * menu text now also clickable (not only blue/red sphere left of it)
1875 * added configurable "bored" and "sleeping" animations for the player
1876 * added "awakening" sound for player when waking up after sleeping
1879 * added "copy" and "exchange" functions for custom elements to editor
1882 * added configurable element animations for info screen
1885 * added configurable music credits for info screen
1888 * finally fixed tape recording when player is created from CE change
1891 * added "editorsetup.conf" for editor element list configuration
1894 * added "musicinfo.conf" for menu and level music configuration
1897 * fixed a very nasty bug in dragon turning code in TurnRoundExt()
1898 (that only showed up on Linux, but not on Windows systems)
1901 * fixed turning movement of butterflies and fireflies (no frame reset)
1902 * enhanced sniksnak turning movement (two steps instead of only one)
1905 * version number set to 3.0.8
1908 * version 3.0.7 released
1911 * fixed reset of player animation frame when, for example,
1912 walking, digging or collecting share the same animation
1913 * fixed CE with "deadly when touching" exploding when touching amoeba
1916 * fixed tape recording when player is created from CE element change
1919 * introduced "turning..." action graphic for elements with move delay
1920 (non-CE: bug, spaceship, sniksnak, mole, pacman, yamyam)
1921 * added turning animations for bug, spaceship and sniksnak
1924 * prevent "extended" changed elements from delay change in same frame
1927 * fixed bug when pushing element that can move away to the side
1928 (like pushing falling elements, but now with moving elements)
1931 * finally fixed serious bug in code for delayed element pushing (again)
1934 * unavailable setup options now marked as "n/a" instead of "off"
1935 * new boolean directive "latest_engine" for "levelinfo.conf": when set
1936 to "true", levels are always played with the latest game engine,
1937 which is desired for levels that are imported from other games; all
1938 other levels are played with the engine version stored in level file
1939 (which is normally the engine version the level was created with)
1942 * fixed serious bug in code for delayed element pushing
1943 * fixed little bug in animation frame selection for pushed elements
1944 * speed-up of reading config file for verbose output
1947 * added configuration option for opening and closing Supaplex exit
1948 * added configuration option for moving up/down animation for Murphy
1949 * fixed incorrectly displayed animation for attacking dragon
1950 * fixed bug with not setting initial gravity for each new game
1951 * fixed bug with teleportation of player by custom element change
1952 * fixed bug with player not getting smashed by rock sometimes
1955 * version number set to 3.0.7
1958 * version 3.0.6 released
1961 * added support for MP3 music for SDL version through SMPEG library
1964 * fixed bug when initializing font graphic structure
1965 * fixed bug with animation mode "pingpong" when using only 1 frame
1966 * fixed bug with extended change target introduced in 3.0.5
1967 * fixed bug where passing over moving element doubles player speed
1968 * fixed bug with elements continuing to move into push direction
1969 * fixed bug with duplicated player when dropping bomb with shield on
1970 * added "switching" event for custom elements ("pressing" only once)
1971 * fixed switching bug (resetting flag when not switching but not idle)
1974 * fixed element tokens for certain file elements with ".active" etc.
