2 * fixed bug in native Supaplex engine that broke several demo solutions
3 * fixed bug with re-initializing already existing elements in function
4 RelocatePlayer() in src/game.c (causing problems with Sokoban fields
5 counted a second time, making the currently playing level unsolvable)
6 * done integrating R'n'D graphics engine into file "SnikSnaks.c"
7 * done integrating R'n'D graphics engine into file "Electrons.c"
8 * done integrating R'n'D graphics engine into file "Zonk.c"
11 * done integrating R'n'D graphics engine into file "Murphy.c"
12 * done integrating R'n'D graphics engine into file "BugsTerminals.c"
15 * started integrating R'n'D graphics engine into Supaplex game engine
18 * added small kludge that allows transparent pushing animation over
19 non-black background (by using "game.use_masked_pushing: true")
20 * added editor flag to Sokoban field/object elements to automatically
21 finish solved Sokoban style levels (even if they contain non-Sokoban
22 elements, which prevents auto-enabling this feature for such levels)
25 * added new element "from_level_template" which is replaced by element
26 from level template at same playfield position when loaded (currently
27 not accessible from level editor, but only used for special Sokoban
28 level conversion when using "special_flags: load_xsb_to_ces")
29 * added special behaviour for "special_flags: load_xsb_to_ces": global
30 settings of individual level files are overwritten by template level
31 (except playfield size, level name, level author and template flag)
34 * added handling of gravity ports when converting Supaplex style R'n'D
35 levels to native Supaplex levels for playing with Supaplex engine
38 * fixed bug in Supaplex engine regarding initial screen scroll position
41 * fixed EMC style pushing animations in the R'n'D graphics engine (when
42 using ".2nd_movement_tile" for animations having start and end tile)
43 * for this to work (look) properly for two-tile pushing animations with
44 non-black (i.e. opaque) background, the pushing graphics drawing order
45 was changed to first draw the pushed element, then the player (maybe
46 this should be controlled by an ".anim_mode" flag yet to be added)
47 * two-tile animations for moving or pushing should have 7 frames for
48 normal speed, 15 frames for half speed etc. to display correct frames
49 * two-tile animations are also displayed correctly with different speed
50 settings for the player (for pushing animations) or moving elements
53 * added searching for template level (file "template.level") not only
54 inside the level set directory, but also in above level directories;
55 this makes is possible to use the same single template level file
56 (placed in a level group directory) for many level sub-directories
59 * fixed bug with steel exit being destructible during opening phase
60 * added token "special_flags" to "levelinfo.conf" (currently with the
61 only recognized value "load_xsb_to_ces", doing the same as the flag
62 "-Dload_xsb_to_ces" on the command line, but as a permanent flag for
63 converting all elements in native (XSB) Sokoban level files to CEs)
66 * fixed some problems with Supaplex engine when compiling for Windows
69 * added special mode to convert elements of Sokoban XSB levels to CEs
70 by adding "-Dload_xsb_to_ces" to the command line starting the game
71 (also adding a dependency to a template level file "template.level")
74 * added reading native Sokoban levels and level packages (XSB files)
77 * fixed bugs in (auto)scrolling behaviour when passing ports or when
78 wrapping around the playfield through "holes" in the playfield border
81 * changed internal playfield bitmap handling from playfield sized bitmap
82 to screen sized bitmap (visible scrolling area), therefore speeding up
83 graphics operations (by eliminating bitmap updates in invisible areas)
84 and removing playfield size limitations due to increasing bitmap size
85 for larger playfield sizes (while the new implementation always uses
86 a fixed playfield bitmap size for arbitrary internal playfield sizes)
89 * fixed bug with single step mode (there were some cases where the game
90 did not automatically return to pause mode, e.g. when trying to push
91 things that cannot be pushed or when trying to run against a wall)
94 * added support for loading Supaplex levels in MPX level file format
97 * fixed SP engine to set "game over" not before lead out counter done
100 * fixed (potential) compile error when using GCC option "-std=gnu99"
101 (thanks to Tom "spot" Callaway)
104 * fixed array allocation in native Supaplex engine to correctly handle
105 preceding scratch buffers (needed because of missing border checking)
106 * fixed playfield initialization to correctly add raw header bytes as
107 subsequent scratch buffer (needed because of missing border checking)
110 * most important parts of native Supaplex engine integration working:
111 - native Supaplex levels can be played in native Supaplex engine
112 - native Supaplex level/demo files ("*.sp" files) can be re-played
113 - all 111 classic original Supaplex levels automatically solvable
114 - native Supaplex engine can be selected and used from level editor
115 - logic of re-playing Supaplex demos migrated to R'n'D tape logic
118 * fixed another translation problem from VisualBasic to C (where "int"
119 should be "short") causing unsolvable demos with bugs and terminals
120 ("bugs" being related to the Supaplex "buggy base" element here ;-) )
123 * fixed bug when reading Supaplex single level files (preventing loader
124 from seeking to level position like in Supaplex level package files)
127 * first classic Supaplex level running and solved by solution/demo tape
130 * started with integration of native Supaplex engine, using source code
131 of Megaplex from Frank Schindler, based on original Supaplex engine
134 * version number set to 3.2.6.2
137 * version 3.2.6.1 released
140 * fixed bug with element_info[e].gfx_element not being initialized in
141 early game stage, causing native graphics in EMC level sets to be
142 mapped completely to EL_EMPTY (causing a blank screen when playing)
143 (this only happened when starting the program with an EMC set with
144 native graphics, but not when switching to such a set at runtime)
147 * deactivated blit-to-same-surface workaround again (see 2009-03-24)
148 and using self-compiled, patched SDL.dll that solves this problem
149 (interim solution until release of SDL 1.2.14 that should fix this)
152 * extended backwards compatibility mode to allow already fixed bug with
153 change actions (see "2008-02-05") for existing levels (especially the
154 Zelda and Zelda II levels and other cool stuff by Alan Bond like FMV)
157 * reactivated workaround to prevent program crashes due to blitting to
158 the same SDL surface that apparently only occurs on Windows systems
159 (this is no final solution; this problem needs further investigation)
162 * version number set to 3.2.6.1
165 * version 3.2.6.0 released
168 * fixed behaviour of player option "no centering when relocating" which
169 was incorrect when disabled and relocation target inside visible area
170 and "no scrolling when relocating" enabled at the same time
173 * fixed problems with re-mapping players on playfield to input devices:
174 previously, players found on the level playfield were changed to the
175 players connected to input devices (for example, player 3 in the level
176 was changed to player 1 (using artwork of player 3, to be able to use
177 a player with a different color)); this had the disadvantage that CE
178 conditions using player elements did not work (because the players in
179 the level definition are different to those effectively used in-game);
180 the new system uses the same player elements as defined in the level
181 playfield and re-maps the input devices of connected players to the
182 corresponding player elements when playing the level (in the above
183 example, player 3 now really exists in the game and is moved using the
184 events from input device 1); level tapes still store the events from
185 input devices 1 to 4, which are then re-mapped to players accordingly
186 when re-playing the tape (just as it is done when playing the level)
189 * fixed bug with player relocation while the player switches an element
192 * fixed bug with EM/DC style exit and EM/DC style steel exit which was
193 not walkable (and did not let the player enter) when in process of
194 opening, but not fully open yet (which can cause the player not being
195 able to enter the exit in EM/DC style levels in time)
198 * fixed some bugs regarding the new level/CE random seed reset options
201 * moved "level settings" and "editor settings" to two tabbed screens in
202 level editor to gain space for additional level property settings
203 * added level setting to start a level with always the same random seed
204 * added CE action "set random seed" to re-initialize random seed in game
205 (this is the only CE action that gets executed before the CE changes,
206 which is needed to use the newly set random seed during the CE change)
209 * fixed redraw problem of special editor door when playing from editor
212 * fixed initialization of gfx_element for level sketch image creation
215 * added switch for EM style dynamite "[ ] explodes with chain reaction"
216 (with default set to "on" for existing levels, but "off" for all new
217 levels), as EM style dynamite does not chain-explode in original EM
220 * added optional initial inventory for players (pre-collected elements)
221 * added change page actions "set player inventory" and "set CE artwork"
222 * added recognition of "player" parameter on change pages when player
223 actions are defined, but no trigger player in corresponding condition
224 (this resulted in actions that only affected the first player before)
225 * fixed bug with change actions being executed for newly created custom
226 elements resulting from custom element changes, when the intention was
227 only to check for change actions for the previous custom element
230 * changed design and size of element drawing area in level editor
231 * added "element used as action parameter" to element change actions
234 * added possibility to reanimate player immediately after his death
235 (for example, by "change to <player> when explosion of <player>")
238 * fixed bug with "gray" white door not being uncovered by magnifier
239 * added score for collecting (any) key to the white key config page
242 * added condition "deadly when <getting hit by>" for custom elements
