2 * added (hidden) function to save native Supaplex levels with tape as
3 native *.sp file containing level with demo (saved with a file name
4 similar to native R'n'D levels, but with ".sp" extension instead of
5 ".level"); to use this functionality, enter ":save-native-level" or
6 ":snl" from the main menu with the native Supaplex level loaded and
7 the appropriate tape loaded to the tape recorder
10 * added updating of game values on the panel to Supaplex game engine
13 * finished integrating R'n'D graphics engine into Supaplex game engine
14 (although some animations do not support full customizability yet)
17 * done integrating R'n'D graphics engine into file "Infotron.c"
18 * done integrating R'n'D graphics engine into file "OrangeDisk.c"
21 * integrated engine snapshot functionality into Supaplex game engine
24 * fixed bug in native Supaplex engine that broke several demo solutions
25 * fixed bug with re-initializing already existing elements in function
26 RelocatePlayer() in src/game.c (causing problems with Sokoban fields
27 counted a second time, making the currently playing level unsolvable)
28 * done integrating R'n'D graphics engine into file "SnikSnaks.c"
29 * done integrating R'n'D graphics engine into file "Electrons.c"
30 * done integrating R'n'D graphics engine into file "Zonk.c"
33 * done integrating R'n'D graphics engine into file "Murphy.c"
34 * done integrating R'n'D graphics engine into file "BugsTerminals.c"
37 * started integrating R'n'D graphics engine into Supaplex game engine
40 * added small kludge that allows transparent pushing animation over
41 non-black background (by using "game.use_masked_pushing: true")
42 * added editor flag to Sokoban field/object elements to automatically
43 finish solved Sokoban style levels (even if they contain non-Sokoban
44 elements, which prevents auto-enabling this feature for such levels)
47 * added new element "from_level_template" which is replaced by element
48 from level template at same playfield position when loaded (currently
49 not accessible from level editor, but only used for special Sokoban
50 level conversion when using "special_flags: load_xsb_to_ces")
51 * added special behaviour for "special_flags: load_xsb_to_ces": global
52 settings of individual level files are overwritten by template level
53 (except playfield size, level name, level author and template flag)
56 * added handling of gravity ports when converting Supaplex style R'n'D
57 levels to native Supaplex levels for playing with Supaplex engine
60 * fixed bug in Supaplex engine regarding initial screen scroll position
63 * fixed EMC style pushing animations in the R'n'D graphics engine (when
64 using ".2nd_movement_tile" for animations having start and end tile)
65 * for this to work (look) properly for two-tile pushing animations with
66 non-black (i.e. opaque) background, the pushing graphics drawing order
67 was changed to first draw the pushed element, then the player (maybe
68 this should be controlled by an ".anim_mode" flag yet to be added)
69 * two-tile animations for moving or pushing should have 7 frames for
70 normal speed, 15 frames for half speed etc. to display correct frames
71 * two-tile animations are also displayed correctly with different speed
72 settings for the player (for pushing animations) or moving elements
75 * added searching for template level (file "template.level") not only
76 inside the level set directory, but also in above level directories;
77 this makes is possible to use the same single template level file
78 (placed in a level group directory) for many level sub-directories
81 * fixed bug with steel exit being destructible during opening phase
82 * added token "special_flags" to "levelinfo.conf" (currently with the
83 only recognized value "load_xsb_to_ces", doing the same as the flag
84 "-Dload_xsb_to_ces" on the command line, but as a permanent flag for
85 converting all elements in native (XSB) Sokoban level files to CEs)
88 * fixed some problems with Supaplex engine when compiling for Windows
91 * added special mode to convert elements of Sokoban XSB levels to CEs
92 by adding "-Dload_xsb_to_ces" to the command line starting the game
93 (also adding a dependency to a template level file "template.level")
96 * added reading native Sokoban levels and level packages (XSB files)
99 * fixed bugs in (auto)scrolling behaviour when passing ports or when
100 wrapping around the playfield through "holes" in the playfield border
103 * changed internal playfield bitmap handling from playfield sized bitmap
104 to screen sized bitmap (visible scrolling area), therefore speeding up
105 graphics operations (by eliminating bitmap updates in invisible areas)
106 and removing playfield size limitations due to increasing bitmap size
107 for larger playfield sizes (while the new implementation always uses
108 a fixed playfield bitmap size for arbitrary internal playfield sizes)
111 * fixed bug with single step mode (there were some cases where the game
112 did not automatically return to pause mode, e.g. when trying to push
113 things that cannot be pushed or when trying to run against a wall)
116 * added support for loading Supaplex levels in MPX level file format
119 * fixed SP engine to set "game over" not before lead out counter done
122 * fixed (potential) compile error when using GCC option "-std=gnu99"
123 (thanks to Tom "spot" Callaway)
126 * fixed array allocation in native Supaplex engine to correctly handle
127 preceding scratch buffers (needed because of missing border checking)
128 * fixed playfield initialization to correctly add raw header bytes as
129 subsequent scratch buffer (needed because of missing border checking)
132 * most important parts of native Supaplex engine integration working:
133 - native Supaplex levels can be played in native Supaplex engine
134 - native Supaplex level/demo files ("*.sp" files) can be re-played
135 - all 111 classic original Supaplex levels automatically solvable
136 - native Supaplex engine can be selected and used from level editor
137 - logic of re-playing Supaplex demos migrated to R'n'D tape logic
140 * fixed another translation problem from VisualBasic to C (where "int"
141 should be "short") causing unsolvable demos with bugs and terminals
142 ("bugs" being related to the Supaplex "buggy base" element here ;-) )
145 * fixed bug when reading Supaplex single level files (preventing loader
146 from seeking to level position like in Supaplex level package files)
149 * first classic Supaplex level running and solved by solution/demo tape
152 * started with integration of native Supaplex engine, using source code
153 of Megaplex from Frank Schindler, based on original Supaplex engine
156 * version number set to 3.2.6.2
159 * version 3.2.6.1 released
162 * fixed bug with element_info[e].gfx_element not being initialized in
163 early game stage, causing native graphics in EMC level sets to be
164 mapped completely to EL_EMPTY (causing a blank screen when playing)
165 (this only happened when starting the program with an EMC set with
166 native graphics, but not when switching to such a set at runtime)
169 * deactivated blit-to-same-surface workaround again (see 2009-03-24)
170 and using self-compiled, patched SDL.dll that solves this problem
171 (interim solution until release of SDL 1.2.14 that should fix this)
174 * extended backwards compatibility mode to allow already fixed bug with
175 change actions (see "2008-02-05") for existing levels (especially the
176 Zelda and Zelda II levels and other cool stuff by Alan Bond like FMV)
179 * reactivated workaround to prevent program crashes due to blitting to
180 the same SDL surface that apparently only occurs on Windows systems
181 (this is no final solution; this problem needs further investigation)
184 * version number set to 3.2.6.1
187 * version 3.2.6.0 released
190 * fixed behaviour of player option "no centering when relocating" which
191 was incorrect when disabled and relocation target inside visible area
192 and "no scrolling when relocating" enabled at the same time
195 * fixed problems with re-mapping players on playfield to input devices:
196 previously, players found on the level playfield were changed to the
197 players connected to input devices (for example, player 3 in the level
198 was changed to player 1 (using artwork of player 3, to be able to use
199 a player with a different color)); this had the disadvantage that CE
200 conditions using player elements did not work (because the players in
201 the level definition are different to those effectively used in-game);
202 the new system uses the same player elements as defined in the level
203 playfield and re-maps the input devices of connected players to the
204 corresponding player elements when playing the level (in the above
205 example, player 3 now really exists in the game and is moved using the
206 events from input device 1); level tapes still store the events from
207 input devices 1 to 4, which are then re-mapped to players accordingly
208 when re-playing the tape (just as it is done when playing the level)
211 * fixed bug with player relocation while the player switches an element
214 * fixed bug with EM/DC style exit and EM/DC style steel exit which was
215 not walkable (and did not let the player enter) when in process of
216 opening, but not fully open yet (which can cause the player not being
217 able to enter the exit in EM/DC style levels in time)
220 * fixed some bugs regarding the new level/CE random seed reset options
223 * moved "level settings" and "editor settings" to two tabbed screens in
224 level editor to gain space for additional level property settings
225 * added level setting to start a level with always the same random seed
226 * added CE action "set random seed" to re-initialize random seed in game
227 (this is the only CE action that gets executed before the CE changes,
228 which is needed to use the newly set random seed during the CE change)
231 * fixed redraw problem of special editor door when playing from editor
234 * fixed initialization of gfx_element for level sketch image creation
237 * added switch for EM style dynamite "[ ] explodes with chain reaction"
238 (with default set to "on" for existing levels, but "off" for all new
239 levels), as EM style dynamite does not chain-explode in original EM
242 * added optional initial inventory for players (pre-collected elements)
243 * added change page actions "set player inventory" and "set CE artwork"
244 * added recognition of "player" parameter on change pages when player
245 actions are defined, but no trigger player in corresponding condition
246 (this resulted in actions that only affected the first player before)
247 * fixed bug with change actions being executed for newly created custom
248 elements resulting from custom element changes, when the intention was
249 only to check for change actions for the previous custom element
252 * changed design and size of element drawing area in level editor