1977 * version number set to 3.0.6
1980 * version 3.0.5 released
1983 * now four envelope elements available
1984 * font, background, animation and sound for envelope now configurable
1985 * main menu doors opening/closing animation type now configurable
1988 * active/inactive sides configurable for custom element changes
1989 * new movement type "move when pushed" available for custom elements
1992 * fixed bug in multiple config pages loader code that caused crashes
1995 * enhanced (remaining low-resolution) Supaplex graphics
1998 * version number set to 3.0.5
2001 * version 3.0.4 released
2003 2003-09-12 src/tools.c
2004 * fixed bug in custom definition of crumbled element graphics
2006 2003-09-11 src/files.c
2007 * fixed bug in multiple config pages code that caused crashes
2010 * version number set to 3.0.4
2013 * version 3.0.3 released
2016 * added music to Supaplex classic level set
2018 2003-09-07 src/libgame/misc.c
2019 * added support for loading various music formats through SDL_mixer
2021 2003-09-06 (various source files)
2022 * fixed several nasty bugs that may have caused crashes on some systems
2023 * added envelope content which gets displayed when collecting envelope
2024 * added multiple change event pages for custom elements
2026 2003-08-24 src/game.c
2027 * fixed problem with player animation when snapping and moving
2029 2003-08-23 src/screens.c, src/cartoons.c, src/libgame/toons.c
2030 * fixed problem with flickering when drawing toon animations
2032 2003-08-23 src/libgame/sdl.c
2033 * fixed problem with setting mouse cursor in SDL version in fullscreen
2035 2003-08-23 src/game.c
2036 * fixed bug (missing array boundary check) which could crash the game
2039 * version number set to 3.0.3
2042 * version 3.0.2 released
2044 2003-08-21 src/game.c
2045 * fixed bug with creating inaccessible elements at player position
2047 2003-08-20 src/init.c
2048 * fixed bug with not finding current level artwork directory
2050 2003-08-20 src/files.c
2051 * fixed bug with choosing wrong engine version when playing tapes
2052 * fixed bug with messing up custom element properties in 3.0.0 levels
2055 * version number set to 3.0.2
2058 * version 3.0.1 released
2060 2003-08-17 (no source files affected)
2061 * changed all "classic" PCX image files with 16 colors or less to
2062 256 color (8 bit) storage format, because the Allegro game library
2063 cannot handle PCX files with less than 256 colors (contributed
2064 graphics are not affected and might look wrong in the DOS version)
2066 2003-08-16 src/init.c
2067 * fixed bug which (for example) crashed the level editor when defining
2068 "dynamite.EDITOR: [NONE]", because graphics may not be undefined
2069 (only set to default) -- invalid graphics now set to default graphic
2071 2003-08-16 src/init.c
2072 * fixed graphical bug of player digging/collecting/snapping element
2073 when no corresponding graphic/animation is defined for this action,
2074 resulting in player being drawn as EL_EMPTY (which should only be
2075 done to elements being collected, but not to the player)
2077 2003-08-16 src/game.c
2078 * fixed small graphical bug of player not totally moving into exit
2080 2003-08-16 src/libgame/setup.c
2081 * fixed bug with wrong MS-DOS 8.3 filename conversion
2083 2003-08-16 src/tools.c
2084 * fixed bug with invisible mouse cursor when pressing ESC while playing
2086 2003-08-16 (various source files)
2087 * added another 128 custom elements (disabled in editor by default)
2089 2003-08-16 src/editor.c
2090 * fixed NULL string bug causing Solaris to crash in sprintf()
2092 2003-08-16 src/screen.c
2093 * fixed drawing over scrollbar on level selection with custom fonts
2095 2003-08-15 src/game.c
2096 * cleanup of simple sounds / loop sounds / music settings
2098 2003-08-08 (various source files)
2099 * added custom element property for dropping collected elements
2101 2003-08-08 src/conf_gfx.c
2102 * fixed bug with missing graphic for active red disk bomb
2104 2003-08-07 src/files.c, src/editor.c src/game.c, src/main.h
2105 * extended variable "level.gravity" to "level.initial_gravity" and
2106 "game.current_gravity" to prevent level setting from being changed
2107 by playing the level (keeping the runtime value after playing)
2109 * fixed graphics bug when digging element that has 'crumbled' graphic
2110 definition, but not 'diggable' graphic definition
2113 * version number set to 3.0.1
2116 * version 3.0.0 released
2119 * various bug fixes; among others:
2120 - fixed bug with pushing spring over empty space
2121 - fixed bug with leaving tube while placing dynamite
2122 - fixed bug with explosion of smashed penguins
2123 - allow Murphy player graphic in levels with non-Supaplex elements
2127 * I have forgotten to document changes for some time
2130 * pre-release version 2.2.0rc1 released
2133 * version number set to 2.1.2
2136 * version 2.1.1 released
2139 * version number set to 2.1.1
2142 * version 2.1.0 released
2145 * version number set to 2.1.0
2147 2002-04-03 to 2002-05-19 (various source files)
2148 * graphics, sounds and music now fully configurable
2149 * bug fixed that prevented walking through tubes when gravity on
2151 2002-04-02 src/events.c, src/editor.c
2152 * Make Escape key less aggressive when playing or when editing level.
2153 This can be configured as an option in the setup menu. (Default is
2154 "less aggressive" which means "ask user if something can be lost"
2155 when pressing the Escape key.)
2157 2002-04-02 src/screen.c
2158 * Added "graphics setup" screen.