243 that behaves a bit like the existing "deadly when <colliding with>",
244 but with the following differences:
245 - it only kills players or friends when it was moving before it hits
246 - it does not kill players or friends that try to run into it
249 * fixed the following change conditions where a player element is used
250 as the "element that is triggering the custom element change":
253 - explosion of <element>
255 (the last two conditions already worked partially, but only for the
256 first player, and not for the "Murphy" player when using "move of")
259 * fixed crash bug caused by accessing invalid element (with value -1)
260 in UpdateGameControlValues()
261 * fixed graphical bug when using two-tile movement animations with EMC
262 game engine without explicitly using native EMC graphics engine
265 * fixed bug in new "can dig" feature (see below) so that an unsuccessful
266 try to push something (due to push delay) does not cause a dig action
269 * fixed bug with reference elements used as trigger elements on custom
270 element change pages not being recognized
271 * fixed bug with reference elements not being removed from the playfield
272 * added engine functionality that allows custom elements that "can dig"
273 other elements not only to do so when moving by themselves, but also
274 when being pushed by the player (therefore adding the functionality to
275 push one element over another element, replacing it with the new one)
278 * added command line function to write level sketch images to directory
281 * merged override and auto-override options into new override options
282 with a new data type than can take the values "no", "yes" and "auto"
285 * fixed growing steel wall to also leave behind steel wall instead of
286 normal, destructible wall
287 * fixed handling of rocks falling through stacks of quicksand with
288 different speed (before, the rocks just got stuck in the quicksand)
291 * fixed nasty bug with auto-override and normal override not working on
292 program startup (especially when current level set has custom artwork)
295 * version 3.2.5 released as special edition "R'n'D jue"
298 * fixed X11 crash bug when blitting masked title screens over background
301 * changed build system to support special editions (like "R'n'D jue")
302 * added (hardcoded) loading graphics for "R'n'D jue" special edition
303 * fixed X11 crash bug when scaling images with width/height less than 32
306 * added "background.PLAYING" (only visible as two-pixel border in game)
307 * added default level set for first start of special R'n'D version
308 * changed door animations for editor always behaving like "quick doors"
311 * added new custom artwork setup option "auto-override non-CE sets" for
312 automatic artwork override that is only used for level sets without
313 custom element artwork (as it does not make much sense to override
314 any artwork that redefines custom element artwork for sets using CEs)
315 * fixed default artwork for "special" R'n'D versions always using the
316 "classic" artwork as the base if base artwork is not explicitly
317 defined in "levelinfo.conf", regardless of different default artwork
318 used by the special R'n'D version -- this is needed because any such
319 custom artwork is designed using the "classic" artwork definitions as
320 the base (including menu definitions and screen positions etc., which
321 would otherwise be taken from the different special default artwork)
324 * fixed drawing of animated "quicksand.filling" and "quicksand.emptying"
325 for both EMC and R'n'D graphics engine (heavy workarounds needed due
326 to massively broken handling of quicksand in R'n'D game engine)
327 * fixed off-limits access to array in DrawLevelFieldCrumbledSandExt()
328 * fixed crash bug (hopefully) when scrolling with cursor keys in editor
331 * fixed small bug in toon drawing (introduced when fixing the crash bug)
334 * added graphics definition "game.panel.highscore" to display the
335 current levels current high score in the game panel
338 * version number set to 3.2.5
341 * version 3.2.4 released
344 * fixed crash bug in toon drawing functions for large step offset values
347 * fixed some problems with displaying game panel when quick-loading tape
350 * fixed (experimental only) redrawing of every tile per frame (even if
351 unneeded) for the extended (R'n'D based) EMC graphics engine
352 * added optimization to only calculate element count for panel display
353 if really needed (that is, if element count values defined on panel)
354 * fixed problem with special editor door redraw when entering main menu
357 * fixed bug with displaying background for title messages on info screen
358 * some code cleanup for the extended (R'n'D based) EMC graphics engine
361 * fixed bug with CE action "move player" always resulting in player 4
362 if there was a CE action with no trigger player (because the player
363 element was calculated by using log_2() from trigger player bits with
364 the value PLAYER_BITS_ANY) -- this is now fixed by also storing the
365 triggering player bit mask and handling all players in "move player"
366 * fixed bug when defined artwork cannot be found for artwork that has
367 default artwork cloned from other artwork (without default filename)
368 * added several fixes to the extended (R'n'D based) EMC graphics engine
371 * fixed broken editor copy and paste for custom elements between levels
374 * title messages are now also searched in graphics artwork directory;
375 those found in graphics directory have precendence over those found
376 in level directory -- this handles title messages stored in graphics
377 directories as part of the artwork set, just like title images; this
378 makes sense, as corresponding special font definitions for messages
379 are usually defined in the same graphics artwork directory, and also
380 because title images and title messages that are combined in a level
381 set introduction should usually not be separated when the level set
382 is used with a different artwork set (e.g. using "override graphics")
383 * fixed problem with door borders on main screen by first drawing doors
384 and then the corresponding border masks, but not vice versa
385 * fixed problem with artwork config entries using the value "[DEFAULT]";
386 this does not what one might expect, but sets the value to an invalid
387 value -- solution: simply ignore such entries, which results in this
388 value keeping its previous (real) default value (in general, entries
389 that should use their default value should just not be defined here)
390 * fixed problem with wrong fading area size from main menu to setup menu
393 * fixed problem with broken crumbled graphics after level set changes
394 when using R'n'D custom artwork with level sets using the EMC engine
397 * fixed invisible "joysticks deactivated ..." text on setup input screen
400 * added use of hashes created from static lists (element tokens, image
401 config, font tokens) to speed up lookup of configuration parameters
402 * fixed bug where element and graphic config token lookup was mixed up
405 * added "busy" animation when initializing program and loading artwork
406 * added initialization profiling for program startup (debugging only)
409 * fixed(?) very strange bug apparently triggered by memset() when code
410 was cross-compiled with MinGW cross-compiler for Windows XP platform
411 (this only happened when using SDL.dll also self-compiled with MinGW)
414 * added graphics engine directive "border.draw_masked_when_fading" that
415 enables/disables drawing of border mask over screen that is just faded
418 * fixed small problem with separate fading definition for game screen
421 * added additional configuration directives for setup screen draw offset
422 menu.draw_xoffset.SETUP[XXX] and menu.draw_yoffset.SETUP[XXX] with XXX
423 in GAME, EDITOR, GRAPHICS, SOUND, ARTWORK, INPUT, SHORTCUTS_1,
424 SHORTCUTS_2, CHOOSE_ARTWORK, CHOOSE_OTHER (where "CHOOSE_ARTWORK" is
425 used to define draw offset on custom artwork selection screens and
426 "CHOOSE_OTHER" is used on all other list style selection screens, like
427 choosing game speed or screen mode for fullscreen mode)
428 * added additional configuration directives to define main menu buttons:
429 - menu.button_name and menu.button_name.active
430 - menu.button_levels and menu.button_levels.active
431 - menu.button_scores and menu.button_scores.active
432 - menu.button_editor and menu.button_editor.active
433 - menu.button_info and menu.button_info.active
434 - menu.button_game and menu.button_game.active
435 - menu.button_setup and menu.button_setup.active
436 - menu.button_quit and menu.button_quit.active
437 * added eight pure decoration graphic definitions for the game panel
440 * added support for accessing native Diamond Caves II level packages
441 * fixed displaying of game panel values for Emerald Mine game engine
442 * fixed displaying end-of-level time and score values on new game panel
445 * added game panel control to display arbitrary elements on game panel
446 * added game panel control to display custom element score (globally
447 unique for identical custom elements) either as value or as element
448 * added ".draw_masked" and ".draw_order" to game panel control drawing
451 * fixed some general bugs with handling of ".active" elements and fonts
454 * cleanup of game panel elements (some elements were not really needed)
455 * added displaying of gravity state (on/off) as new game panel control
456 * added animation for game panel elements (similar to game elements)
459 * added new pseudo game mode "PANEL" to define panel fonts and graphics
460 - panel fonts now use ".PANEL" suffix instead of ".PLAYING" suffix
461 - panel graphics now use ".PANEL" suffix instead of ".DOOR" suffix
462 (else graphics would have to use ".PLAYING", which would be confusing)
463 * fixed bug when fading out to game screen with border mask defined
466 * added attribute ".tile_size" for element style game panel controls
469 * added <space> key as additional valid key to use for confirm requester
472 * improved menu fading, adding separate fading definitions for entering
473 and leaving a "content" screen (in general), and optional definitions
474 for the special "content" screens SCORES, EDITOR, INFO and PLAYING
477 * added (currently invisible) setup option to define scroll delay value
478 * fixed small bug in priority handling when auto-detecting level start
479 position in levels without player element (but player from CE etc.)