253 * added "element used as action parameter" to element change actions
256 * added possibility to reanimate player immediately after his death
257 (for example, by "change to <player> when explosion of <player>")
260 * fixed bug with "gray" white door not being uncovered by magnifier
261 * added score for collecting (any) key to the white key config page
264 * added condition "deadly when <getting hit by>" for custom elements
265 that behaves a bit like the existing "deadly when <colliding with>",
266 but with the following differences:
267 - it only kills players or friends when it was moving before it hits
268 - it does not kill players or friends that try to run into it
271 * fixed the following change conditions where a player element is used
272 as the "element that is triggering the custom element change":
275 - explosion of <element>
277 (the last two conditions already worked partially, but only for the
278 first player, and not for the "Murphy" player when using "move of")
281 * fixed crash bug caused by accessing invalid element (with value -1)
282 in UpdateGameControlValues()
283 * fixed graphical bug when using two-tile movement animations with EMC
284 game engine without explicitly using native EMC graphics engine
287 * fixed bug in new "can dig" feature (see below) so that an unsuccessful
288 try to push something (due to push delay) does not cause a dig action
291 * fixed bug with reference elements used as trigger elements on custom
292 element change pages not being recognized
293 * fixed bug with reference elements not being removed from the playfield
294 * added engine functionality that allows custom elements that "can dig"
295 other elements not only to do so when moving by themselves, but also
296 when being pushed by the player (therefore adding the functionality to
297 push one element over another element, replacing it with the new one)
300 * added command line function to write level sketch images to directory
303 * merged override and auto-override options into new override options
304 with a new data type than can take the values "no", "yes" and "auto"
307 * fixed growing steel wall to also leave behind steel wall instead of
308 normal, destructible wall
309 * fixed handling of rocks falling through stacks of quicksand with
310 different speed (before, the rocks just got stuck in the quicksand)
313 * fixed nasty bug with auto-override and normal override not working on
314 program startup (especially when current level set has custom artwork)
317 * version 3.2.5 released as special edition "R'n'D jue"
320 * fixed X11 crash bug when blitting masked title screens over background
323 * changed build system to support special editions (like "R'n'D jue")
324 * added (hardcoded) loading graphics for "R'n'D jue" special edition
325 * fixed X11 crash bug when scaling images with width/height less than 32
328 * added "background.PLAYING" (only visible as two-pixel border in game)
329 * added default level set for first start of special R'n'D version
330 * changed door animations for editor always behaving like "quick doors"
333 * added new custom artwork setup option "auto-override non-CE sets" for
334 automatic artwork override that is only used for level sets without
335 custom element artwork (as it does not make much sense to override
336 any artwork that redefines custom element artwork for sets using CEs)
337 * fixed default artwork for "special" R'n'D versions always using the
338 "classic" artwork as the base if base artwork is not explicitly
339 defined in "levelinfo.conf", regardless of different default artwork
340 used by the special R'n'D version -- this is needed because any such
341 custom artwork is designed using the "classic" artwork definitions as
342 the base (including menu definitions and screen positions etc., which
343 would otherwise be taken from the different special default artwork)
346 * fixed drawing of animated "quicksand.filling" and "quicksand.emptying"
347 for both EMC and R'n'D graphics engine (heavy workarounds needed due
348 to massively broken handling of quicksand in R'n'D game engine)
349 * fixed off-limits access to array in DrawLevelFieldCrumbledSandExt()
350 * fixed crash bug (hopefully) when scrolling with cursor keys in editor
353 * fixed small bug in toon drawing (introduced when fixing the crash bug)
356 * added graphics definition "game.panel.highscore" to display the
357 current levels current high score in the game panel
360 * version number set to 3.2.5
363 * version 3.2.4 released
366 * fixed crash bug in toon drawing functions for large step offset values
369 * fixed some problems with displaying game panel when quick-loading tape
372 * fixed (experimental only) redrawing of every tile per frame (even if
373 unneeded) for the extended (R'n'D based) EMC graphics engine
374 * added optimization to only calculate element count for panel display
375 if really needed (that is, if element count values defined on panel)
376 * fixed problem with special editor door redraw when entering main menu
379 * fixed bug with displaying background for title messages on info screen
380 * some code cleanup for the extended (R'n'D based) EMC graphics engine
383 * fixed bug with CE action "move player" always resulting in player 4
384 if there was a CE action with no trigger player (because the player
385 element was calculated by using log_2() from trigger player bits with
386 the value PLAYER_BITS_ANY) -- this is now fixed by also storing the
387 triggering player bit mask and handling all players in "move player"
388 * fixed bug when defined artwork cannot be found for artwork that has
389 default artwork cloned from other artwork (without default filename)
390 * added several fixes to the extended (R'n'D based) EMC graphics engine
393 * fixed broken editor copy and paste for custom elements between levels
396 * title messages are now also searched in graphics artwork directory;
397 those found in graphics directory have precendence over those found
398 in level directory -- this handles title messages stored in graphics
399 directories as part of the artwork set, just like title images; this
400 makes sense, as corresponding special font definitions for messages
401 are usually defined in the same graphics artwork directory, and also
402 because title images and title messages that are combined in a level
403 set introduction should usually not be separated when the level set
404 is used with a different artwork set (e.g. using "override graphics")
405 * fixed problem with door borders on main screen by first drawing doors
406 and then the corresponding border masks, but not vice versa
407 * fixed problem with artwork config entries using the value "[DEFAULT]";
408 this does not what one might expect, but sets the value to an invalid
409 value -- solution: simply ignore such entries, which results in this
410 value keeping its previous (real) default value (in general, entries
411 that should use their default value should just not be defined here)
412 * fixed problem with wrong fading area size from main menu to setup menu
415 * fixed problem with broken crumbled graphics after level set changes
416 when using R'n'D custom artwork with level sets using the EMC engine
419 * fixed invisible "joysticks deactivated ..." text on setup input screen
422 * added use of hashes created from static lists (element tokens, image
423 config, font tokens) to speed up lookup of configuration parameters
424 * fixed bug where element and graphic config token lookup was mixed up
427 * added "busy" animation when initializing program and loading artwork
428 * added initialization profiling for program startup (debugging only)
431 * fixed(?) very strange bug apparently triggered by memset() when code
432 was cross-compiled with MinGW cross-compiler for Windows XP platform
433 (this only happened when using SDL.dll also self-compiled with MinGW)
436 * added graphics engine directive "border.draw_masked_when_fading" that
437 enables/disables drawing of border mask over screen that is just faded
440 * fixed small problem with separate fading definition for game screen
443 * added additional configuration directives for setup screen draw offset
444 menu.draw_xoffset.SETUP[XXX] and menu.draw_yoffset.SETUP[XXX] with XXX
445 in GAME, EDITOR, GRAPHICS, SOUND, ARTWORK, INPUT, SHORTCUTS_1,
446 SHORTCUTS_2, CHOOSE_ARTWORK, CHOOSE_OTHER (where "CHOOSE_ARTWORK" is
447 used to define draw offset on custom artwork selection screens and
448 "CHOOSE_OTHER" is used on all other list style selection screens, like
449 choosing game speed or screen mode for fullscreen mode)
450 * added additional configuration directives to define main menu buttons:
451 - menu.button_name and menu.button_name.active
452 - menu.button_levels and menu.button_levels.active
453 - menu.button_scores and menu.button_scores.active
454 - menu.button_editor and menu.button_editor.active
455 - menu.button_info and menu.button_info.active
456 - menu.button_game and menu.button_game.active
457 - menu.button_setup and menu.button_setup.active
458 - menu.button_quit and menu.button_quit.active
459 * added eight pure decoration graphic definitions for the game panel
462 * added support for accessing native Diamond Caves II level packages
463 * fixed displaying of game panel values for Emerald Mine game engine
464 * fixed displaying end-of-level time and score values on new game panel
467 * added game panel control to display arbitrary elements on game panel
468 * added game panel control to display custom element score (globally
469 unique for identical custom elements) either as value or as element
470 * added ".draw_masked" and ".draw_order" to game panel control drawing
473 * fixed some general bugs with handling of ".active" elements and fonts
476 * cleanup of game panel elements (some elements were not really needed)
477 * added displaying of gravity state (on/off) as new game panel control
478 * added animation for game panel elements (similar to game elements)
481 * added new pseudo game mode "PANEL" to define panel fonts and graphics
482 - panel fonts now use ".PANEL" suffix instead of ".PLAYING" suffix
483 - panel graphics now use ".PANEL" suffix instead of ".DOOR" suffix
484 (else graphics would have to use ".PLAYING", which would be confusing)
485 * fixed bug when fading out to game screen with border mask defined
488 * added attribute ".tile_size" for element style game panel controls
491 * added <space> key as additional valid key to use for confirm requester
494 * improved menu fading, adding separate fading definitions for entering
495 and leaving a "content" screen (in general), and optional definitions
496 for the special "content" screens SCORES, EDITOR, INFO and PLAYING
499 * added (currently invisible) setup option to define scroll delay value
500 * fixed small bug in priority handling when auto-detecting level start
501 position in levels without player element (but player from CE etc.)