2160 2002-04-01 src/screen.c
2161 * Changed "choose level" setup screen stuff to be more generic (to
2162 make it easier to add more "choose from generic tree" setup screens).
2164 2002-04-01 src/config.c, src/timestamp.h
2165 * Added source files "src/config.[ch]" and "src/timestamp.h" (which
2166 automatically gets created by "src/Makefile" and contains an actual
2167 compile-time timestamp to identify development versions of the game).
2169 2002-03-31 src/tape.c, src/events.c
2170 * Added quick game/tape save/load functions to tape stuff which can be
2171 invoked by a keyboard shortcut. Default: "F1" saves game/tape, "F2"
2172 loads previously recorded tape and directly goes into recording mode
2173 from the end of the tape (therefore appending to the tape).
2175 2002-03-31 src/tape.c
2176 * Added "index mark" function to tape recorder. When playing or
2177 recording, "eject" button changes to "index" button. Setting index
2178 mark is not yet implemented, but pressing index button when playing
2179 allows very quick advancing to end of tape (when normal playing),
2180 very fast forward mode (when playing with normal fast forward) or
2181 very fast reaching of "pause before end of tape" (when playing with
2182 "pause before end" playing mode).
2184 2002-03-30 src/cartoons.c
2185 * Moved some stuff from cartoons.c to the new "src/libgame/toons.c".
2187 2002-03-29 src/screen.c
2188 * Changed setup screen stuff to be more generic (to make it easier
2189 to add more setup screens).
2191 2002-03-23 src/main.c, src/main.h
2192 * Various changes due to the introduction of the new libgame files
2193 "setup.c" and "joystick.c".
2195 2002-03-23 src/files.c
2196 * Generic parts of "src/files.c" (mainly setup and level directory
2197 stuff) moved to new libgame file "src/libgame/setup.c".
2199 2002-03-23 src/joystick.c
2200 * File "src/joystick.c" moved to libgame source tree, with
2201 correspondig changes.
2203 2002-03-22 src/screens.c
2204 * "HandleChooseLevel()": Another bug in level series navigation fixed.
2205 (Wrong level series information displayed when entering main group.)
2207 2002-03-22 src/editor.c
2208 * Slight change to support new gadget event "GD_EVENT_INFO_LEAVING".
2210 2002-03-22 src/editor.c
2211 * Changed behaviour of "Escape" key in level editor to be more
2212 intuitive: When in "Element Properties" or "Level Info" mode,
2213 return to "Drawing Mode" instead of leaving the level editor.
2215 2002-03-21 src/game.c, src/editor.c, src/files.c
2216 * 2.0.1 introduced the corrected "Emerald Mine" style behaviour of
2217 gems (emeralds, diamonds, ...) slipping down from normal wall,
2218 steel wall and growing wall (as in E.M.C. style levels). Although
2219 the behaviour of contributed and private levels wasn't changed (due
2220 to the use of "level.game_version"; see previous entry), editing
2221 those levels will (of course) change the behaviour accordingly.
2223 This change seems a bit too hard after thinking about it, because
2224 the EM style behaviour is not the "expected" behaviour (gems would
2225 normally only slip down from "rounded" walls). Therefore this was
2226 now changed to an element property for gem style elements, with the
2227 default setting "off" (which means: no special EM style behaviour).
2228 To fix older converted levels, this flag is set to "on" for pre-2.0
2229 levels that are neither contributed nor private levels.
2231 2002-03-20 src/files.h
2232 * Corrected settings for "level.game_version" depending of level type.
2233 (Contributed and private levels always get played with game engine
2234 version they were created with, while converted levels always get
2235 played with the most recent version of the game engine, to let new
2236 corrections of the emulation behaviour take effect.)
2238 2002-03-20 src/main.h
2239 * Added "#include <time.h>". This seems to be needed by "tape.c" for
2240 compiling the SDL version on some systems.
2241 Thanks to the several people who pointed this out.
2244 * Version number set to 2.0.2.
2247 * Version 2.0.1 released.
2249 2002-03-18 src/screens.c
2250 * "HandleChooseLevel()": Small bug in level series navigation fixed.
2252 2002-03-18 src/files.c [src/libgame/misc.c]
2253 * Moved some common functions from src/files.c to src/libgame/misc.c.