480 * added option "game.forced_scroll_delay_value" to override user choice
481 of scroll delay value for certain level sets with "graphicsinfo.conf"
482 * replaced setup option "scroll delay: on/off" by new setup option that
483 directly allows selecting the desired scroll delay value from 0 to 8
486 * added displaying of most game panel control elements (not animated)
489 * added new configuration directives to display additional game engine
490 values on the game control panel, like the following examples:
491 - game.panel.time_hh/time_mm/time_ss - level time in HH/MM/SS format
492 - game.panel.penguins - number of penguins to rescue
493 - game.panel.level_name - level name of current level
496 * added support for preview tile sizes "1" and "2" (1x1 and 2x2 pixels)
499 * added new player option "no centering when relocating" for "invisible"
500 teleportations to level areas that look exactly the same, giving the
501 illusion that the player did not relocate at all (this was the default
502 since 3.2.3, but caused visual problems with room creation in "Zelda")
503 * added new menu fading effect "melt", shamelessly stolen from "DOOM"
506 * improved menu fading, adding separate fading definitions for entering
507 and leaving a menu and for fading between menu and "content" screens
508 * fixed small bug with recognizing also ".font_xyz" style definitions
511 * improved menu fading, adding separate fading definitions for fading
512 between menu screens and fading between menu and "destination" screens
515 * titlemessage_initial_x and titlemessage_x set to "[DEFAULT]" in static
516 configuration (set from "[titlemessage_initial]" and "[titlemessage]")
517 * fading settings of "[titlemessage_initial]" and "[titlemessage]" set
518 to "[DEFAULT]" in static configuration (set from "[title_initial]" and
520 * improved title fading, allowing fading animation types "none", "fade"
521 and "crossfade" (including cross-fading of last title to main menu)
524 * added configurability of graphics, sounds and music for title screens,
525 which are separated into initial title screens (only shown once at
526 program startup) and title screens shown for a given level set; these
527 title screens can be composed of up to five title images and up to
528 five title text messages (each drawn using an optional background
529 image), also using background music and/or sounds; aspects like
530 background images, sounds and music of title screens can either be
531 defined generally (valid for all title screens) or specifically (and
532 therefore differently for each title screen) using these directives:
534 to define a background image, sound or music file for all screens:
535 - background.TITLE_INITIAL (for all title screens for game startup)
536 - background.TITLE (for all title screens for level sets)
538 to define a background image, sound or music file for a single screen:
539 - background.titlescreen_initial_x (with x in 1,2,3,4,5)
540 - background.titlescreen_x (with x in 1,2,3,4,5)
541 - background.titlemessage_initial_x (with x in 1,2,3,4,5)
542 - background.titlemessage_x (with x in 1,2,3,4,5)
544 to define the title screen images:
545 - titlescreen_initial_x (with x in 1,2,3,4,5)
546 - titlescreen_x (with x in 1,2,3,4,5)
548 to define the title text messages, place text files into the level set
549 directory that have the following file names:
550 - titlemessage_initial_x.txt (with x in 1,2,3,4,5)
551 - titlemessage_x.txt (with x in 1,2,3,4,5)
553 to define the properties of the text messages, either use directives
554 that affect all text messages:
555 - [titlemessage_initial].<suffix>
556 - [titlemessage].<suffix>
557 or use directives that affect single text messages:
558 - titlemessage_initial_x.<suffix> (with x in 1,2,3,4,5)
559 - titlemessage_x.<suffix> (with x in 1,2,3,4,5)
561 valid values for <suffix> are the same as for readme.<suffix> below;
562 use ".sort_priority" (default: 0) to define an arbitrary order for
563 title images and title messages (which can therefore be mixed)
566 * added full configurability of "readme.txt" screen appearance:
567 - readme.x: <left position used with alignment>
568 - readme.y: <top position>
569 - readme.width: <maximim text width in pixels>
570 - readme.height: <maximum text height in pixels>
571 - readme.chars: <maximum number of chars per line>
572 - readme.lines: <maximum number of lines displayed>
573 - readme.align: left,center,right (default: center)
574 - readme.top: top,middle,bottom (default: top)
575 - readme.font: font name
576 - readme.autowrap: true,false (default: true)
577 - readme.centered: true,false (default: false)
578 - readme.parse_comments: true,false (default: true)
579 - readme.sort_priority: (not used here, but only for title screens)
580 when "readme.chars" and/or "readme.lines" is set to "-1" (this is the
581 default), they are automatically determined from "readme.width" and
582 "readme.height" accordingly; when they are not "-1", they have
583 precedence over "readme.width" and "readme.height"
584 * added internal ad-hoc config settings for displaying text files like
585 title messages or "readme.txt" style level set info files:
586 - .font: font name (default: readme.font)
587 - .autowrap: true,false (default: readme.autowrap)
588 - .centered: true,false (default: readme.centered)
589 - .parse_comments: true,false (default: readme.parse_comments)
590 (the leading '.' and the separating ':' are mandatory here); to use
591 these ad-hoc settings, they have to be written inside a comment, like
592 "# .autowrap: false" or "# .centered: true"; these settings then
593 override the above global settings (they can even be used more than
594 once, like "# .centered: true", then some text that should be drawn
595 centered, then "# .centered: false" to go back to non-centered text;
596 important note: after using "# .parse_comments: false", or when using
597 "readme.parse_comments: false", detecting and parsing comments inside
598 the file is disabled and comments are just printed like normal text;
599 also be aware that all automatic text size calculations are done with
600 the font defined in "readme.font", while using different fonts using
601 "# .font: <font>" inside the text file may cause unexpected results
604 * changed some numerical limits in the level editor from 255 to 999
607 * added option "system.sdl_videodriver" to select SDL video driver
608 * added output of SDL video and audio driver to "version info" page
611 * added group element drawing to IntelliDraw drawing functions
612 * fixed animation resetting problem again (last try broke Snake Bite)
613 * fixed diagonal scrolling in screen scrolling (last try broke Pac Man)
616 * added new (special) "include: <filename>" directive that works in all
617 configuration files (like "graphicsinfo.conf") and that has the same
618 effect as if that directive would be replaced with the content of the
619 specified file (this can be useful to split large configuration files
620 into several smaller ones and include them from one main file, or to
621 store configuration settings that always stay the same into a separate
622 file, while including it and only add those parts that really change)
625 * fixed minor bug (screen redraw of player tiles) in EMC graphics engine
628 * fixed bug in "InitMovingField()" where treating an integer array as
629 boolean caused wrong resetting of animations while elements are moving
630 * fixed problem with resetting animations when starting element change
633 * added sort priority for order of title screens and title messages
636 * changed end of game again: do not wait for the user to press a key
637 anymore, but directly ask/confirm tape saving and go to hall of fame
638 * re-enabled quitting of lost game by pressing space or return again
639 * added blanking of mouse pointer when displaying title screens
640 * added remaining menu draw offset definitions for info sub-screens
643 * added setup option to select game speed (from very slow to very fast)
644 * improved handling of title text messages (initial and for level set)
647 * added new options "auto-wrap" and "centered" for DC2 style envelopes
650 * fixed displaying and typing of player name when it is centered
651 * added special characters to be allowed for player name (not only A-Z)
654 * fixed blit in ScrollLevel() to same bitmap to not overlap anymore
655 (newer versions of the SDL library seem to not like this anymore)
658 * added code for configuration directives for control of game panel
661 * fixed small cosmetical bug with underlining property tabs in editor
664 * fixed small drawing bug in X11FadeRectangle
665 * added new elements for newly supported Diamond Caves II levels:
666 - EM/DC style exits that disappear after passing
667 - white key and gate (one white key needed for each white gate)
668 - fake gate (there is no key to open/pass this kind of gate!)
669 - extended magic wall which also handles pearls and crystals
673 * changed maximum value for endless loop detection to a higher value
674 (some levels really used very deep recursion without being endless)
677 * added new elements for newly supported Diamond Caves II levels:
678 - growing steel walls
679 - snappable land mine
682 * added new elements for newly supported Diamond Caves II levels:
683 - steel text elements
686 * added level file loader for native Diamond Caves II levels
689 * version number set to 3.2.4
692 * version 3.2.3 released
695 * fixed malloc/free bug when updating EMC artwork entries in level list
696 * added workaround (warning and request to quit the current game) when
697 changing elements cause endless recursion loop (which would otherwise
698 freeze the game, causing a crash-like program exit on some systems)
701 * fixed nasty string overflow bug when entering too long envelope text
704 * added feedback sounds for menu navigation "menu.item.activating" and
705 "menu.item.selecting" (for highlighting and executing menu entries)
708 * improved "no scrolling when relocating" to also consider scroll delay
709 (meaning that the player is not automatically centered in this case;
710 this makes it possible to "invisibly" relocate the player to a region
711 of the level playfield which looks the same as the old level region)
712 * fixed bug with not recognizing "main.input.name.align" when active
715 * fixed bug with displaying masked borders over title screens when
716 screen fading is disabled
719 * fixed infinite loop / crash bug when killing the player while having
720 a CE with the setting "kill player X when explosion of <player X>"
721 * added special editor graphic for "char_space" to distinguish it from
722 "empty_space" when editing a level (in-game graphics still the same)
725 * fixed nasty bug with initialization only done for the first player
728 * small change to handle loading empty element/content list micro chunks
731 * uploaded pre-release (test) version 3.2.3-0 binary and source code
734 * some optimizations on startup speed by reducing initial text output
737 * added caching of custom artwork information for faster startup times
740 * fixed graphical bug when using fewer menu entries on level selection
741 screen than usual (with "menu.list_size.LEVELS" directive)
742 * fixed crash bug (Windows/SDL only) caused by BlitBitmap blitting from
743 the backbuffer to the backbuffer by error (with identical rectangle)
746 * fixed bug when displaying titlescreen with size less than element tile
747 * fixed bug that caused elements with "change when digging <e>" event
748 to change for _every_ digged element, not only those specified in <e>
749 * fixed bug that caused impact style collision when dropping element one
750 tile over the player that can both fall down and smash players
751 * fixed bug that caused impact style collision when element changed to
752 falling/smashing element over the player immediately after movement
755 * fixed bug that allowed making engine snapshots from the level editor
758 * fixed bugs with player name and current level positions on main screen
761 * added configuration directives for control of title screens:
762 - "title.fade_delay" for fading time
763 - "title.post_delay" for pause between screens (when not crossfading)
764 - "title.auto_delay" to automatically continue after some time
765 these settings can each be overridden by specifying them with titles:
766 - "titlescreen_initial_{1-5}.{fade_delay,post_delay,auto_delay}"
767 - "titlescreen_{1-5}.{fade_delay,post_delay,auto_delay}"
768 fading mode can also be specified:
769 - "titlescreen_initial_{1-5}.anim_mode: {fade,crossfade}
770 - "titlescreen_{1-5}.anim_mode: {fade,crossfade}
771 default is using normal fading for menues and initial title screens,
772 while using cross-fading for level set title screens
773 * fixed bug with background not drawn in Hall of Fame after game was won
776 * added configuration directives for the remaining main menu items
779 * added additional configuration directives for info screen draw offset:
780 menu.draw_{x,y}offset.INFO[{ELEMENTS,MUSIC,CREDITS,PROGRAM,LEVELSET}]
781 * added additional configuration directives for preview info text
782 * limited mouse wheel sensitive screen area to scrollable screen area
785 * added highlighted menu text entries to menu navigation when selected
788 * fixed bug that prevented player from correctly being created in the
789 top left corner by a custom element change in a level without player
790 * fixed bug that prevented player from being killed when indestructible,
791 non-walkable element is placed on player position by extended change
792 * added configurable menu button, text and input positions to main menu
795 * added page fading effects for remaining info sub-screens
796 * fixed small bug that caused some delays when answering door request
799 * added directives "border.draw_masked.*" for menu/playfield area and
800 door areas to display overlapping/masked borders from "global.border"
803 * fixed bug with CE with move speed "not moving" not being animated
804 * when changing player artwork by CE action, reset animation frame
807 * fixed bug with not unmapping main menu screen gadgets on other screens
808 * fixed bug with un-pausing a paused game by releasing still pressed key
809 * fixed bug with not redrawing screen when toggling to/from fullscreen
810 mode while fast reloading tape (without redrawing playfield contents)
811 * fixed bug with quick-saving tape snapshot despite answering with "no"
814 * version number set to 3.2.3
817 * version 3.2.2 released
820 * fixed bug with redrawing screen in fullscreen mode after quick tape
821 reloading when using the EMC game engine
822 * changed token names from "last_ce_[1-8]" to "prev_ce_[1-8]"
825 * fixed bug in GameWon() when level contains no exit (like in Sokoban)
828 * added engine snapshot functionality for instant tape reloading (this
829 only works for the last tape saved using "quick save", and does not
830 work across program restarts, because it completely works in memory)
833 * version number set to 3.2.2
836 * version 3.2.1 released
839 * fixed nasty bugs with handling error message file on Mac OS X systems
842 * general code cleanup (removing many annoying "#if 0" blocks etc.)