502 * added option "game.forced_scroll_delay_value" to override user choice
503 of scroll delay value for certain level sets with "graphicsinfo.conf"
504 * replaced setup option "scroll delay: on/off" by new setup option that
505 directly allows selecting the desired scroll delay value from 0 to 8
508 * added displaying of most game panel control elements (not animated)
511 * added new configuration directives to display additional game engine
512 values on the game control panel, like the following examples:
513 - game.panel.time_hh/time_mm/time_ss - level time in HH/MM/SS format
514 - game.panel.penguins - number of penguins to rescue
515 - game.panel.level_name - level name of current level
518 * added support for preview tile sizes "1" and "2" (1x1 and 2x2 pixels)
521 * added new player option "no centering when relocating" for "invisible"
522 teleportations to level areas that look exactly the same, giving the
523 illusion that the player did not relocate at all (this was the default
524 since 3.2.3, but caused visual problems with room creation in "Zelda")
525 * added new menu fading effect "melt", shamelessly stolen from "DOOM"
528 * improved menu fading, adding separate fading definitions for entering
529 and leaving a menu and for fading between menu and "content" screens
530 * fixed small bug with recognizing also ".font_xyz" style definitions
533 * improved menu fading, adding separate fading definitions for fading
534 between menu screens and fading between menu and "destination" screens
537 * titlemessage_initial_x and titlemessage_x set to "[DEFAULT]" in static
538 configuration (set from "[titlemessage_initial]" and "[titlemessage]")
539 * fading settings of "[titlemessage_initial]" and "[titlemessage]" set
540 to "[DEFAULT]" in static configuration (set from "[title_initial]" and
542 * improved title fading, allowing fading animation types "none", "fade"
543 and "crossfade" (including cross-fading of last title to main menu)
546 * added configurability of graphics, sounds and music for title screens,
547 which are separated into initial title screens (only shown once at
548 program startup) and title screens shown for a given level set; these
549 title screens can be composed of up to five title images and up to
550 five title text messages (each drawn using an optional background
551 image), also using background music and/or sounds; aspects like
552 background images, sounds and music of title screens can either be
553 defined generally (valid for all title screens) or specifically (and
554 therefore differently for each title screen) using these directives:
556 to define a background image, sound or music file for all screens:
557 - background.TITLE_INITIAL (for all title screens for game startup)
558 - background.TITLE (for all title screens for level sets)
560 to define a background image, sound or music file for a single screen:
561 - background.titlescreen_initial_x (with x in 1,2,3,4,5)
562 - background.titlescreen_x (with x in 1,2,3,4,5)
563 - background.titlemessage_initial_x (with x in 1,2,3,4,5)
564 - background.titlemessage_x (with x in 1,2,3,4,5)
566 to define the title screen images:
567 - titlescreen_initial_x (with x in 1,2,3,4,5)
568 - titlescreen_x (with x in 1,2,3,4,5)
570 to define the title text messages, place text files into the level set
571 directory that have the following file names:
572 - titlemessage_initial_x.txt (with x in 1,2,3,4,5)
573 - titlemessage_x.txt (with x in 1,2,3,4,5)
575 to define the properties of the text messages, either use directives
576 that affect all text messages:
577 - [titlemessage_initial].<suffix>
578 - [titlemessage].<suffix>
579 or use directives that affect single text messages:
580 - titlemessage_initial_x.<suffix> (with x in 1,2,3,4,5)
581 - titlemessage_x.<suffix> (with x in 1,2,3,4,5)
583 valid values for <suffix> are the same as for readme.<suffix> below;
584 use ".sort_priority" (default: 0) to define an arbitrary order for
585 title images and title messages (which can therefore be mixed)
588 * added full configurability of "readme.txt" screen appearance:
589 - readme.x: <left position used with alignment>
590 - readme.y: <top position>
591 - readme.width: <maximim text width in pixels>
592 - readme.height: <maximum text height in pixels>
593 - readme.chars: <maximum number of chars per line>
594 - readme.lines: <maximum number of lines displayed>
595 - readme.align: left,center,right (default: center)
596 - readme.top: top,middle,bottom (default: top)
597 - readme.font: font name
598 - readme.autowrap: true,false (default: true)
599 - readme.centered: true,false (default: false)
600 - readme.parse_comments: true,false (default: true)
601 - readme.sort_priority: (not used here, but only for title screens)
602 when "readme.chars" and/or "readme.lines" is set to "-1" (this is the
603 default), they are automatically determined from "readme.width" and
604 "readme.height" accordingly; when they are not "-1", they have
605 precedence over "readme.width" and "readme.height"
606 * added internal ad-hoc config settings for displaying text files like
607 title messages or "readme.txt" style level set info files:
608 - .font: font name (default: readme.font)
609 - .autowrap: true,false (default: readme.autowrap)
610 - .centered: true,false (default: readme.centered)
611 - .parse_comments: true,false (default: readme.parse_comments)
612 (the leading '.' and the separating ':' are mandatory here); to use
613 these ad-hoc settings, they have to be written inside a comment, like
614 "# .autowrap: false" or "# .centered: true"; these settings then
615 override the above global settings (they can even be used more than
616 once, like "# .centered: true", then some text that should be drawn
617 centered, then "# .centered: false" to go back to non-centered text;
618 important note: after using "# .parse_comments: false", or when using
619 "readme.parse_comments: false", detecting and parsing comments inside
620 the file is disabled and comments are just printed like normal text;
621 also be aware that all automatic text size calculations are done with
622 the font defined in "readme.font", while using different fonts using
623 "# .font: <font>" inside the text file may cause unexpected results
626 * changed some numerical limits in the level editor from 255 to 999
629 * added option "system.sdl_videodriver" to select SDL video driver
630 * added output of SDL video and audio driver to "version info" page
633 * added group element drawing to IntelliDraw drawing functions
634 * fixed animation resetting problem again (last try broke Snake Bite)
635 * fixed diagonal scrolling in screen scrolling (last try broke Pac Man)
638 * added new (special) "include: <filename>" directive that works in all
639 configuration files (like "graphicsinfo.conf") and that has the same
640 effect as if that directive would be replaced with the content of the
641 specified file (this can be useful to split large configuration files
642 into several smaller ones and include them from one main file, or to
643 store configuration settings that always stay the same into a separate
644 file, while including it and only add those parts that really change)
647 * fixed minor bug (screen redraw of player tiles) in EMC graphics engine
650 * fixed bug in "InitMovingField()" where treating an integer array as
651 boolean caused wrong resetting of animations while elements are moving
652 * fixed problem with resetting animations when starting element change
655 * added sort priority for order of title screens and title messages
658 * changed end of game again: do not wait for the user to press a key
659 anymore, but directly ask/confirm tape saving and go to hall of fame
660 * re-enabled quitting of lost game by pressing space or return again
661 * added blanking of mouse pointer when displaying title screens
662 * added remaining menu draw offset definitions for info sub-screens
665 * added setup option to select game speed (from very slow to very fast)
666 * improved handling of title text messages (initial and for level set)
669 * added new options "auto-wrap" and "centered" for DC2 style envelopes
672 * fixed displaying and typing of player name when it is centered
673 * added special characters to be allowed for player name (not only A-Z)
676 * fixed blit in ScrollLevel() to same bitmap to not overlap anymore
677 (newer versions of the SDL library seem to not like this anymore)
680 * added code for configuration directives for control of game panel
683 * fixed small cosmetical bug with underlining property tabs in editor
686 * fixed small drawing bug in X11FadeRectangle
687 * added new elements for newly supported Diamond Caves II levels:
688 - EM/DC style exits that disappear after passing
689 - white key and gate (one white key needed for each white gate)
690 - fake gate (there is no key to open/pass this kind of gate!)
691 - extended magic wall which also handles pearls and crystals
695 * changed maximum value for endless loop detection to a higher value
696 (some levels really used very deep recursion without being endless)
699 * added new elements for newly supported Diamond Caves II levels:
700 - growing steel walls
701 - snappable land mine
704 * added new elements for newly supported Diamond Caves II levels:
705 - steel text elements
708 * added level file loader for native Diamond Caves II levels
711 * version number set to 3.2.4
714 * version 3.2.3 released
717 * fixed malloc/free bug when updating EMC artwork entries in level list
718 * added workaround (warning and request to quit the current game) when
719 changing elements cause endless recursion loop (which would otherwise
720 freeze the game, causing a crash-like program exit on some systems)
723 * fixed nasty string overflow bug when entering too long envelope text
726 * added feedback sounds for menu navigation "menu.item.activating" and
727 "menu.item.selecting" (for highlighting and executing menu entries)
730 * improved "no scrolling when relocating" to also consider scroll delay
731 (meaning that the player is not automatically centered in this case;
732 this makes it possible to "invisibly" relocate the player to a region
733 of the level playfield which looks the same as the old level region)
734 * fixed bug with not recognizing "main.input.name.align" when active
737 * fixed bug with displaying masked borders over title screens when
738 screen fading is disabled
741 * fixed infinite loop / crash bug when killing the player while having
742 a CE with the setting "kill player X when explosion of <player X>"
743 * added special editor graphic for "char_space" to distinguish it from
744 "empty_space" when editing a level (in-game graphics still the same)
747 * fixed nasty bug with initialization only done for the first player
750 * small change to handle loading empty element/content list micro chunks
753 * uploaded pre-release (test) version 3.2.3-0 binary and source code
756 * some optimizations on startup speed by reducing initial text output
759 * added caching of custom artwork information for faster startup times
762 * fixed graphical bug when using fewer menu entries on level selection
763 screen than usual (with "menu.list_size.LEVELS" directive)
764 * fixed crash bug (Windows/SDL only) caused by BlitBitmap blitting from
765 the backbuffer to the backbuffer by error (with identical rectangle)
768 * fixed bug when displaying titlescreen with size less than element tile
769 * fixed bug that caused elements with "change when digging <e>" event
770 to change for _every_ digged element, not only those specified in <e>
771 * fixed bug that caused impact style collision when dropping element one
772 tile over the player that can both fall down and smash players
773 * fixed bug that caused impact style collision when element changed to
774 falling/smashing element over the player immediately after movement
777 * fixed bug that allowed making engine snapshots from the level editor
780 * fixed bugs with player name and current level positions on main screen
783 * added configuration directives for control of title screens:
784 - "title.fade_delay" for fading time
785 - "title.post_delay" for pause between screens (when not crossfading)
786 - "title.auto_delay" to automatically continue after some time
787 these settings can each be overridden by specifying them with titles:
788 - "titlescreen_initial_{1-5}.{fade_delay,post_delay,auto_delay}"
789 - "titlescreen_{1-5}.{fade_delay,post_delay,auto_delay}"
790 fading mode can also be specified:
791 - "titlescreen_initial_{1-5}.anim_mode: {fade,crossfade}
792 - "titlescreen_{1-5}.anim_mode: {fade,crossfade}
793 default is using normal fading for menues and initial title screens,
794 while using cross-fading for level set title screens
795 * fixed bug with background not drawn in Hall of Fame after game was won
798 * added configuration directives for the remaining main menu items
801 * added additional configuration directives for info screen draw offset:
802 menu.draw_{x,y}offset.INFO[{ELEMENTS,MUSIC,CREDITS,PROGRAM,LEVELSET}]
803 * added additional configuration directives for preview info text
804 * limited mouse wheel sensitive screen area to scrollable screen area
807 * added highlighted menu text entries to menu navigation when selected
810 * fixed bug that prevented player from correctly being created in the
811 top left corner by a custom element change in a level without player
812 * fixed bug that prevented player from being killed when indestructible,
813 non-walkable element is placed on player position by extended change
814 * added configurable menu button, text and input positions to main menu
817 * added page fading effects for remaining info sub-screens
818 * fixed small bug that caused some delays when answering door request
821 * added directives "border.draw_masked.*" for menu/playfield area and
822 door areas to display overlapping/masked borders from "global.border"
825 * fixed bug with CE with move speed "not moving" not being animated
826 * when changing player artwork by CE action, reset animation frame
829 * fixed bug with not unmapping main menu screen gadgets on other screens
830 * fixed bug with un-pausing a paused game by releasing still pressed key
831 * fixed bug with not redrawing screen when toggling to/from fullscreen
832 mode while fast reloading tape (without redrawing playfield contents)
833 * fixed bug with quick-saving tape snapshot despite answering with "no"
836 * version number set to 3.2.3
839 * version 3.2.2 released
842 * fixed bug with redrawing screen in fullscreen mode after quick tape
843 reloading when using the EMC game engine
844 * changed token names from "last_ce_[1-8]" to "prev_ce_[1-8]"
847 * fixed bug in GameWon() when level contains no exit (like in Sokoban)
850 * added engine snapshot functionality for instant tape reloading (this
851 only works for the last tape saved using "quick save", and does not
852 work across program restarts, because it completely works in memory)
855 * version number set to 3.2.2
858 * version 3.2.1 released
861 * fixed nasty bugs with handling error message file on Mac OS X systems
864 * general code cleanup (removing many annoying "#if 0" blocks etc.)