2255 2002-03-18 src/files.c [src/libgame/misc.c]
2256 * Changed permissions for new directories and saved files (especially
2257 score files) according to suggestions of Debian users and mantainers.
2258 Thanks to Drew Parsons <dparsons@emerall.com> for the patch.
2260 2002-03-17 src/files.c
2261 * Changed "{Load|Save}{Level|Tape}()" to IFF style file format:
2262 Replaced "cookie" header string ("ROCKSNDIAMONDS_...\n") with
2263 real IFF style header "RND1....XXXX" (where "XXXX" is "CAVE"
2264 for levels and "TAPE" for tapes). Old "cookie" style format is
2265 still supported for reading. New level and tape files are written
2268 * New IFF chunk "VERS" contains version numbers for file and game
2269 (where "game version" is the version of the program that wrote the
2270 file, and "file version" is a version number to distinguish files
2271 with different format, for example after adding new features).
2273 2002-03-15 src/screen.c
2274 * "DrawHallOfFame()": "FadeSounds()" when entering the hall of fame.
2275 (Before, you heard a mixture of the in-game music and the
2276 hall-of-fame music.)
2278 2002-03-14 src/events.c
2279 * Function "DumpTape()" (files.c) now available by pressing 't' from
2280 main menu (when in DEBUG mode).
2282 2002-03-14 src/game.c
2283 * "GameWon()": When game was won playing a tape, now there is no delay
2284 raising the score and no corresponding sound is played.
2286 2002-03-14 src/files.c
2287 * Changed "LoadTape()" for real chunk support and also adjusted
2288 "SaveTape()" accordingly.
2290 2002-03-14 src/game.c, src/tape.c, src/files.c
2291 * Important changes to tape format: The old tape format stored all
2292 actions with a real effect with a corresponding delay between the
2293 stored actions. This had some major disadvantages (for example,
2294 push delays had to be ignored, pressing a button for some seconds
2295 mutated to several single button presses because of the non-action
2296 delays between two action frames etc.). The new tape format just
2297 stupidly records all device actions and replays them later. I really
2298 don't know why I haven't solved it that way before?! Old-style tapes
2299 (with tape file version less than 2.0) get converted to the new
2300 format on-the-fly when loading and can therefore still be played;
2301 only some minor parts of the old-style tape handling code was needed.
2302 (A perfect conversion is not possible, because there is information
2303 missing about the device actions between two action frames.)
2305 2002-03-14 src/files.c
2306 * New function "DumpTape()" to dump the contents of the current tape
2307 in a human readable format.
2309 2002-03-14 src/game.c
2310 * Small tape bug fixed: When automatically advancing to next level
2311 after a game was won, the tape from the previous level still was
2312 loaded as a tape for the new level.
2314 2002-03-14 src/tape.c
2315 * Small graphical bug fixed: When pressing ""Record" or "Play" on
2316 tape, cartoons did not get completely removed because
2317 StopAnimation() was not called.
2319 2002-03-13 src/files.c
2320 * Changed "LoadLevel()" and "SaveLevel()" to add new chunk "CNT2".
2321 Fixed bug of "CONT" and "BODY" (chunk size was set to 8-bit element
2322 size even when using 16-bit elements). Added new chunk "CNT2" for
2323 16-bit amoeba content (previously written in 8-bit field in "HEAD"
2324 chunk even when content was 16-bit element). "CNT2" should now be
2325 able to store content for arbitrary elements (up to eight blocks of
2326 3 x 3 element arrays). All "CNT2" elements will always be stored as
2327 16-bit elements. "CONT" (with 8/16-bit elements) now obsolete.
2329 2002-03-13 src/files.c
2330 * Changed "LoadLevel()" for real chunk support.
2332 2002-03-12 src/game.c
2333 * Fixed problem (introduced after 2.0.0 release) with penguins
2334 not getting killed by enemies
2336 2002-02-24 src/game.c, src/main.h
2337 * Added "player->is_moving"; now "player->last_move_dir" does
2338 not contain any information if the player is just moving at
2340 Before, "player->last_move_dir" was misused for this purpose
2341 for the robot stuff (robots don't kill players when they are
2342 moving). But setting "player->last_move_dir" to MV_NO_MOVING
2343 broke tapes when walking through pipes!
2344 ("IS_MOVING()" uses "MovPos[][]", but this fails when it is 0
2345 in a continuous movement. This fact is ignored for friends and