845 * fixed bug that caused broken tapes when manually appending to tapes
846 using the "pause before death" functionality, followed by recording
847 * added setup option to disable fading of screens for faster testing
850 * code cleanup of new fading functions
853 * changed behaviour after solved game -- do not immediately stop engine
854 * added some more smooth screen fadings (game start, hall of fame etc.)
857 * fixed bug with displaying pushed CE with value/score/delay anim_mode
860 * added configurable level preview position, tile size and dimensions
861 * added configurable game panel value positions (gems, time, score etc.)
864 * fixed small bug with time displayed incorrectly when collecting CEs
867 * fixed bug with bumpy scrolling with EM engine in double player mode
870 * added compatibility code to fix "Snake Bite" style levels that were
871 broken due to a bugfix regarding EL_SOKOBAN_FIELD_PLAYER in 3.2.0
874 * fixed bug with scrollbars inside editor when using the Windows mouse
875 enhancement tool "True X-Mouse" (which injects key events to the event
876 queue to insert selected stuff into the Windows clipboard, which gets
877 confused with the "Insert" key for jumping to the last editor cascade
878 block in the element list)
879 * added Rocks'n'Diamonds icon for use as window icon to SDL version
880 * added key shortcut "Alt + Enter" to toggle fullscreen mode at any time
883 * added selection of preferred fullscreen mode to setup / graphics menu
884 (useful if default mode 800 x 600 does not match screen aspect ratio)
887 * improved down-scaling of images for better editor and preview graphics
888 * changed user data directory for Mac OS X from Unix style to new place
891 * improved level number selection in main menu and player selection in
892 setup menu (input devices section) by using standard button gadgets
893 * added support for mouse scroll wheel (caused buggy behaviour before)
894 * added support for scrolling horizontal scrollbars with mouse wheel by
895 holding "Shift" key pressed while scrolling the wheel
896 * added support for single step mouse wheel scrolling by holding "Alt"
897 key pressed while scrolling the wheel (can be combined with "Shift")
898 * changed output file "stderr.txt" on Windows platform now always to be
899 created in the R'n'D sub-directory of the personal documents directory
900 * added Windows message box to direct to "stderr.txt" after error aborts
903 * improved general scrollbar handling (when jump-scrolling scrollbars)
906 * changed scrollbars to always show last line as first after scrolling
907 (that means jumping n - 1 screen lines instead of n screen lines)
910 * fixed level versions of EMC level loader (from V4 to V1, V2 and V3)
911 * fixed level time for EMC levels for V2 engine (V2 and V5 levels)
912 * fixed special handling of vertically stacked acid becoming fake acid
915 * fixed bug (very special case) with CE_SCORE_GETS_ZERO, which can
916 affect multiple instances of the same CE, although this kind of
917 change condition usually only affects one single custom element
920 * version number set to 3.2.1
923 * version 3.2.0 released
926 * reorganized level editor element list a bit to match engines better
929 * fixed newly introduced bug with wrongly initializing clipboard element
932 * fixed bug with displaying visible/invisible level border in editor
935 * reorganized some elements in the level editor element list
938 * fixed bug with displaying any player as "yellow" when moving into acid
939 * fixed bug with displaying running player when player stopped at border
942 * fixed bug with player exploding when moving into acid
943 * fixed bug with level settings being reset in editor and when playing
944 (some compatibility settings being set not only after level loading)
945 * fixed crash bug when number of custom graphic frames was set to zero
946 * fixed bug with teleporting player on walkable tile not working anymore
947 * added partial compatibility support for pre-release-only "CONF" chunk
948 (to make Alan Bond's "color cycle" demo work again :-) )
951 * fixed some bugs when displaying title screens from info screen menu
952 * fixed bug which caused EMC doors #5 to #8 to be passable without keys
955 * changed file major version to 3 to reflect level file format changes
956 * uploaded pre-release (test) version 3.2.0-8 binary and source code
959 * added new chunk "NAME" to level file format for level name settings
960 * added new chunk "NOTE" to level file format for envelope settings
961 * changed name of chunk "CONF" to "ELEM" (for normal element settings)
962 * updated magic(5) file to recognize changed and new level file chunks
963 * removed change events "change when CE value/score changes" as unneeded
966 * changed gravity (which only affects the player) from level property
967 to player property (only makes a difference in multi-player levels)
968 * added change events "change when CE value/score changes"
969 * added change events "change when CE value/score changes of <element>"
972 * added new chunk "INFO" to level file format for global level settings
973 * added all element settings from "HEAD" chunk to "CONF" chunk
974 * added all global level settings from "HEAD" chunk to "INFO" chunk
977 * changed level file format by adding two new chunks "CUSX" (for custom
978 elements, replacing the previous "CUS4" chunk) and "GRPX" (for group
979 elements, replacing the previous "GRP1" chunk); these new IFF style
980 chunks use the new and flexible "micro chunks inside chunks" technique
981 already used with the new "CONF" chunk (for normal element properties)
982 which makes it possible to easily extend the existing level format
983 (instead of using fixed-length chunks like before, which are either
984 too big due to reserved bytes for future use, or too small when those
985 reserved bytes have all been used and even more data should be stored,
986 requiring the replacement by new and larger chunks just like it went
987 with "CUS1" to "CUS4"); this whole problem now does not exist anymore
990 * added credits pages to the "credits" section that were really missing
991 * added some missing element descriptions to the level editor
992 * added down position of switchgate switch to the level editor
993 and allowed the use of both switch positions at the same time
994 * changed use of "Insert" and "Delete" keys to navigate element list in
995 level editor to start of previous or next cascading block of elements
998 * added the possibility to view the title screen to the info screen menu
999 * fixed some minor bugs with viewing title screens
1002 * fixed bug with title (cross)fading in/out when using fullscreen mode
1005 * fixed bug that forced re-defining of menu settings in local graphics
1006 config file which are already defined in existing base config file
1007 * fixed small bug that caused door sounds playing when music is enabled
1010 * added the possibility to define up to five title screens for each
1011 level set that are displayed after loading using (cross)fading in/out
1012 (this was added to display the various start images of the EMC sets)
1015 * added "CE score gets zero [of]" to custom element trigger conditions
1016 * added setup option to display element token name in level editor
1019 * added compatibility code for Juergen Bonhagen's menu artwork settings
1022 * fixed bug with displaying wrong animation frame 0 after CE changes
1023 * fixed bug with creating invisible elements when light switch is on
1026 * added selection between ECS and AGA graphics for EMC levels to setup
1029 * adjusted font handling for various narrow EMC style fonts
1032 * changed EM engine behaviour back to re-allow initial rolling springs
1035 * fixed handling of over-large selectboxes (less error-prone now)
1036 * fixed bug when creating GE with walkable element under the player
1039 * added use of "Insert" and "Delete" keys to navigate element list in
1040 level editor to start of custom elements or start of group elements
1041 * added virtual elements to access CE value and CE score of elements:
1042 - "CE value of triggering element"
1043 - "CE score of triggering element"
1044 - "CE value of current element"
1045 - "CE score of current element"
1048 * fixed "grass" to "sand" in older EM levels (up to file version V4)
1051 * changed behaviour of network games with internal errors (because of
1052 different client frame counters) from immediately terminating R'n'D
1053 to displaying an error message requester and stopping only the game
1054 (also to prevent impression of crashes under non command-line runs)
1055 * fixed playing network games with the EMC engine (did not work before)
1056 * fixed bug with not scrolling the screen in multi-player mode with the
1057 focus on player 1 when all players are moving in different directions
1058 * fixed bug with keeping pointer to gadget even after its deallocation
1059 * fixed bug with allowing "focus on all players" in network games
1060 * fixed bug with player focus when playing tapes from network games
1063 * uploaded pre-release (test) version 3.2.0-7 binary and source code
1066 * code cleanup for game action control for R'n'D and EMC game engine
1069 * fixed bug in multi-player movement with focus on both players
1070 * added option to control only the focussed player with all input
1073 * added player focus switching to level tape recording and re-playing
1076 * fixed some bugs in player focus switching in EMC and RND game engine
1079 * added special Supaplex animations for Murphy digging and snapping
1080 * added special Supaplex animations for Murphy being bored and sleeping
1083 * added four new yam yams with explicit start direction for EMC engine
1084 * fixed bug in src/libgame/text.c with printing text outside the window
1087 * fixed small bug in EMC level loader (copyright sign in EM II levels)
1090 * added delayed ignition of EM style dynamite when used in R'n'D engine
1091 * added limited movement range to EMC engine when focus on all players
1094 * fixed bug with missing (zero) score values for native Supaplex levels
1097 * added "continuous snapping" (snapping many elements while holding the
1098 snap key pressed, without releasing the snap key after each element)
1099 as a new player setting for more compatibility with the classic games
1102 * finished scrolling for "focus on all players" in EMC graphics engine
1105 * level sets with "levels: 0" are ignored for levels, but not artwork
1106 * fixed bug when scanning empty level group directories (endless loop)
1109 * fixed bug with explosion graphic for player using "Murphy" graphic
1110 * fixed bug with explosion graphic if player leaves explosion in time
1111 * changed some descriptive text in setup menu to use medium-width font
1112 * added key shortcut settings for switching player focus to setup menu
1115 * fixed bug with random value initialization when recording tapes
1116 * fixed bug with playing single player tapes when team mode activated
1119 * fixed little bug when trying to switch to player that does not exist
1122 * added player switching (visual and quick) to R'n'D and EM game engine
1123 * added setup option to select visual or quick in-game player switching
1126 * added use of "Home" and "End" keys to handle element list in editor
1129 * fixed bug with adding score when playing tape with EMC game engine
1130 * added steel wall border for levels using EMC engine without border
1131 * finally fixed delayed scrolling in EMC engine also for small levels
1134 * fixed potential crash bug in WarnBuggyBase() (missing boundary check)
1137 * fixed bug with CE change order in TestIfElementTouchesCustomElement()
1138 * fixed bug when displaying info element without action, but direction
1141 * fixed minor graphical problems with springs smashing and slurping
1142 (when using R'n'D style graphics instead of EMC style graphics)
1145 * added scroll delay (as configured in setup) to EMC graphics engine
1148 * improved screen redraw for EMC graphics engine (faster and smoother)
1149 * when not scrolling, do not redraw the whole playfield if not needed
1152 * added multi-player mode for EMC game engine (with up to four players)
1155 * added android (can clone elements) from EMC engine to R'n'D engine
1158 * added spring bumper (reflects spring) from EMC engine to R'n'D engine
1161 * added selectbox for initial player speed to player settings in editor
1164 * version 3.1.2 created that is basically version 3.1.1, but with a
1165 major bug fixed that prevented editing your own private levels
1166 * version 3.1.2 released
1169 * added magic ball (creates elements) from EMC engine to R'n'D engine
1172 * uploaded fixed pre-release version 3.2.0-6 binary and source code