867 * fixed bug that caused broken tapes when manually appending to tapes
868 using the "pause before death" functionality, followed by recording
869 * added setup option to disable fading of screens for faster testing
872 * code cleanup of new fading functions
875 * changed behaviour after solved game -- do not immediately stop engine
876 * added some more smooth screen fadings (game start, hall of fame etc.)
879 * fixed bug with displaying pushed CE with value/score/delay anim_mode
882 * added configurable level preview position, tile size and dimensions
883 * added configurable game panel value positions (gems, time, score etc.)
886 * fixed small bug with time displayed incorrectly when collecting CEs
889 * fixed bug with bumpy scrolling with EM engine in double player mode
892 * added compatibility code to fix "Snake Bite" style levels that were
893 broken due to a bugfix regarding EL_SOKOBAN_FIELD_PLAYER in 3.2.0
896 * fixed bug with scrollbars inside editor when using the Windows mouse
897 enhancement tool "True X-Mouse" (which injects key events to the event
898 queue to insert selected stuff into the Windows clipboard, which gets
899 confused with the "Insert" key for jumping to the last editor cascade
900 block in the element list)
901 * added Rocks'n'Diamonds icon for use as window icon to SDL version
902 * added key shortcut "Alt + Enter" to toggle fullscreen mode at any time
905 * added selection of preferred fullscreen mode to setup / graphics menu
906 (useful if default mode 800 x 600 does not match screen aspect ratio)
909 * improved down-scaling of images for better editor and preview graphics
910 * changed user data directory for Mac OS X from Unix style to new place
913 * improved level number selection in main menu and player selection in
914 setup menu (input devices section) by using standard button gadgets
915 * added support for mouse scroll wheel (caused buggy behaviour before)
916 * added support for scrolling horizontal scrollbars with mouse wheel by
917 holding "Shift" key pressed while scrolling the wheel
918 * added support for single step mouse wheel scrolling by holding "Alt"
919 key pressed while scrolling the wheel (can be combined with "Shift")
920 * changed output file "stderr.txt" on Windows platform now always to be
921 created in the R'n'D sub-directory of the personal documents directory
922 * added Windows message box to direct to "stderr.txt" after error aborts
925 * improved general scrollbar handling (when jump-scrolling scrollbars)
928 * changed scrollbars to always show last line as first after scrolling
929 (that means jumping n - 1 screen lines instead of n screen lines)
932 * fixed level versions of EMC level loader (from V4 to V1, V2 and V3)
933 * fixed level time for EMC levels for V2 engine (V2 and V5 levels)
934 * fixed special handling of vertically stacked acid becoming fake acid
937 * fixed bug (very special case) with CE_SCORE_GETS_ZERO, which can
938 affect multiple instances of the same CE, although this kind of
939 change condition usually only affects one single custom element
942 * version number set to 3.2.1
945 * version 3.2.0 released
948 * reorganized level editor element list a bit to match engines better
951 * fixed newly introduced bug with wrongly initializing clipboard element
954 * fixed bug with displaying visible/invisible level border in editor
957 * reorganized some elements in the level editor element list
960 * fixed bug with displaying any player as "yellow" when moving into acid
961 * fixed bug with displaying running player when player stopped at border
964 * fixed bug with player exploding when moving into acid
965 * fixed bug with level settings being reset in editor and when playing
966 (some compatibility settings being set not only after level loading)
967 * fixed crash bug when number of custom graphic frames was set to zero
968 * fixed bug with teleporting player on walkable tile not working anymore
969 * added partial compatibility support for pre-release-only "CONF" chunk
970 (to make Alan Bond's "color cycle" demo work again :-) )
973 * fixed some bugs when displaying title screens from info screen menu
974 * fixed bug which caused EMC doors #5 to #8 to be passable without keys
977 * changed file major version to 3 to reflect level file format changes
978 * uploaded pre-release (test) version 3.2.0-8 binary and source code
981 * added new chunk "NAME" to level file format for level name settings
982 * added new chunk "NOTE" to level file format for envelope settings
983 * changed name of chunk "CONF" to "ELEM" (for normal element settings)
984 * updated magic(5) file to recognize changed and new level file chunks
985 * removed change events "change when CE value/score changes" as unneeded
988 * changed gravity (which only affects the player) from level property
989 to player property (only makes a difference in multi-player levels)
990 * added change events "change when CE value/score changes"
991 * added change events "change when CE value/score changes of <element>"
994 * added new chunk "INFO" to level file format for global level settings
995 * added all element settings from "HEAD" chunk to "CONF" chunk
996 * added all global level settings from "HEAD" chunk to "INFO" chunk
999 * changed level file format by adding two new chunks "CUSX" (for custom
1000 elements, replacing the previous "CUS4" chunk) and "GRPX" (for group
1001 elements, replacing the previous "GRP1" chunk); these new IFF style
1002 chunks use the new and flexible "micro chunks inside chunks" technique
1003 already used with the new "CONF" chunk (for normal element properties)
1004 which makes it possible to easily extend the existing level format
1005 (instead of using fixed-length chunks like before, which are either
1006 too big due to reserved bytes for future use, or too small when those
1007 reserved bytes have all been used and even more data should be stored,
1008 requiring the replacement by new and larger chunks just like it went
1009 with "CUS1" to "CUS4"); this whole problem now does not exist anymore
1012 * added credits pages to the "credits" section that were really missing
1013 * added some missing element descriptions to the level editor
1014 * added down position of switchgate switch to the level editor
1015 and allowed the use of both switch positions at the same time
1016 * changed use of "Insert" and "Delete" keys to navigate element list in
1017 level editor to start of previous or next cascading block of elements
1020 * added the possibility to view the title screen to the info screen menu
1021 * fixed some minor bugs with viewing title screens
1024 * fixed bug with title (cross)fading in/out when using fullscreen mode
1027 * fixed bug that forced re-defining of menu settings in local graphics
1028 config file which are already defined in existing base config file
1029 * fixed small bug that caused door sounds playing when music is enabled
1032 * added the possibility to define up to five title screens for each
1033 level set that are displayed after loading using (cross)fading in/out
1034 (this was added to display the various start images of the EMC sets)
1037 * added "CE score gets zero [of]" to custom element trigger conditions
1038 * added setup option to display element token name in level editor
1041 * added compatibility code for Juergen Bonhagen's menu artwork settings
1044 * fixed bug with displaying wrong animation frame 0 after CE changes
1045 * fixed bug with creating invisible elements when light switch is on
1048 * added selection between ECS and AGA graphics for EMC levels to setup
1051 * adjusted font handling for various narrow EMC style fonts
1054 * changed EM engine behaviour back to re-allow initial rolling springs
1057 * fixed handling of over-large selectboxes (less error-prone now)
1058 * fixed bug when creating GE with walkable element under the player
1061 * added use of "Insert" and "Delete" keys to navigate element list in
1062 level editor to start of custom elements or start of group elements
1063 * added virtual elements to access CE value and CE score of elements:
1064 - "CE value of triggering element"
1065 - "CE score of triggering element"
1066 - "CE value of current element"
1067 - "CE score of current element"
1070 * fixed "grass" to "sand" in older EM levels (up to file version V4)
1073 * changed behaviour of network games with internal errors (because of
1074 different client frame counters) from immediately terminating R'n'D
1075 to displaying an error message requester and stopping only the game
1076 (also to prevent impression of crashes under non command-line runs)
1077 * fixed playing network games with the EMC engine (did not work before)
1078 * fixed bug with not scrolling the screen in multi-player mode with the
1079 focus on player 1 when all players are moving in different directions
1080 * fixed bug with keeping pointer to gadget even after its deallocation
1081 * fixed bug with allowing "focus on all players" in network games
1082 * fixed bug with player focus when playing tapes from network games
1085 * uploaded pre-release (test) version 3.2.0-7 binary and source code
1088 * code cleanup for game action control for R'n'D and EMC game engine
1091 * fixed bug in multi-player movement with focus on both players
1092 * added option to control only the focussed player with all input
1095 * added player focus switching to level tape recording and re-playing
1098 * fixed some bugs in player focus switching in EMC and RND game engine
1101 * added special Supaplex animations for Murphy digging and snapping
1102 * added special Supaplex animations for Murphy being bored and sleeping
1105 * added four new yam yams with explicit start direction for EMC engine
1106 * fixed bug in src/libgame/text.c with printing text outside the window
1109 * fixed small bug in EMC level loader (copyright sign in EM II levels)
1112 * added delayed ignition of EM style dynamite when used in R'n'D engine
1113 * added limited movement range to EMC engine when focus on all players
1116 * fixed bug with missing (zero) score values for native Supaplex levels
1119 * added "continuous snapping" (snapping many elements while holding the
1120 snap key pressed, without releasing the snap key after each element)
1121 as a new player setting for more compatibility with the classic games
1124 * finished scrolling for "focus on all players" in EMC graphics engine
1127 * level sets with "levels: 0" are ignored for levels, but not artwork
1128 * fixed bug when scanning empty level group directories (endless loop)
1131 * fixed bug with explosion graphic for player using "Murphy" graphic
1132 * fixed bug with explosion graphic if player leaves explosion in time
1133 * changed some descriptive text in setup menu to use medium-width font
1134 * added key shortcut settings for switching player focus to setup menu
1137 * fixed bug with random value initialization when recording tapes
1138 * fixed bug with playing single player tapes when team mode activated
1141 * fixed little bug when trying to switch to player that does not exist
1144 * added player switching (visual and quick) to R'n'D and EM game engine
1145 * added setup option to select visual or quick in-game player switching
1148 * added use of "Home" and "End" keys to handle element list in editor
1151 * fixed bug with adding score when playing tape with EMC game engine
1152 * added steel wall border for levels using EMC engine without border
1153 * finally fixed delayed scrolling in EMC engine also for small levels
1156 * fixed potential crash bug in WarnBuggyBase() (missing boundary check)
1159 * fixed bug with CE change order in TestIfElementTouchesCustomElement()
1160 * fixed bug when displaying info element without action, but direction
1163 * fixed minor graphical problems with springs smashing and slurping
1164 (when using R'n'D style graphics instead of EMC style graphics)
1167 * added scroll delay (as configured in setup) to EMC graphics engine
1170 * improved screen redraw for EMC graphics engine (faster and smoother)
1171 * when not scrolling, do not redraw the whole playfield if not needed
1174 * added multi-player mode for EMC game engine (with up to four players)
1177 * added android (can clone elements) from EMC engine to R'n'D engine
1180 * added spring bumper (reflects spring) from EMC engine to R'n'D engine
1183 * added selectbox for initial player speed to player settings in editor
1186 * version 3.1.2 created that is basically version 3.1.1, but with a
1187 major bug fixed that prevented editing your own private levels
1188 * version 3.1.2 released
1191 * added magic ball (creates elements) from EMC engine to R'n'D engine
1194 * uploaded fixed pre-release version 3.2.0-6 binary and source code
1197 * fixed bug when using "CE can leave behind <trigger element>"
1198 * added new change condition "(after/when) creation of <element>"
1199 * added new change condition "(after/when) digging <element>"
1200 * fixed bug accessing invalid gadget that caused crashes under Windows
1201 * deactivated new possibility for multiple CE changes per frame
1204 * uploaded pre-release (test) version 3.2.0-6 binary and source code
1207 * added animation types "ce_value" and "ce_score" to graphicsinfo.conf
1208 * fixed bug with not keeping CE value for moving CEs with only action
1209 * changed CE action selectboxes in editor to be only reset when needed
1212 * added option "use artwork from element" for custom player artwork
1213 * added option "use explosion from element" for player explosions
1216 * added cascaded element lists in the level editor
1217 * added persistence for cascaded element lists by "editorcascade.conf"
1218 * added dynamic element list with all elements used in current level
1219 * added possibility for multiple CE changes per frame (experimental)
1222 * uploaded pre-release (test) version 3.2.0-5 binary and source code
1225 * changed "score for each 10 seconds/steps left" to "1 second/step"
1226 * added own score for collecting "extra time" instead of sharing it
1227 * added change events "switched by player" and "player switches <e>"
1228 * added change events "snapped by player" and "player snaps <e>"
1229 * added "set player artwork: <element choice>" to CE action options
1230 * added change event "move of <element>"
1233 * added "set player shield: off / normal / deadly" to CE action options
1234 * added new player option "use level start element" in level editor
1235 to set the correct focus at level start to elements from which the
1236 player is created later (this did not work before for cascaded CE
1237 changes resulting in creation of the player; it is now also possible
1238 to create the player from a yam yam which is smashed at level start)
1241 * added "set player speed: frozen (not moving)" to CE action options
1242 * added "move player: l/r/u/d/trigger/-trigger" to CE action options
1245 * added new player option "block snap field" (enabled by default) to
1246 make it possible to show a snapping animation like in Emerald Mine
1249 * added dynamic selectboxes to custom element action settings in editor
1250 * added "CE value" counter for custom elements (instead of "CE count")
1251 * added option to use the last "CE value" after custom element change
1252 * added option to use the "CE value" of other elements in CE actions
1253 * fixed odd behaviour when pressing time orb in levels w/o time limit
1254 * added checkbox "use time orb bug" for older levels that use this bug
1257 * added missing configuration settings for the following elements:
1258 - EL_TIMEGATE_SWITCH (time of open time gate)
1259 - EL_LIGHT_SWITCH_ACTIVE (time of light switched on)
1260 - EL_SHIELD_NORMAL (time of shield duration)
1261 - EL_SHIELD_DEADLY (time of shield duration)
1262 - EL_EXTRA_TIME (time added to level time)
1263 - EL_TIME_ORB_FULL (time added to level time)
1266 * added "wind direction" as a movement pattern for custom elements
1267 * added initial wind direction for balloon / custom elements to editor
1268 * added functionality for EL_BALLOON_SWITCH_NONE to R'n'D game engine
1271 * added parameters for "game of life" and "biomaze" elements to editor
1274 * added level file chunk "CONF" for generic level and element settings
1277 * uploaded pre-release (test) version 3.2.0-4 binary and source code
1280 * skip empty level sets (with "levels: 0"; may be artwork base sets)
1281 * added sound action ".page[1]" to ".page[32]" for each CE change page
1284 * added image config suffix ".clone_from" to copy whole image settings
1285 * fixed bug with invalid ("undefined") CE settings in old level files
1288 * fixed graphical bug with smashing elements falling faster than player
1291 * fixed major bug which prevented private levels from being edited
1292 * fixed bug with precedence of general and special font definitions
1295 * fixed graphical bug with player animation when player moves slowly
1298 * uploaded pre-release (test) version 3.2.0-3 binary and source code
1301 * fixed bug which prevented "global.num_toons: 0" from working
1304 * major code cleanup (removed all these annoying "#if 0" blocks)
1307 * added custom element actions for CE change page in level editor
1310 * fixed music initialization bug in init.c (thanks to David Binderman)
1311 * fixed mouse wheel "button" bug in editor (thanks to Tomi Belan)
1312 (this bug must probably be fixed at other places, too)
1315 * fixed buggy '#include "SDL.h"' statements in src/libgame/sdl.h
1316 (should be '#include <SDL.h>' instead)
1319 * fixed bug which prevented "walkable from no direction" from working
1320 (due to compatibility code overwriting this setting after loading)
1323 * fixed bug on Mac OS X (use of reserved name "Random") in EM engine
1326 * version number temporarily set to 3.1.1 (intermediate bugfix release)
1327 * version 3.1.1 released
1330 * changed some va_arg() arguments from 'long' to 'int', fixing problems
1331 on 64-bit architecture systems with LP64 data model
1334 * fixed bug with bombs not exploding when hitting the last level line
1335 (introduced after the release of 3.1.0)
1338 * added support for dumping small-sized level sketches from editor
1341 * added recognition of "trigger element" for "change digged element to"
1342 (this is not really what the "trigger element" was made for, but its
1343 use may seem obvious for leaving back digged elements unchanged)
1346 * fixed multiple warnings about failed joystick device initialization
1349 * fixed bug with dynamite dropped on top of just dropped custom element
1350 (collect dynamite, collect CE, drop CE => dynamite was also dropped);
1351 dynamite can still be dropped, but drop key must be released before
1354 * fixed bug with wrong start directory when started from file browser
1355 (due to this bug, R'n'D could not be started from KDE's Konqueror)
1358 * fixed bug causing "change when impact" on player not working
1359 * fixed wrong priority of "hitting something" over "hitting <element>"
1360 * fixed wrong priority of "hit by something" over "hit by <element>"
1363 * fixed graphical bug which caused the player (being Murphy) to show
1364 collecting animations although the element was collected by penguin
1367 * fixed two bugs causing wrong door background graphics in system.c
1368 (in functions "SetBackgroundBitmap()" and "DrawingOnBackground()")
1371 * fixed graphic bug with exploding bomb and R'n'D graphics in EM engine
1372 * added "no direction" to "walkable/passable from" selectbox options
1375 * enhanced tape autoplay to accept "autoplay <set> [<nr> ...]" format
1376 * in tape autoplay, not only report broken, but also missing tapes
1379 * uploaded pre-release (test) version 3.2.0-2 binary and source code
1382 * fixed small bug with "linear" animation not working for active lamp
1385 * fixed bug with moving up despite gravity due to "block last field"
1386 * fixed small bug with wrong draw offset when typing name in main menu
1387 * when reading user names from "passwd", ignore data after first comma
1388 * when creating new "levelinfo.conf", only write some selected entries
1391 * fixed displaying "imported from/by" on preview with empty string
1392 * fixed ignoring draw offset for fonts used for level preview texts
1395 * fixed a delay problem with SDL and too many mouse motion events
1396 * added setup option "skip levels" and level skipping functionality
1399 * added move speed "not moving" for non-moving CEs, but with direction
1402 * fixed mapping of obsolete element token names in "editorsetup.conf"
1403 * fixed bug with sound "acid.splashing" treated as a loop sound
1404 * fixed some little sound bugs in native EM engine
1407 * fixed small bug when dragging scrollbars to end positions
1410 * added editor element descriptions written by Aaron Davidson
1413 * improved fallback handling when configured artwork is not available
1414 (now using default artwork instead of exiting when files not found)
1417 * fixed bug on level selection screen when dragging scrollbar
1420 * fixed bug which caused broken tapes when appending to EM engine tapes
1423 * uploaded pre-release (test) version 3.2.0-1 binary and source code
1426 * added code to replace changed artwork config tokens with other tokens
1427 (needed for backwards compatibility, so that older tokens still work)
1430 * added native R'n'D graphics for some new EMC elements in EM engine
1433 * fixed some bugs in the EM engine integration code
1434 * changed EM engine code to allow diagonal movement
1435 * changed EM engine code to allow use of separate snap and drop keys
1438 * fixed some redraw bugs when using EM engine
1441 * fixed bug with not converting RND levels which are set to use native
1442 engine to native level structure when loading
1445 * uploaded pre-release (test) version 3.2.0-0 binary and source code
1448 * version number set to 3.2.0
1451 * level data now reset to defaults after attempt to load invalid file
1454 * added use of "editorsetup.conf" for different level sets
1457 * added auto-detection for various types of Emerald Mine level files
1460 * fixed bug with scrollbars getting too small when list is very large
1463 * fixed bug with 3+3 (cross) sized explosion not making explosion sound
1466 * added most level editor configuration gadgets for new EMC elements
1469 * added more element and graphic definitions for new EMC elements
1472 * modified native EM engine to use integrated R'n'D sound system
1475 * added SDL support to graphics functions in native EM engine
1476 (by always using generic libgame interface functions)
1479 * fixed bug in frame synchronization in native EM engine
1482 * added code to convert levels between R'n'D and native EM engine
1485 * new Emerald Mine engine can now play levels selected in main menu
1488 * fixed big memory leak in function "CreateBitmapWithSmallBitmaps()"
1489 (which creates scaled down graphics for level editor and preview);
1490 there's still a memory leak somewhere in the artwork handling code
1491 * added "scale image up" functionality to X11 version of zoom function
1494 * first attempts to integrate new, native Emerald Mine Club engine
1497 * fixed bug in gadget code which caused reset of CEs in level editor
1498 (example: pressing 'b' [grab brush] on CE config page erased values)
1499 (solution: check if gadgets in ClickOnGadget() are really mapped)
1500 * improved level change detection in editor (settings now also checked)
1501 * fixed bug with "can move into acid" and "don't collide with" state
1504 * fixed maze runner style CEs to use the configured move delay value
1507 * added Aaron Davidson's tutorial level set to the "Tutorials" section
1510 * fixed engine change that broke 3.0.8 levels like "Walpurgis Gardens"
1511 * fixed the above fix because it broke level set "machine" (*sigh*)
1512 * fixed random element placement in level editor to work as expected
1513 * fixed undefined graphic of runtime element "EL_AMOEBA_TO_DIAMOND"
1516 * re-recorded tape for BD2K3, level 010 (broken due to bugfix)
1519 * fixed bug (missing array boundary check) which caused broken tapes
1520 * fixed bug (when loading level template) which caused broken levels
1521 * fixed bug with new block last field code when using non-yellow player
1524 * fixed bug when pressing "stop, pause, stop, play" on tape recorder
1525 * internal change of how the player blocks the last field when moving
1526 * fixed blocking delay of last field for EM and SP style block delay
1527 * fixed bug where the player had to wait for the usual move delay after
1528 unsuccessfully trying to move, when he directly could move after that
1529 * the last two changes should make original Supaplex level 93 solvable
1530 * improved use of random number generator to make it less predictable
1531 * fixed behaviour of slippery SP elements to let slip left, then right
1534 * fixed bug with wrong door state after trying to quickload empty tape
1535 * fixed waste of static memory usage of the binary, making it smaller
1536 * fixed very little graphical bug in Supaplex explosion
1539 * version number set to 3.1.1
1542 * version 3.1.0 released
1545 * fixed bug with crash when writing user levelinfo.conf the first time
1548 * added option "convert LEVELDIR [NR]" to command line batch commands
1549 * re-converted Supaplex levels to apply latest engine fixes
1550 * changed "use graphic/sound of element" to "use graphic of element"
1551 due to compatibility problems with some levels ("bug machine" etc.)