1175 * fixed bug when using "CE can leave behind <trigger element>"
1176 * added new change condition "(after/when) creation of <element>"
1177 * added new change condition "(after/when) digging <element>"
1178 * fixed bug accessing invalid gadget that caused crashes under Windows
1179 * deactivated new possibility for multiple CE changes per frame
1182 * uploaded pre-release (test) version 3.2.0-6 binary and source code
1185 * added animation types "ce_value" and "ce_score" to graphicsinfo.conf
1186 * fixed bug with not keeping CE value for moving CEs with only action
1187 * changed CE action selectboxes in editor to be only reset when needed
1190 * added option "use artwork from element" for custom player artwork
1191 * added option "use explosion from element" for player explosions
1194 * added cascaded element lists in the level editor
1195 * added persistence for cascaded element lists by "editorcascade.conf"
1196 * added dynamic element list with all elements used in current level
1197 * added possibility for multiple CE changes per frame (experimental)
1200 * uploaded pre-release (test) version 3.2.0-5 binary and source code
1203 * changed "score for each 10 seconds/steps left" to "1 second/step"
1204 * added own score for collecting "extra time" instead of sharing it
1205 * added change events "switched by player" and "player switches <e>"
1206 * added change events "snapped by player" and "player snaps <e>"
1207 * added "set player artwork: <element choice>" to CE action options
1208 * added change event "move of <element>"
1211 * added "set player shield: off / normal / deadly" to CE action options
1212 * added new player option "use level start element" in level editor
1213 to set the correct focus at level start to elements from which the
1214 player is created later (this did not work before for cascaded CE
1215 changes resulting in creation of the player; it is now also possible
1216 to create the player from a yam yam which is smashed at level start)
1219 * added "set player speed: frozen (not moving)" to CE action options
1220 * added "move player: l/r/u/d/trigger/-trigger" to CE action options
1223 * added new player option "block snap field" (enabled by default) to
1224 make it possible to show a snapping animation like in Emerald Mine
1227 * added dynamic selectboxes to custom element action settings in editor
1228 * added "CE value" counter for custom elements (instead of "CE count")
1229 * added option to use the last "CE value" after custom element change
1230 * added option to use the "CE value" of other elements in CE actions
1231 * fixed odd behaviour when pressing time orb in levels w/o time limit
1232 * added checkbox "use time orb bug" for older levels that use this bug
1235 * added missing configuration settings for the following elements:
1236 - EL_TIMEGATE_SWITCH (time of open time gate)
1237 - EL_LIGHT_SWITCH_ACTIVE (time of light switched on)
1238 - EL_SHIELD_NORMAL (time of shield duration)
1239 - EL_SHIELD_DEADLY (time of shield duration)
1240 - EL_EXTRA_TIME (time added to level time)
1241 - EL_TIME_ORB_FULL (time added to level time)
1244 * added "wind direction" as a movement pattern for custom elements
1245 * added initial wind direction for balloon / custom elements to editor
1246 * added functionality for EL_BALLOON_SWITCH_NONE to R'n'D game engine
1249 * added parameters for "game of life" and "biomaze" elements to editor
1252 * added level file chunk "CONF" for generic level and element settings
1255 * uploaded pre-release (test) version 3.2.0-4 binary and source code
1258 * skip empty level sets (with "levels: 0"; may be artwork base sets)
1259 * added sound action ".page[1]" to ".page[32]" for each CE change page
1262 * added image config suffix ".clone_from" to copy whole image settings
1263 * fixed bug with invalid ("undefined") CE settings in old level files
1266 * fixed graphical bug with smashing elements falling faster than player
1269 * fixed major bug which prevented private levels from being edited
1270 * fixed bug with precedence of general and special font definitions
1273 * fixed graphical bug with player animation when player moves slowly
1276 * uploaded pre-release (test) version 3.2.0-3 binary and source code
1279 * fixed bug which prevented "global.num_toons: 0" from working
1282 * major code cleanup (removed all these annoying "#if 0" blocks)
1285 * added custom element actions for CE change page in level editor
1288 * fixed music initialization bug in init.c (thanks to David Binderman)
1289 * fixed mouse wheel "button" bug in editor (thanks to Tomi Belan)
1290 (this bug must probably be fixed at other places, too)
1293 * fixed buggy '#include "SDL.h"' statements in src/libgame/sdl.h
1294 (should be '#include <SDL.h>' instead)
1297 * fixed bug which prevented "walkable from no direction" from working
1298 (due to compatibility code overwriting this setting after loading)
1301 * fixed bug on Mac OS X (use of reserved name "Random") in EM engine
1304 * version number temporarily set to 3.1.1 (intermediate bugfix release)
1305 * version 3.1.1 released
1308 * changed some va_arg() arguments from 'long' to 'int', fixing problems
1309 on 64-bit architecture systems with LP64 data model
1312 * fixed bug with bombs not exploding when hitting the last level line
1313 (introduced after the release of 3.1.0)
1316 * added support for dumping small-sized level sketches from editor
1319 * added recognition of "trigger element" for "change digged element to"
1320 (this is not really what the "trigger element" was made for, but its
1321 use may seem obvious for leaving back digged elements unchanged)
1324 * fixed multiple warnings about failed joystick device initialization
1327 * fixed bug with dynamite dropped on top of just dropped custom element
1328 (collect dynamite, collect CE, drop CE => dynamite was also dropped);
1329 dynamite can still be dropped, but drop key must be released before
1332 * fixed bug with wrong start directory when started from file browser
1333 (due to this bug, R'n'D could not be started from KDE's Konqueror)
1336 * fixed bug causing "change when impact" on player not working
1337 * fixed wrong priority of "hitting something" over "hitting <element>"
1338 * fixed wrong priority of "hit by something" over "hit by <element>"
1341 * fixed graphical bug which caused the player (being Murphy) to show
1342 collecting animations although the element was collected by penguin
1345 * fixed two bugs causing wrong door background graphics in system.c
1346 (in functions "SetBackgroundBitmap()" and "DrawingOnBackground()")
1349 * fixed graphic bug with exploding bomb and R'n'D graphics in EM engine
1350 * added "no direction" to "walkable/passable from" selectbox options
1353 * enhanced tape autoplay to accept "autoplay <set> [<nr> ...]" format
1354 * in tape autoplay, not only report broken, but also missing tapes
1357 * uploaded pre-release (test) version 3.2.0-2 binary and source code
1360 * fixed small bug with "linear" animation not working for active lamp
1363 * fixed bug with moving up despite gravity due to "block last field"
1364 * fixed small bug with wrong draw offset when typing name in main menu
1365 * when reading user names from "passwd", ignore data after first comma
1366 * when creating new "levelinfo.conf", only write some selected entries
1369 * fixed displaying "imported from/by" on preview with empty string
1370 * fixed ignoring draw offset for fonts used for level preview texts
1373 * fixed a delay problem with SDL and too many mouse motion events
1374 * added setup option "skip levels" and level skipping functionality
1377 * added move speed "not moving" for non-moving CEs, but with direction
1380 * fixed mapping of obsolete element token names in "editorsetup.conf"
1381 * fixed bug with sound "acid.splashing" treated as a loop sound
1382 * fixed some little sound bugs in native EM engine
1385 * fixed small bug when dragging scrollbars to end positions
1388 * added editor element descriptions written by Aaron Davidson
1391 * improved fallback handling when configured artwork is not available
1392 (now using default artwork instead of exiting when files not found)
1395 * fixed bug on level selection screen when dragging scrollbar
1398 * fixed bug which caused broken tapes when appending to EM engine tapes
1401 * uploaded pre-release (test) version 3.2.0-1 binary and source code
1404 * added code to replace changed artwork config tokens with other tokens
1405 (needed for backwards compatibility, so that older tokens still work)
1408 * added native R'n'D graphics for some new EMC elements in EM engine
1411 * fixed some bugs in the EM engine integration code
1412 * changed EM engine code to allow diagonal movement
1413 * changed EM engine code to allow use of separate snap and drop keys
1416 * fixed some redraw bugs when using EM engine
1419 * fixed bug with not converting RND levels which are set to use native
1420 engine to native level structure when loading
1423 * uploaded pre-release (test) version 3.2.0-0 binary and source code
1426 * version number set to 3.2.0
1429 * level data now reset to defaults after attempt to load invalid file
1432 * added use of "editorsetup.conf" for different level sets
1435 * added auto-detection for various types of Emerald Mine level files
1438 * fixed bug with scrollbars getting too small when list is very large
1441 * fixed bug with 3+3 (cross) sized explosion not making explosion sound
1444 * added most level editor configuration gadgets for new EMC elements
1447 * added more element and graphic definitions for new EMC elements
1450 * modified native EM engine to use integrated R'n'D sound system
1453 * added SDL support to graphics functions in native EM engine
1454 (by always using generic libgame interface functions)
1457 * fixed bug in frame synchronization in native EM engine
1460 * added code to convert levels between R'n'D and native EM engine
1463 * new Emerald Mine engine can now play levels selected in main menu
1466 * fixed big memory leak in function "CreateBitmapWithSmallBitmaps()"
1467 (which creates scaled down graphics for level editor and preview);
1468 there's still a memory leak somewhere in the artwork handling code
1469 * added "scale image up" functionality to X11 version of zoom function
1472 * first attempts to integrate new, native Emerald Mine Club engine
1475 * fixed bug in gadget code which caused reset of CEs in level editor
1476 (example: pressing 'b' [grab brush] on CE config page erased values)
1477 (solution: check if gadgets in ClickOnGadget() are really mapped)
1478 * improved level change detection in editor (settings now also checked)
1479 * fixed bug with "can move into acid" and "don't collide with" state
1482 * fixed maze runner style CEs to use the configured move delay value
1485 * added Aaron Davidson's tutorial level set to the "Tutorials" section
1488 * fixed engine change that broke 3.0.8 levels like "Walpurgis Gardens"
1489 * fixed the above fix because it broke level set "machine" (*sigh*)
1490 * fixed random element placement in level editor to work as expected
1491 * fixed undefined graphic of runtime element "EL_AMOEBA_TO_DIAMOND"
1494 * re-recorded tape for BD2K3, level 010 (broken due to bugfix)
1497 * fixed bug (missing array boundary check) which caused broken tapes
1498 * fixed bug (when loading level template) which caused broken levels
1499 * fixed bug with new block last field code when using non-yellow player
1502 * fixed bug when pressing "stop, pause, stop, play" on tape recorder
1503 * internal change of how the player blocks the last field when moving
1504 * fixed blocking delay of last field for EM and SP style block delay
1505 * fixed bug where the player had to wait for the usual move delay after
1506 unsuccessfully trying to move, when he directly could move after that
1507 * the last two changes should make original Supaplex level 93 solvable
1508 * improved use of random number generator to make it less predictable
1509 * fixed behaviour of slippery SP elements to let slip left, then right
1512 * fixed bug with wrong door state after trying to quickload empty tape
1513 * fixed waste of static memory usage of the binary, making it smaller
1514 * fixed very little graphical bug in Supaplex explosion
1517 * version number set to 3.1.1
1520 * version 3.1.0 released
1523 * fixed bug with crash when writing user levelinfo.conf the first time
1526 * added option "convert LEVELDIR [NR]" to command line batch commands
1527 * re-converted Supaplex levels to apply latest engine fixes
1528 * changed "use graphic/sound of element" to "use graphic of element"
1529 due to compatibility problems with some levels ("bug machine" etc.)
1532 * fixed bug with CE change replacing player with same or other player
1535 * fixed bug with opaque font in envelope with background graphic when
1536 background graphic is not transparent itself
1539 * added "gravity on" and "gravity off" ports for Supaplex compatibility
1540 * corrected original Supaplex level loading code to use these new ports
1541 * also corrected Supaplex loader to auto-count infotrons if set to zero
1544 * fixed bug with missing initialization of "modified" flag for GEs
1547 * fixed bug that caused endless recursion loop when relocating player
1548 * fixed tape recorder bug in "step mode" when using "pause before end"
1549 * fixed tape recorder bug when changing from "warp forward" mode
1552 * fixed bug with "when touching" for pushed elements at last position
1555 * fixed bug that caused two activated toolbox buttons in level editor
1556 * fixed bug with exploding dynabomb under player due to other explosion
1559 * fixed bug with creating walkable custom element under player (again)
1560 * fixed bug with not copying explosion type when copying CEs in editor
1561 * fixed graphical bug when drawing player in setup menu (input devices)
1562 * fixed graphical bug when the player is pushing an accessible element
1563 * fixed bug with classic switchable elements triggering CE changes
1564 * fixed bug with entering/leaving walkable element in RelocatePlayer()
1565 * fixed crash bug when CE leaves behind the trigger player element
1568 * fixed bug with broken tubes after placing/exploding dynamite in them
1569 * fixed bug with exploding dynamite under player due to other explosion
1570 * fixed bug with not resetting push delay under certain circumstances
1573 * added option "handicap" for "levelinfo.conf" (thanks to Niko Böhm)
1574 * added network multiplayer code for Windows (thanks to Niko Böhm)
1577 * added option "reachable despite gravity" for gravity movement
1578 * changed gravity movement of most classic walkable and passable
1579 elements back to "not reachable" (for compatibility reasons)
1582 * fixed (removed) "indestructible" / "can explode" dependency in editor
1583 * fixed (removed) "accessible inside" / "protected" dependency
1584 * fixed (removed) "step mode" / "shield time" dependency
1587 * fixed dynabombs exploding now into anything diggable
1588 * fixed Supaplex style gravity movement into buggy base now impossible
1589 * added pressing key "space" as valid action to select menu options
1592 * added "replace when walkable" to relocate player to walkable element
1593 * added "enter"/"leave" event for elements affected by relocation
1594 * fixed "direct"/"indirect" change order also for "when change" event
1595 * fixed graphical bug when pushing things from elements walkable inside
1598 * fixed graphic bug when player is snapping while moving in old levels
1599 * fixed bug when a moving custom element leaves a player element behind
1600 * fixed bug with mole not disappearing when moving into acid pool
1601 * fixed bug with incomplete path setting when using "--basepath" option
1602 * moving CE can now leave walkable elements behind under the player
1603 * when relocating, player can be set on walkable element now
1604 * fixed another gravity movement bug
1607 * uploaded pre-release (test) version 3.1.0-2 binary and source code
1610 * added "collectible" and "removable" to extended replacement types
1611 (where "removable" replaces "diggable" and "collectible" elements)
1612 * added "collectible & throwable" (to throw element to the next field)
1613 * fixed bug with CEs digging elements that are just about to explode
1614 * changed mouse cursor now always being visible when game is paused
1617 * added possibility to push/press accessible elements from a side that
1619 * fixed bug with not setting actual date when appending to tape
1622 * fixed bug with incorrectly initialized custom element editor graphics
1625 * corrected set "Contributions_1995-2000/rnd_kjell_kristiansson":
1626 - number of levels corrected from 18 to 17 in "levelinfo.conf"
1629 * fixed bug with destroyed robot wheel still attracting robots forever
1630 * fixed bug with time gate switch deactivating after robot wheel time
1631 (while the time gate itself is not affected by this misbehaviour)
1632 * changed behaviour of BD style amoeba to always get blocked by player
1633 (before it was different when there were non-BD elements in level)
1634 * fixed bug with player destroying indestructable elements with shield
1637 * added option to make growing elements grow into anything diggable
1638 (for the various amoeba types, biomaze and "game of life")
1641 * fixed bug with movable elements not moving after left behind by CEs
1642 * changed gravity movement to anything diggable, not only sand/base
1643 * optionally allowing passing to walkable element, not only empty space
1644 * added option "can pass to walkable element" for players
1645 * finally fixed gravity movement (hopefully)
1648 * fixed bug with movable elements not moving anymore after falling down
1651 * fixed another bug with custom elements digging and leaving elements
1652 * fixed bug with "along left/right side" and automatic start direction
1653 * trigger elements now also displayed when "more custom" deactivated
1654 * fixed bug with clipboard element initialized when loading new level
1655 * added option "drop delay" to set delay before dropping next element
1658 * uploaded pre-release (test) version 3.1.0-1 binary and source code
1661 * added copy and paste functions for custom change pages
1662 * enhanced graphical display and functionality of tape recorder
1663 * fixed bug with custom elements digging and leaving elements
1666 * added move speed faster than "very fast" for custom elements
1667 * fixed bug with 3+3 style explosions and missing border content
1668 * fixed little bug when copying custom elements in the editor
1669 * enhanced custom element changes by more side trigger actions
1672 * added option "no scrolling when relocating" for instant teleporting
1673 * uploaded pre-release (test) version 3.1.0-0 binary and source code
1676 * added trigger element and trigger player to use as target elements
1677 * added copy and paste functions for custom and group elements
1680 * fixed graphical bug when displaying explosion animations
1681 * fixed bug when appending to tapes, resulting in broken tapes
1682 * re-recorded a few tapes broken by fixing gravity checking bug
1685 * "can move into acid" property now for all elements independently
1686 * "can fall into acid" property for player stored in same bitfield now
1687 * added option for deadliness of Supaplex 'sniksnak' and 'electron'
1688 * version number set to 3.1.0 (finally!)