1554 * fixed bug with CE change replacing player with same or other player
1557 * fixed bug with opaque font in envelope with background graphic when
1558 background graphic is not transparent itself
1561 * added "gravity on" and "gravity off" ports for Supaplex compatibility
1562 * corrected original Supaplex level loading code to use these new ports
1563 * also corrected Supaplex loader to auto-count infotrons if set to zero
1566 * fixed bug with missing initialization of "modified" flag for GEs
1569 * fixed bug that caused endless recursion loop when relocating player
1570 * fixed tape recorder bug in "step mode" when using "pause before end"
1571 * fixed tape recorder bug when changing from "warp forward" mode
1574 * fixed bug with "when touching" for pushed elements at last position
1577 * fixed bug that caused two activated toolbox buttons in level editor
1578 * fixed bug with exploding dynabomb under player due to other explosion
1581 * fixed bug with creating walkable custom element under player (again)
1582 * fixed bug with not copying explosion type when copying CEs in editor
1583 * fixed graphical bug when drawing player in setup menu (input devices)
1584 * fixed graphical bug when the player is pushing an accessible element
1585 * fixed bug with classic switchable elements triggering CE changes
1586 * fixed bug with entering/leaving walkable element in RelocatePlayer()
1587 * fixed crash bug when CE leaves behind the trigger player element
1590 * fixed bug with broken tubes after placing/exploding dynamite in them
1591 * fixed bug with exploding dynamite under player due to other explosion
1592 * fixed bug with not resetting push delay under certain circumstances
1595 * added option "handicap" for "levelinfo.conf" (thanks to Niko Böhm)
1596 * added network multiplayer code for Windows (thanks to Niko Böhm)
1599 * added option "reachable despite gravity" for gravity movement
1600 * changed gravity movement of most classic walkable and passable
1601 elements back to "not reachable" (for compatibility reasons)
1604 * fixed (removed) "indestructible" / "can explode" dependency in editor
1605 * fixed (removed) "accessible inside" / "protected" dependency
1606 * fixed (removed) "step mode" / "shield time" dependency
1609 * fixed dynabombs exploding now into anything diggable
1610 * fixed Supaplex style gravity movement into buggy base now impossible
1611 * added pressing key "space" as valid action to select menu options
1614 * added "replace when walkable" to relocate player to walkable element
1615 * added "enter"/"leave" event for elements affected by relocation
1616 * fixed "direct"/"indirect" change order also for "when change" event
1617 * fixed graphical bug when pushing things from elements walkable inside
1620 * fixed graphic bug when player is snapping while moving in old levels
1621 * fixed bug when a moving custom element leaves a player element behind
1622 * fixed bug with mole not disappearing when moving into acid pool
1623 * fixed bug with incomplete path setting when using "--basepath" option
1624 * moving CE can now leave walkable elements behind under the player
1625 * when relocating, player can be set on walkable element now
1626 * fixed another gravity movement bug
1629 * uploaded pre-release (test) version 3.1.0-2 binary and source code
1632 * added "collectible" and "removable" to extended replacement types
1633 (where "removable" replaces "diggable" and "collectible" elements)
1634 * added "collectible & throwable" (to throw element to the next field)
1635 * fixed bug with CEs digging elements that are just about to explode
1636 * changed mouse cursor now always being visible when game is paused
1639 * added possibility to push/press accessible elements from a side that
1641 * fixed bug with not setting actual date when appending to tape
1644 * fixed bug with incorrectly initialized custom element editor graphics
1647 * corrected set "Contributions_1995-2000/rnd_kjell_kristiansson":
1648 - number of levels corrected from 18 to 17 in "levelinfo.conf"
1651 * fixed bug with destroyed robot wheel still attracting robots forever
1652 * fixed bug with time gate switch deactivating after robot wheel time
1653 (while the time gate itself is not affected by this misbehaviour)
1654 * changed behaviour of BD style amoeba to always get blocked by player
1655 (before it was different when there were non-BD elements in level)
1656 * fixed bug with player destroying indestructable elements with shield
1659 * added option to make growing elements grow into anything diggable
1660 (for the various amoeba types, biomaze and "game of life")
1663 * fixed bug with movable elements not moving after left behind by CEs
1664 * changed gravity movement to anything diggable, not only sand/base
1665 * optionally allowing passing to walkable element, not only empty space
1666 * added option "can pass to walkable element" for players
1667 * finally fixed gravity movement (hopefully)
1670 * fixed bug with movable elements not moving anymore after falling down
1673 * fixed another bug with custom elements digging and leaving elements
1674 * fixed bug with "along left/right side" and automatic start direction
1675 * trigger elements now also displayed when "more custom" deactivated
1676 * fixed bug with clipboard element initialized when loading new level
1677 * added option "drop delay" to set delay before dropping next element
1680 * uploaded pre-release (test) version 3.1.0-1 binary and source code
1683 * added copy and paste functions for custom change pages
1684 * enhanced graphical display and functionality of tape recorder
1685 * fixed bug with custom elements digging and leaving elements
1688 * added move speed faster than "very fast" for custom elements
1689 * fixed bug with 3+3 style explosions and missing border content
1690 * fixed little bug when copying custom elements in the editor
1691 * enhanced custom element changes by more side trigger actions
1694 * added option "no scrolling when relocating" for instant teleporting
1695 * uploaded pre-release (test) version 3.1.0-0 binary and source code
1698 * added trigger element and trigger player to use as target elements
1699 * added copy and paste functions for custom and group elements
1702 * fixed graphical bug when displaying explosion animations
1703 * fixed bug when appending to tapes, resulting in broken tapes
1704 * re-recorded a few tapes broken by fixing gravity checking bug
1707 * "can move into acid" property now for all elements independently
1708 * "can fall into acid" property for player stored in same bitfield now
1709 * added option for deadliness of Supaplex 'sniksnak' and 'electron'
1710 * version number set to 3.1.0 (finally!)
1713 * changed tape recording to only record input, not programmed actions
1716 * fixed totally broken (every 8th frame skipped) step-by-step recording
1717 * fixed bug with requester not displayed when quick-loading interrupted
1718 * added option "can fall into acid (with gravity)" for players
1719 * fixed bug with player not falling when snapping down with gravity
1722 * fixed bug which messed up key config when using keypad number keys
1725 * fixed bug which allowed moving upwards even when gravity was active
1726 * fixed bug with missing error handling when dumping levels or tapes
1729 * added different colored editor graphics for Supaplex gravity tubes
1732 * fixed bug that allowed solvable tapes for unsolvable levels
1735 * use unlimited number of droppable elements when "count" set to zero
1736 * added option to use step limit instead of time limit for level
1739 * added player and change page as trigger for custom element change
1742 * fixed bug with exploding amoeba (explosion 3x3 instead of 1x1)
1745 * fixed bug with dark yamyam changing to acid when moving over acid
1746 * fixed handling of levels with more than 999 seconds level time
1747 (example: level 76 of "Denmine")
1750 * "spring push bug" reintroduced as configurable element property
1751 * fixed bug with missing properties for "mole"
1752 * fixed bug that showed up when fixing the above "mole" properties bug
1753 * added option "can move into acid" for all movable elements
1754 * fixed graphical bug for elements moving into acid
1755 * changed event handling to handle all pending events before going on
1758 * fixed bug which caused all CE change pages to be ignored which had
1759 the same change event, but used a different element side
1760 (reported by Simon Forsberg)
1762 * fixed bug which caused elements that can move and fall and that are
1763 transported by a conveyor belt to continue moving into that direction
1764 after leaving the conveyor belt, regardless of their own movement
1765 type; only elements which can not move are transported now
1766 (reported by Simon Forsberg)
1768 * fixed bug which could cause an array overflow in RelocatePlayer()
1769 (reported by Niko Böhm)
1771 * changed Emerald Mine style "passable / over" elements to "protected"
1772 (fixing unsolvable level 10 of "Bondmine 9" with bug beside gate)
1774 * added new option to select from which side a "walkable/passable"
1775 element can be entered
1778 * added explosion and ignition delay for elements that can explode
1781 * fixed bug which caused player not being protected against enemies
1782 when a CE was "walkable / inside" and was not "indestructible"
1783 * added "walkable/passable" fields to be "protected/unprotected"
1784 against enemies, even if not accessible "inside" but "over/under"
1787 * corrected move pattern to 32 bit and initial move direction to 8 bit
1790 * added second custom element base configuration page
1793 * added some special EMC mappings to Emerald Mine level loader
1794 (also covering previously unknown element in level 0 of "Bondmine 8")
1797 * added option to block last field when player is moving (for Supaplex)
1798 * adjusted push delay of Supaplex elements
1799 * removed delays for envelopes etc. when replaying with maximum speed
1800 * fixed bug when dropping element on a field that just changed to empty
1803 * fixed bug: infotrons can now smash yellow disks
1804 * fixed bug: when gravity active, port above player can now be entered
1805 * removed "one white dot" mouse pointer which irritated some people
1808 * added "choice type" for group element selection
1811 * fixed bug with initial invulnerability of non-yellow player
1814 * added level loader for loading native Supaplex packed levels
1815 (including multi-part levels like the "splvls99" levels)
1818 * fixed bug which allowed creating emeralds by escaping explosions
1821 * custom elements can change (limited) or leave (unlimited) elements
1822 * finally added multiple matches using group elements
1823 * added shortcut to dump brush (type ":DB" in editor) for use in forum
1826 * added new start movement type "previous" for continued CE movement
1827 * added new start movement type "random" for random CE movement start
1830 * added new element "sokoban_field_player" needed for Sokoban levels
1831 (thanks to Ed Booker for pointing this out!)
1834 * added elements that can be digged or left behind by custom elements
1837 * added group elements for multiple matches and random element creation
1840 * fixed some graphical errors displayed in old levels
1843 * fixed wrong double speed movement after passing closing gates
1846 * added level loader for loading native Emerald Mine levels
1849 * changes for "shooting" style CE movement
1852 * Happy New Year! ;-)
1855 * changed default snap/drop keys from left/right Shift to Control keys
1858 * fixed bug with dead player getting reanimated from custom element
1861 * fixed bug with wrong penguin graphics (when entering exit)
1864 * fixed bug with wrong "Murphy" graphics (when digging etc.)
1867 * version number set to 3.0.9
1870 * version 3.0.8 released
1873 * added function checked_free()
1876 * fixed bug with double nut cracking sound
1877 (by eliminating "default element action sound" assignment in init.c)
1880 * fixed crash when no music info files are available
1883 * fixed boring and sleeping sounds
1886 * added "maze runner" and "maze hunter" movement types
1887 * added extended collision conditions for custom elements
1890 * added warnings for undefined token values in artwork config files
1893 * added menu entry for level set information to the info screen
1896 * fixed bug with wrong default impact sound for colored emeralds
1899 * added several sub-screens for the info screen
1900 * menu text now also clickable (not only blue/red sphere left of it)
1903 * added configurable "bored" and "sleeping" animations for the player
1904 * added "awakening" sound for player when waking up after sleeping
1907 * added "copy" and "exchange" functions for custom elements to editor
1910 * added configurable element animations for info screen
1913 * added configurable music credits for info screen
1916 * finally fixed tape recording when player is created from CE change
1919 * added "editorsetup.conf" for editor element list configuration
1922 * added "musicinfo.conf" for menu and level music configuration
1925 * fixed a very nasty bug in dragon turning code in TurnRoundExt()
1926 (that only showed up on Linux, but not on Windows systems)
1929 * fixed turning movement of butterflies and fireflies (no frame reset)
1930 * enhanced sniksnak turning movement (two steps instead of only one)
1933 * version number set to 3.0.8
1936 * version 3.0.7 released
1939 * fixed reset of player animation frame when, for example,
1940 walking, digging or collecting share the same animation
1941 * fixed CE with "deadly when touching" exploding when touching amoeba
1944 * fixed tape recording when player is created from CE element change
1947 * introduced "turning..." action graphic for elements with move delay
1948 (non-CE: bug, spaceship, sniksnak, mole, pacman, yamyam)
1949 * added turning animations for bug, spaceship and sniksnak
1952 * prevent "extended" changed elements from delay change in same frame
1955 * fixed bug when pushing element that can move away to the side
1956 (like pushing falling elements, but now with moving elements)
1959 * finally fixed serious bug in code for delayed element pushing (again)
1962 * unavailable setup options now marked as "n/a" instead of "off"
1963 * new boolean directive "latest_engine" for "levelinfo.conf": when set
1964 to "true", levels are always played with the latest game engine,
1965 which is desired for levels that are imported from other games; all
1966 other levels are played with the engine version stored in level file
1967 (which is normally the engine version the level was created with)
1970 * fixed serious bug in code for delayed element pushing
1971 * fixed little bug in animation frame selection for pushed elements
1972 * speed-up of reading config file for verbose output
1975 * added configuration option for opening and closing Supaplex exit
1976 * added configuration option for moving up/down animation for Murphy
1977 * fixed incorrectly displayed animation for attacking dragon
1978 * fixed bug with not setting initial gravity for each new game
1979 * fixed bug with teleportation of player by custom element change
1980 * fixed bug with player not getting smashed by rock sometimes
1983 * version number set to 3.0.7
1986 * version 3.0.6 released
1989 * added support for MP3 music for SDL version through SMPEG library
1992 * fixed bug when initializing font graphic structure
1993 * fixed bug with animation mode "pingpong" when using only 1 frame
1994 * fixed bug with extended change target introduced in 3.0.5
1995 * fixed bug where passing over moving element doubles player speed
1996 * fixed bug with elements continuing to move into push direction
1997 * fixed bug with duplicated player when dropping bomb with shield on
1998 * added "switching" event for custom elements ("pressing" only once)
1999 * fixed switching bug (resetting flag when not switching but not idle)
2002 * fixed element tokens for certain file elements with ".active" etc.
2005 * version number set to 3.0.6
2008 * version 3.0.5 released
2011 * now four envelope elements available
2012 * font, background, animation and sound for envelope now configurable
2013 * main menu doors opening/closing animation type now configurable
2016 * active/inactive sides configurable for custom element changes
2017 * new movement type "move when pushed" available for custom elements
2020 * fixed bug in multiple config pages loader code that caused crashes
2023 * enhanced (remaining low-resolution) Supaplex graphics
2026 * version number set to 3.0.5
2029 * version 3.0.4 released
2031 2003-09-12 src/tools.c
2032 * fixed bug in custom definition of crumbled element graphics
2034 2003-09-11 src/files.c
2035 * fixed bug in multiple config pages code that caused crashes
2038 * version number set to 3.0.4
2041 * version 3.0.3 released
2044 * added music to Supaplex classic level set
2046 2003-09-07 src/libgame/misc.c
2047 * added support for loading various music formats through SDL_mixer
2049 2003-09-06 (various source files)
2050 * fixed several nasty bugs that may have caused crashes on some systems
2051 * added envelope content which gets displayed when collecting envelope
2052 * added multiple change event pages for custom elements
2054 2003-08-24 src/game.c
2055 * fixed problem with player animation when snapping and moving
2057 2003-08-23 src/screens.c, src/cartoons.c, src/libgame/toons.c
2058 * fixed problem with flickering when drawing toon animations
2060 2003-08-23 src/libgame/sdl.c
2061 * fixed problem with setting mouse cursor in SDL version in fullscreen
2063 2003-08-23 src/game.c
2064 * fixed bug (missing array boundary check) which could crash the game
2067 * version number set to 3.0.3
2070 * version 3.0.2 released
2072 2003-08-21 src/game.c
2073 * fixed bug with creating inaccessible elements at player position
2075 2003-08-20 src/init.c
2076 * fixed bug with not finding current level artwork directory
2078 2003-08-20 src/files.c
2079 * fixed bug with choosing wrong engine version when playing tapes
2080 * fixed bug with messing up custom element properties in 3.0.0 levels
2083 * version number set to 3.0.2
2086 * version 3.0.1 released
2088 2003-08-17 (no source files affected)
2089 * changed all "classic" PCX image files with 16 colors or less to
2090 256 color (8 bit) storage format, because the Allegro game library
2091 cannot handle PCX files with less than 256 colors (contributed
2092 graphics are not affected and might look wrong in the DOS version)
2094 2003-08-16 src/init.c
2095 * fixed bug which (for example) crashed the level editor when defining
2096 "dynamite.EDITOR: [NONE]", because graphics may not be undefined
2097 (only set to default) -- invalid graphics now set to default graphic
2099 2003-08-16 src/init.c
2100 * fixed graphical bug of player digging/collecting/snapping element
2101 when no corresponding graphic/animation is defined for this action,
2102 resulting in player being drawn as EL_EMPTY (which should only be
2103 done to elements being collected, but not to the player)
2105 2003-08-16 src/game.c
2106 * fixed small graphical bug of player not totally moving into exit
2108 2003-08-16 src/libgame/setup.c
2109 * fixed bug with wrong MS-DOS 8.3 filename conversion
2111 2003-08-16 src/tools.c
2112 * fixed bug with invisible mouse cursor when pressing ESC while playing
2114 2003-08-16 (various source files)
2115 * added another 128 custom elements (disabled in editor by default)
2117 2003-08-16 src/editor.c
2118 * fixed NULL string bug causing Solaris to crash in sprintf()
2120 2003-08-16 src/screen.c
2121 * fixed drawing over scrollbar on level selection with custom fonts
2123 2003-08-15 src/game.c
2124 * cleanup of simple sounds / loop sounds / music settings
2126 2003-08-08 (various source files)
2127 * added custom element property for dropping collected elements
2129 2003-08-08 src/conf_gfx.c
2130 * fixed bug with missing graphic for active red disk bomb
2132 2003-08-07 src/files.c, src/editor.c src/game.c, src/main.h
2133 * extended variable "level.gravity" to "level.initial_gravity" and
2134 "game.current_gravity" to prevent level setting from being changed
2135 by playing the level (keeping the runtime value after playing)
2137 * fixed graphics bug when digging element that has 'crumbled' graphic
2138 definition, but not 'diggable' graphic definition
2141 * version number set to 3.0.1
2144 * version 3.0.0 released
2147 * various bug fixes; among others:
2148 - fixed bug with pushing spring over empty space
2149 - fixed bug with leaving tube while placing dynamite
2150 - fixed bug with explosion of smashed penguins
2151 - allow Murphy player graphic in levels with non-Supaplex elements
2155 * I have forgotten to document changes for some time
2158 * pre-release version 2.2.0rc1 released
2161 * version number set to 2.1.2
2164 * version 2.1.1 released
2167 * version number set to 2.1.1
2170 * version 2.1.0 released
2173 * version number set to 2.1.0
2175 2002-04-03 to 2002-05-19 (various source files)
2176 * graphics, sounds and music now fully configurable
2177 * bug fixed that prevented walking through tubes when gravity on
2179 2002-04-02 src/events.c, src/editor.c
2180 * Make Escape key less aggressive when playing or when editing level.