1691 * changed tape recording to only record input, not programmed actions
1694 * fixed totally broken (every 8th frame skipped) step-by-step recording
1695 * fixed bug with requester not displayed when quick-loading interrupted
1696 * added option "can fall into acid (with gravity)" for players
1697 * fixed bug with player not falling when snapping down with gravity
1700 * fixed bug which messed up key config when using keypad number keys
1703 * fixed bug which allowed moving upwards even when gravity was active
1704 * fixed bug with missing error handling when dumping levels or tapes
1707 * added different colored editor graphics for Supaplex gravity tubes
1710 * fixed bug that allowed solvable tapes for unsolvable levels
1713 * use unlimited number of droppable elements when "count" set to zero
1714 * added option to use step limit instead of time limit for level
1717 * added player and change page as trigger for custom element change
1720 * fixed bug with exploding amoeba (explosion 3x3 instead of 1x1)
1723 * fixed bug with dark yamyam changing to acid when moving over acid
1724 * fixed handling of levels with more than 999 seconds level time
1725 (example: level 76 of "Denmine")
1728 * "spring push bug" reintroduced as configurable element property
1729 * fixed bug with missing properties for "mole"
1730 * fixed bug that showed up when fixing the above "mole" properties bug
1731 * added option "can move into acid" for all movable elements
1732 * fixed graphical bug for elements moving into acid
1733 * changed event handling to handle all pending events before going on
1736 * fixed bug which caused all CE change pages to be ignored which had
1737 the same change event, but used a different element side
1738 (reported by Simon Forsberg)
1740 * fixed bug which caused elements that can move and fall and that are
1741 transported by a conveyor belt to continue moving into that direction
1742 after leaving the conveyor belt, regardless of their own movement
1743 type; only elements which can not move are transported now
1744 (reported by Simon Forsberg)
1746 * fixed bug which could cause an array overflow in RelocatePlayer()
1747 (reported by Niko Böhm)
1749 * changed Emerald Mine style "passable / over" elements to "protected"
1750 (fixing unsolvable level 10 of "Bondmine 9" with bug beside gate)
1752 * added new option to select from which side a "walkable/passable"
1753 element can be entered
1756 * added explosion and ignition delay for elements that can explode
1759 * fixed bug which caused player not being protected against enemies
1760 when a CE was "walkable / inside" and was not "indestructible"
1761 * added "walkable/passable" fields to be "protected/unprotected"
1762 against enemies, even if not accessible "inside" but "over/under"
1765 * corrected move pattern to 32 bit and initial move direction to 8 bit
1768 * added second custom element base configuration page
1771 * added some special EMC mappings to Emerald Mine level loader
1772 (also covering previously unknown element in level 0 of "Bondmine 8")
1775 * added option to block last field when player is moving (for Supaplex)
1776 * adjusted push delay of Supaplex elements
1777 * removed delays for envelopes etc. when replaying with maximum speed
1778 * fixed bug when dropping element on a field that just changed to empty
1781 * fixed bug: infotrons can now smash yellow disks
1782 * fixed bug: when gravity active, port above player can now be entered
1783 * removed "one white dot" mouse pointer which irritated some people
1786 * added "choice type" for group element selection
1789 * fixed bug with initial invulnerability of non-yellow player
1792 * added level loader for loading native Supaplex packed levels
1793 (including multi-part levels like the "splvls99" levels)
1796 * fixed bug which allowed creating emeralds by escaping explosions
1799 * custom elements can change (limited) or leave (unlimited) elements
1800 * finally added multiple matches using group elements
1801 * added shortcut to dump brush (type ":DB" in editor) for use in forum
1804 * added new start movement type "previous" for continued CE movement
1805 * added new start movement type "random" for random CE movement start
1808 * added new element "sokoban_field_player" needed for Sokoban levels
1809 (thanks to Ed Booker for pointing this out!)
1812 * added elements that can be digged or left behind by custom elements
1815 * added group elements for multiple matches and random element creation
1818 * fixed some graphical errors displayed in old levels
1821 * fixed wrong double speed movement after passing closing gates
1824 * added level loader for loading native Emerald Mine levels
1827 * changes for "shooting" style CE movement
1830 * Happy New Year! ;-)
1833 * changed default snap/drop keys from left/right Shift to Control keys
1836 * fixed bug with dead player getting reanimated from custom element
1839 * fixed bug with wrong penguin graphics (when entering exit)
1842 * fixed bug with wrong "Murphy" graphics (when digging etc.)
1845 * version number set to 3.0.9
1848 * version 3.0.8 released
1851 * added function checked_free()
1854 * fixed bug with double nut cracking sound
1855 (by eliminating "default element action sound" assignment in init.c)
1858 * fixed crash when no music info files are available
1861 * fixed boring and sleeping sounds
1864 * added "maze runner" and "maze hunter" movement types
1865 * added extended collision conditions for custom elements
1868 * added warnings for undefined token values in artwork config files
1871 * added menu entry for level set information to the info screen
1874 * fixed bug with wrong default impact sound for colored emeralds
1877 * added several sub-screens for the info screen
1878 * menu text now also clickable (not only blue/red sphere left of it)
1881 * added configurable "bored" and "sleeping" animations for the player
1882 * added "awakening" sound for player when waking up after sleeping
1885 * added "copy" and "exchange" functions for custom elements to editor
1888 * added configurable element animations for info screen
1891 * added configurable music credits for info screen
1894 * finally fixed tape recording when player is created from CE change
1897 * added "editorsetup.conf" for editor element list configuration
1900 * added "musicinfo.conf" for menu and level music configuration
1903 * fixed a very nasty bug in dragon turning code in TurnRoundExt()
1904 (that only showed up on Linux, but not on Windows systems)
1907 * fixed turning movement of butterflies and fireflies (no frame reset)
1908 * enhanced sniksnak turning movement (two steps instead of only one)
1911 * version number set to 3.0.8
1914 * version 3.0.7 released
1917 * fixed reset of player animation frame when, for example,
1918 walking, digging or collecting share the same animation
1919 * fixed CE with "deadly when touching" exploding when touching amoeba
1922 * fixed tape recording when player is created from CE element change
1925 * introduced "turning..." action graphic for elements with move delay
1926 (non-CE: bug, spaceship, sniksnak, mole, pacman, yamyam)
1927 * added turning animations for bug, spaceship and sniksnak
1930 * prevent "extended" changed elements from delay change in same frame
1933 * fixed bug when pushing element that can move away to the side
1934 (like pushing falling elements, but now with moving elements)
1937 * finally fixed serious bug in code for delayed element pushing (again)
1940 * unavailable setup options now marked as "n/a" instead of "off"
1941 * new boolean directive "latest_engine" for "levelinfo.conf": when set
1942 to "true", levels are always played with the latest game engine,
1943 which is desired for levels that are imported from other games; all
1944 other levels are played with the engine version stored in level file
1945 (which is normally the engine version the level was created with)
1948 * fixed serious bug in code for delayed element pushing
1949 * fixed little bug in animation frame selection for pushed elements
1950 * speed-up of reading config file for verbose output
1953 * added configuration option for opening and closing Supaplex exit
1954 * added configuration option for moving up/down animation for Murphy
1955 * fixed incorrectly displayed animation for attacking dragon
1956 * fixed bug with not setting initial gravity for each new game
1957 * fixed bug with teleportation of player by custom element change
1958 * fixed bug with player not getting smashed by rock sometimes
1961 * version number set to 3.0.7
1964 * version 3.0.6 released
1967 * added support for MP3 music for SDL version through SMPEG library
1970 * fixed bug when initializing font graphic structure
1971 * fixed bug with animation mode "pingpong" when using only 1 frame
1972 * fixed bug with extended change target introduced in 3.0.5
1973 * fixed bug where passing over moving element doubles player speed
1974 * fixed bug with elements continuing to move into push direction
1975 * fixed bug with duplicated player when dropping bomb with shield on
1976 * added "switching" event for custom elements ("pressing" only once)
1977 * fixed switching bug (resetting flag when not switching but not idle)
1980 * fixed element tokens for certain file elements with ".active" etc.
1983 * version number set to 3.0.6
1986 * version 3.0.5 released
1989 * now four envelope elements available
1990 * font, background, animation and sound for envelope now configurable
1991 * main menu doors opening/closing animation type now configurable
1994 * active/inactive sides configurable for custom element changes
1995 * new movement type "move when pushed" available for custom elements
1998 * fixed bug in multiple config pages loader code that caused crashes
2001 * enhanced (remaining low-resolution) Supaplex graphics
2004 * version number set to 3.0.5
2007 * version 3.0.4 released
2009 2003-09-12 src/tools.c
2010 * fixed bug in custom definition of crumbled element graphics
2012 2003-09-11 src/files.c
2013 * fixed bug in multiple config pages code that caused crashes
2016 * version number set to 3.0.4
2019 * version 3.0.3 released
2022 * added music to Supaplex classic level set
2024 2003-09-07 src/libgame/misc.c
2025 * added support for loading various music formats through SDL_mixer
2027 2003-09-06 (various source files)
2028 * fixed several nasty bugs that may have caused crashes on some systems
2029 * added envelope content which gets displayed when collecting envelope
2030 * added multiple change event pages for custom elements
2032 2003-08-24 src/game.c
2033 * fixed problem with player animation when snapping and moving
2035 2003-08-23 src/screens.c, src/cartoons.c, src/libgame/toons.c
2036 * fixed problem with flickering when drawing toon animations
2038 2003-08-23 src/libgame/sdl.c
2039 * fixed problem with setting mouse cursor in SDL version in fullscreen
2041 2003-08-23 src/game.c
2042 * fixed bug (missing array boundary check) which could crash the game
2045 * version number set to 3.0.3
2048 * version 3.0.2 released
2050 2003-08-21 src/game.c
2051 * fixed bug with creating inaccessible elements at player position
2053 2003-08-20 src/init.c
2054 * fixed bug with not finding current level artwork directory
2056 2003-08-20 src/files.c
2057 * fixed bug with choosing wrong engine version when playing tapes
2058 * fixed bug with messing up custom element properties in 3.0.0 levels
2061 * version number set to 3.0.2
2064 * version 3.0.1 released
2066 2003-08-17 (no source files affected)
2067 * changed all "classic" PCX image files with 16 colors or less to
2068 256 color (8 bit) storage format, because the Allegro game library
2069 cannot handle PCX files with less than 256 colors (contributed
2070 graphics are not affected and might look wrong in the DOS version)
2072 2003-08-16 src/init.c
2073 * fixed bug which (for example) crashed the level editor when defining
2074 "dynamite.EDITOR: [NONE]", because graphics may not be undefined
2075 (only set to default) -- invalid graphics now set to default graphic
2077 2003-08-16 src/init.c
2078 * fixed graphical bug of player digging/collecting/snapping element
2079 when no corresponding graphic/animation is defined for this action,
2080 resulting in player being drawn as EL_EMPTY (which should only be
2081 done to elements being collected, but not to the player)
2083 2003-08-16 src/game.c
2084 * fixed small graphical bug of player not totally moving into exit
2086 2003-08-16 src/libgame/setup.c
2087 * fixed bug with wrong MS-DOS 8.3 filename conversion
2089 2003-08-16 src/tools.c
2090 * fixed bug with invisible mouse cursor when pressing ESC while playing
2092 2003-08-16 (various source files)
2093 * added another 128 custom elements (disabled in editor by default)
2095 2003-08-16 src/editor.c
2096 * fixed NULL string bug causing Solaris to crash in sprintf()
2098 2003-08-16 src/screen.c
2099 * fixed drawing over scrollbar on level selection with custom fonts
2101 2003-08-15 src/game.c
2102 * cleanup of simple sounds / loop sounds / music settings
2104 2003-08-08 (various source files)
2105 * added custom element property for dropping collected elements
2107 2003-08-08 src/conf_gfx.c
2108 * fixed bug with missing graphic for active red disk bomb
2110 2003-08-07 src/files.c, src/editor.c src/game.c, src/main.h
2111 * extended variable "level.gravity" to "level.initial_gravity" and
2112 "game.current_gravity" to prevent level setting from being changed
2113 by playing the level (keeping the runtime value after playing)
2115 * fixed graphics bug when digging element that has 'crumbled' graphic
2116 definition, but not 'diggable' graphic definition
2119 * version number set to 3.0.1
2122 * version 3.0.0 released
2125 * various bug fixes; among others:
2126 - fixed bug with pushing spring over empty space
2127 - fixed bug with leaving tube while placing dynamite
2128 - fixed bug with explosion of smashed penguins
2129 - allow Murphy player graphic in levels with non-Supaplex elements
2133 * I have forgotten to document changes for some time
2136 * pre-release version 2.2.0rc1 released
2139 * version number set to 2.1.2
2142 * version 2.1.1 released
2145 * version number set to 2.1.1
2148 * version 2.1.0 released
2151 * version number set to 2.1.0
2153 2002-04-03 to 2002-05-19 (various source files)
2154 * graphics, sounds and music now fully configurable
2155 * bug fixed that prevented walking through tubes when gravity on
2157 2002-04-02 src/events.c, src/editor.c
2158 * Make Escape key less aggressive when playing or when editing level.
2159 This can be configured as an option in the setup menu. (Default is
2160 "less aggressive" which means "ask user if something can be lost"
2161 when pressing the Escape key.)
2163 2002-04-02 src/screen.c
2164 * Added "graphics setup" screen.
2166 2002-04-01 src/screen.c
2167 * Changed "choose level" setup screen stuff to be more generic (to
2168 make it easier to add more "choose from generic tree" setup screens).
2170 2002-04-01 src/config.c, src/timestamp.h
2171 * Added source files "src/config.[ch]" and "src/timestamp.h" (which
2172 automatically gets created by "src/Makefile" and contains an actual
2173 compile-time timestamp to identify development versions of the game).
2175 2002-03-31 src/tape.c, src/events.c
2176 * Added quick game/tape save/load functions to tape stuff which can be
2177 invoked by a keyboard shortcut. Default: "F1" saves game/tape, "F2"
2178 loads previously recorded tape and directly goes into recording mode
2179 from the end of the tape (therefore appending to the tape).
2181 2002-03-31 src/tape.c
2182 * Added "index mark" function to tape recorder. When playing or
2183 recording, "eject" button changes to "index" button. Setting index
2184 mark is not yet implemented, but pressing index button when playing
2185 allows very quick advancing to end of tape (when normal playing),
2186 very fast forward mode (when playing with normal fast forward) or
2187 very fast reaching of "pause before end of tape" (when playing with
2188 "pause before end" playing mode).
2190 2002-03-30 src/cartoons.c
2191 * Moved some stuff from cartoons.c to the new "src/libgame/toons.c".
2193 2002-03-29 src/screen.c
2194 * Changed setup screen stuff to be more generic (to make it easier
2195 to add more setup screens).
2197 2002-03-23 src/main.c, src/main.h
2198 * Various changes due to the introduction of the new libgame files
2199 "setup.c" and "joystick.c".
2201 2002-03-23 src/files.c
2202 * Generic parts of "src/files.c" (mainly setup and level directory
2203 stuff) moved to new libgame file "src/libgame/setup.c".
2205 2002-03-23 src/joystick.c
2206 * File "src/joystick.c" moved to libgame source tree, with
2207 correspondig changes.
2209 2002-03-22 src/screens.c
2210 * "HandleChooseLevel()": Another bug in level series navigation fixed.
2211 (Wrong level series information displayed when entering main group.)
2213 2002-03-22 src/editor.c
2214 * Slight change to support new gadget event "GD_EVENT_INFO_LEAVING".
2216 2002-03-22 src/editor.c
2217 * Changed behaviour of "Escape" key in level editor to be more
2218 intuitive: When in "Element Properties" or "Level Info" mode,
2219 return to "Drawing Mode" instead of leaving the level editor.
2221 2002-03-21 src/game.c, src/editor.c, src/files.c
2222 * 2.0.1 introduced the corrected "Emerald Mine" style behaviour of
2223 gems (emeralds, diamonds, ...) slipping down from normal wall,
2224 steel wall and growing wall (as in E.M.C. style levels). Although
2225 the behaviour of contributed and private levels wasn't changed (due
2226 to the use of "level.game_version"; see previous entry), editing
2227 those levels will (of course) change the behaviour accordingly.
2229 This change seems a bit too hard after thinking about it, because
2230 the EM style behaviour is not the "expected" behaviour (gems would
2231 normally only slip down from "rounded" walls). Therefore this was
2232 now changed to an element property for gem style elements, with the
2233 default setting "off" (which means: no special EM style behaviour).
2234 To fix older converted levels, this flag is set to "on" for pre-2.0
2235 levels that are neither contributed nor private levels.
2237 2002-03-20 src/files.h
2238 * Corrected settings for "level.game_version" depending of level type.
2239 (Contributed and private levels always get played with game engine
2240 version they were created with, while converted levels always get
2241 played with the most recent version of the game engine, to let new
2242 corrections of the emulation behaviour take effect.)
2244 2002-03-20 src/main.h
2245 * Added "#include <time.h>". This seems to be needed by "tape.c" for
2246 compiling the SDL version on some systems.
2247 Thanks to the several people who pointed this out.
2250 * Version number set to 2.0.2.
2253 * Version 2.0.1 released.
2255 2002-03-18 src/screens.c
2256 * "HandleChooseLevel()": Small bug in level series navigation fixed.
2258 2002-03-18 src/files.c [src/libgame/misc.c]
2259 * Moved some common functions from src/files.c to src/libgame/misc.c.
2261 2002-03-18 src/files.c [src/libgame/misc.c]
2262 * Changed permissions for new directories and saved files (especially
2263 score files) according to suggestions of Debian users and mantainers.
2264 Thanks to Drew Parsons <dparsons@emerall.com> for the patch.
2266 2002-03-17 src/files.c
2267 * Changed "{Load|Save}{Level|Tape}()" to IFF style file format:
2268 Replaced "cookie" header string ("ROCKSNDIAMONDS_...\n") with
2269 real IFF style header "RND1....XXXX" (where "XXXX" is "CAVE"
2270 for levels and "TAPE" for tapes). Old "cookie" style format is
2271 still supported for reading. New level and tape files are written
2274 * New IFF chunk "VERS" contains version numbers for file and game
2275 (where "game version" is the version of the program that wrote the
2276 file, and "file version" is a version number to distinguish files
2277 with different format, for example after adding new features).
2279 2002-03-15 src/screen.c
2280 * "DrawHallOfFame()": "FadeSounds()" when entering the hall of fame.
2281 (Before, you heard a mixture of the in-game music and the
2282 hall-of-fame music.)
2284 2002-03-14 src/events.c
2285 * Function "DumpTape()" (files.c) now available by pressing 't' from
2286 main menu (when in DEBUG mode).
2288 2002-03-14 src/game.c
2289 * "GameWon()": When game was won playing a tape, now there is no delay
2290 raising the score and no corresponding sound is played.
2292 2002-03-14 src/files.c
2293 * Changed "LoadTape()" for real chunk support and also adjusted
2294 "SaveTape()" accordingly.
2296 2002-03-14 src/game.c, src/tape.c, src/files.c
2297 * Important changes to tape format: The old tape format stored all
2298 actions with a real effect with a corresponding delay between the
2299 stored actions. This had some major disadvantages (for example,
2300 push delays had to be ignored, pressing a button for some seconds
2301 mutated to several single button presses because of the non-action
2302 delays between two action frames etc.). The new tape format just
2303 stupidly records all device actions and replays them later. I really
2304 don't know why I haven't solved it that way before?! Old-style tapes
2305 (with tape file version less than 2.0) get converted to the new
2306 format on-the-fly when loading and can therefore still be played;
2307 only some minor parts of the old-style tape handling code was needed.
2308 (A perfect conversion is not possible, because there is information
2309 missing about the device actions between two action frames.)
2311 2002-03-14 src/files.c
2312 * New function "DumpTape()" to dump the contents of the current tape
2313 in a human readable format.
2315 2002-03-14 src/game.c
2316 * Small tape bug fixed: When automatically advancing to next level
2317 after a game was won, the tape from the previous level still was
2318 loaded as a tape for the new level.
2320 2002-03-14 src/tape.c
2321 * Small graphical bug fixed: When pressing ""Record" or "Play" on
2322 tape, cartoons did not get completely removed because
2323 StopAnimation() was not called.
2325 2002-03-13 src/files.c
2326 * Changed "LoadLevel()" and "SaveLevel()" to add new chunk "CNT2".
2327 Fixed bug of "CONT" and "BODY" (chunk size was set to 8-bit element
2328 size even when using 16-bit elements). Added new chunk "CNT2" for
2329 16-bit amoeba content (previously written in 8-bit field in "HEAD"
2330 chunk even when content was 16-bit element). "CNT2" should now be
2331 able to store content for arbitrary elements (up to eight blocks of
2332 3 x 3 element arrays). All "CNT2" elements will always be stored as
2333 16-bit elements. "CONT" (with 8/16-bit elements) now obsolete.
2335 2002-03-13 src/files.c
2336 * Changed "LoadLevel()" for real chunk support.
2338 2002-03-12 src/game.c
2339 * Fixed problem (introduced after 2.0.0 release) with penguins
2340 not getting killed by enemies
2342 2002-02-24 src/game.c, src/main.h
2343 * Added "player->is_moving"; now "player->last_move_dir" does
2344 not contain any information if the player is just moving at
2346 Before, "player->last_move_dir" was misused for this purpose
2347 for the robot stuff (robots don't kill players when they are
2348 moving). But setting "player->last_move_dir" to MV_NO_MOVING
2349 broke tapes when walking through pipes!
2350 ("IS_MOVING()" uses "MovPos[][]", but this fails when it is 0
2351 in a continuous movement. This fact is ignored for friends and