2181 This can be configured as an option in the setup menu. (Default is
2182 "less aggressive" which means "ask user if something can be lost"
2183 when pressing the Escape key.)
2185 2002-04-02 src/screen.c
2186 * Added "graphics setup" screen.
2188 2002-04-01 src/screen.c
2189 * Changed "choose level" setup screen stuff to be more generic (to
2190 make it easier to add more "choose from generic tree" setup screens).
2192 2002-04-01 src/config.c, src/timestamp.h
2193 * Added source files "src/config.[ch]" and "src/timestamp.h" (which
2194 automatically gets created by "src/Makefile" and contains an actual
2195 compile-time timestamp to identify development versions of the game).
2197 2002-03-31 src/tape.c, src/events.c
2198 * Added quick game/tape save/load functions to tape stuff which can be
2199 invoked by a keyboard shortcut. Default: "F1" saves game/tape, "F2"
2200 loads previously recorded tape and directly goes into recording mode
2201 from the end of the tape (therefore appending to the tape).
2203 2002-03-31 src/tape.c
2204 * Added "index mark" function to tape recorder. When playing or
2205 recording, "eject" button changes to "index" button. Setting index
2206 mark is not yet implemented, but pressing index button when playing
2207 allows very quick advancing to end of tape (when normal playing),
2208 very fast forward mode (when playing with normal fast forward) or
2209 very fast reaching of "pause before end of tape" (when playing with
2210 "pause before end" playing mode).
2212 2002-03-30 src/cartoons.c
2213 * Moved some stuff from cartoons.c to the new "src/libgame/toons.c".
2215 2002-03-29 src/screen.c
2216 * Changed setup screen stuff to be more generic (to make it easier
2217 to add more setup screens).
2219 2002-03-23 src/main.c, src/main.h
2220 * Various changes due to the introduction of the new libgame files
2221 "setup.c" and "joystick.c".
2223 2002-03-23 src/files.c
2224 * Generic parts of "src/files.c" (mainly setup and level directory
2225 stuff) moved to new libgame file "src/libgame/setup.c".
2227 2002-03-23 src/joystick.c
2228 * File "src/joystick.c" moved to libgame source tree, with
2229 correspondig changes.
2231 2002-03-22 src/screens.c
2232 * "HandleChooseLevel()": Another bug in level series navigation fixed.
2233 (Wrong level series information displayed when entering main group.)
2235 2002-03-22 src/editor.c
2236 * Slight change to support new gadget event "GD_EVENT_INFO_LEAVING".
2238 2002-03-22 src/editor.c
2239 * Changed behaviour of "Escape" key in level editor to be more
2240 intuitive: When in "Element Properties" or "Level Info" mode,
2241 return to "Drawing Mode" instead of leaving the level editor.
2243 2002-03-21 src/game.c, src/editor.c, src/files.c
2244 * 2.0.1 introduced the corrected "Emerald Mine" style behaviour of
2245 gems (emeralds, diamonds, ...) slipping down from normal wall,
2246 steel wall and growing wall (as in E.M.C. style levels). Although
2247 the behaviour of contributed and private levels wasn't changed (due
2248 to the use of "level.game_version"; see previous entry), editing
2249 those levels will (of course) change the behaviour accordingly.
2251 This change seems a bit too hard after thinking about it, because
2252 the EM style behaviour is not the "expected" behaviour (gems would
2253 normally only slip down from "rounded" walls). Therefore this was
2254 now changed to an element property for gem style elements, with the
2255 default setting "off" (which means: no special EM style behaviour).
2256 To fix older converted levels, this flag is set to "on" for pre-2.0
2257 levels that are neither contributed nor private levels.
2259 2002-03-20 src/files.h
2260 * Corrected settings for "level.game_version" depending of level type.
2261 (Contributed and private levels always get played with game engine
2262 version they were created with, while converted levels always get
2263 played with the most recent version of the game engine, to let new
2264 corrections of the emulation behaviour take effect.)
2266 2002-03-20 src/main.h
2267 * Added "#include <time.h>". This seems to be needed by "tape.c" for
2268 compiling the SDL version on some systems.
2269 Thanks to the several people who pointed this out.
2272 * Version number set to 2.0.2.
2275 * Version 2.0.1 released.
2277 2002-03-18 src/screens.c
2278 * "HandleChooseLevel()": Small bug in level series navigation fixed.
2280 2002-03-18 src/files.c [src/libgame/misc.c]
2281 * Moved some common functions from src/files.c to src/libgame/misc.c.
2283 2002-03-18 src/files.c [src/libgame/misc.c]
2284 * Changed permissions for new directories and saved files (especially
2285 score files) according to suggestions of Debian users and mantainers.
2286 Thanks to Drew Parsons <dparsons@emerall.com> for the patch.
2288 2002-03-17 src/files.c
2289 * Changed "{Load|Save}{Level|Tape}()" to IFF style file format:
2290 Replaced "cookie" header string ("ROCKSNDIAMONDS_...\n") with
2291 real IFF style header "RND1....XXXX" (where "XXXX" is "CAVE"
2292 for levels and "TAPE" for tapes). Old "cookie" style format is
2293 still supported for reading. New level and tape files are written
2296 * New IFF chunk "VERS" contains version numbers for file and game
2297 (where "game version" is the version of the program that wrote the
2298 file, and "file version" is a version number to distinguish files
2299 with different format, for example after adding new features).
2301 2002-03-15 src/screen.c
2302 * "DrawHallOfFame()": "FadeSounds()" when entering the hall of fame.
2303 (Before, you heard a mixture of the in-game music and the
2304 hall-of-fame music.)
2306 2002-03-14 src/events.c
2307 * Function "DumpTape()" (files.c) now available by pressing 't' from
2308 main menu (when in DEBUG mode).
2310 2002-03-14 src/game.c
2311 * "GameWon()": When game was won playing a tape, now there is no delay
2312 raising the score and no corresponding sound is played.
2314 2002-03-14 src/files.c
2315 * Changed "LoadTape()" for real chunk support and also adjusted
2316 "SaveTape()" accordingly.
2318 2002-03-14 src/game.c, src/tape.c, src/files.c
2319 * Important changes to tape format: The old tape format stored all
2320 actions with a real effect with a corresponding delay between the
2321 stored actions. This had some major disadvantages (for example,
2322 push delays had to be ignored, pressing a button for some seconds
2323 mutated to several single button presses because of the non-action
2324 delays between two action frames etc.). The new tape format just
2325 stupidly records all device actions and replays them later. I really
2326 don't know why I haven't solved it that way before?! Old-style tapes
2327 (with tape file version less than 2.0) get converted to the new
2328 format on-the-fly when loading and can therefore still be played;
2329 only some minor parts of the old-style tape handling code was needed.
2330 (A perfect conversion is not possible, because there is information
2331 missing about the device actions between two action frames.)
2333 2002-03-14 src/files.c
2334 * New function "DumpTape()" to dump the contents of the current tape
2335 in a human readable format.
2337 2002-03-14 src/game.c
2338 * Small tape bug fixed: When automatically advancing to next level
2339 after a game was won, the tape from the previous level still was
2340 loaded as a tape for the new level.
2342 2002-03-14 src/tape.c
2343 * Small graphical bug fixed: When pressing ""Record" or "Play" on
2344 tape, cartoons did not get completely removed because
2345 StopAnimation() was not called.
2347 2002-03-13 src/files.c
2348 * Changed "LoadLevel()" and "SaveLevel()" to add new chunk "CNT2".
2349 Fixed bug of "CONT" and "BODY" (chunk size was set to 8-bit element
2350 size even when using 16-bit elements). Added new chunk "CNT2" for
2351 16-bit amoeba content (previously written in 8-bit field in "HEAD"
2352 chunk even when content was 16-bit element). "CNT2" should now be
2353 able to store content for arbitrary elements (up to eight blocks of
2354 3 x 3 element arrays). All "CNT2" elements will always be stored as
2355 16-bit elements. "CONT" (with 8/16-bit elements) now obsolete.
2357 2002-03-13 src/files.c
2358 * Changed "LoadLevel()" for real chunk support.
2360 2002-03-12 src/game.c
2361 * Fixed problem (introduced after 2.0.0 release) with penguins
2362 not getting killed by enemies
2364 2002-02-24 src/game.c, src/main.h
2365 * Added "player->is_moving"; now "player->last_move_dir" does
2366 not contain any information if the player is just moving at
2368 Before, "player->last_move_dir" was misused for this purpose
2369 for the robot stuff (robots don't kill players when they are
2370 moving). But setting "player->last_move_dir" to MV_NO_MOVING
2371 broke tapes when walking through pipes!
2372 ("IS_MOVING()" uses "MovPos[][]", but this fails when it is 0
2373 in a continuous movement. This fact is ignored for friends and