2 * fixed code (esp. random/tape handling) when compiled on 64-bit systems
3 (by simply replacing all "long" by "int" types)
6 * fixed nasty bug (affecting crumbled graphics) after adding new special
7 graphics suffix ".TAPE" (and messing some things up in src/main.c)
10 * fixed wrong argument order in DrawTextBuffer() in gadgets.c
11 (this caused fonts in envelope config in level editor being invisible)
14 * fixed some problems with half tile size and even tile sized playfields
17 * added level selection screen (when clicking on main menu level number)
18 * added level tracing (played, solved) for use in level selection screen
19 (to display already played or solved levels in different font color)
22 * added alternative game mode for playing with half size playfield tiles
23 * fixed another memory violation bug in the native Supaplex game engine
24 (this potential memory bug was also in the original Megaplex code, but
25 apparently only occured under rare conditions triggered by using the
26 additional added preceding playfield memory area to make a few strange
27 levels using dirty off-playfield tricks (bugs) like "12s033.sp" also
28 solvable (this all worked fine in the classic DOS version, of course))
31 * added graphics performance optimization to native Supaplex game engine
32 * fixed bug with accidentally removing preceding buffer in SP engine
33 * moved some editor graphics from "RocksDoor.pcx" to "RocksMore.pcx"
34 (to prevent compatibility mapping of these newer graphics to older
35 (custom) versions of "RocksDoor.pcx" which did not contain them yet)
38 * added separately configurable game panel background to graphics config
39 * fixed displaying Supaplex time (now based on 35 fps instead of 50 fps)
42 * added tape panel graphics and screen positions to graphics config
45 * added compatibility stuff for redefined "global.door" (which affects
46 all parts of that image that have their own graphics definition now)
49 * added sound button graphics to graphics config
52 * added tape button graphics and screen positions to graphics config
55 * improved single step mode in R'n'D, EM and SP engines
58 * version number set to 3.3.0.2
61 * version 3.3.0.1 released
64 * added configurable key shortcuts for snap+direction player actions
65 (probably most useful for recording tool-assisted speedrun (TAS)
66 tapes using the single-step mode of the tape recorder)
69 * version number set to 3.3.0.1
72 * version 3.3.0.0 released
75 * fixed missing memory allocation in SP engine when saving engine data
76 for non-SP game engine snapshots (which also stores SP engine part)
79 * fixed problem with scrolling in native EM engine in multi-user mode
80 (this bug was just introduced with the experimental viewport stuff)
81 * fixed animation of splashing acid in EM engine with classic artwork
82 * fixed animation of cracking nut in EM engine with classic artwork
83 * fixed (implemented) single step mode in native EM and SP engines
84 * fixed "latest_engine" flag in classic levels (moved to single sets)
85 * updated SDL library DLLs for Windows to the latest release versions
86 (this fixed some mysterious crashes of the game on Windows systems)
87 * replaced EM and SP set in classic level set with native level files
88 * finally added a newly written "CREDITS" file to the game package
89 * removed sampled music loops from classic music set
92 * changed native Emerald Mine engine to support different viewport sizes
95 * changed native Supaplex engine to support different viewport sizes
98 * added initial, experimental support for different viewport properties
99 (with "viewports" being menu/playfield area and doors; currently the
100 size of the menu/playfield area and door positions can be redefined)
103 * added initial, experimental support for different window sizes
106 * added support for native Sokoban solution files in pure 'udlrUDLR'
107 format with extension ".sln" instead of ".tape" for solution tapes
110 * added image config suffix ".class" to be able to define classes of
111 crumbled elements which are then separated against each others when
112 drawing crumbled borders (class names can freely be defined)
113 (Example: "sand.CRUMBLED.class: sand" and "emc_grass.CRUMBLED.class:
114 emc_grass" results in sand and emc_grass being crumbled separately,
115 even if directly adjacent on the playfield.)
116 * added image config suffix ".style" to use two new features for
118 - "accurate_borders": try to draw correctly crumbled corners (which
119 means that a row of crumbled elements does not have two crumbled
120 corners for each element in the row, but only at the "real" corners
121 at the start and the end of the row of elements)
122 - "inner_corners": also draw inner corners in concave constructions
123 of several crumbled elements -- this is currently a big kludge: the
124 number of frames for crumbled graphic must be "2", with the first
125 frame as usual (crumbled graphic), while the second frame contains
126 the graphic with inner (crumbled) corners for the crumbled graphic
127 (These two features are mainly intended for bevelled walls, not for
128 diggable elements like sand; "inner_corners" only works reliably for
129 static walls, not for in-game dynamically changing walls using CEs.)
132 * finished code cleanup of native Supaplex game engine
135 * started code cleanup of native Supaplex game engine
138 * integrated playing sound effects into native Supaplex game engine
141 * added configurable key shortcuts for the tape recorder buttons
144 * added (hidden) function to save native Supaplex levels with tape as
145 native *.sp file containing level with demo (saved with a file name
146 similar to native R'n'D levels, but with ".sp" extension instead of
147 ".level"); to use this functionality, enter ":save-native-level" or
148 ":snl" from the main menu with the native Supaplex level loaded and
149 the appropriate tape loaded to the tape recorder
150 * fixed potential crash bug caused by illegal array access in engine
151 snapshot loading and saving code
152 * changed setting permissions of score files to be world-writable if
153 the program is not installed and running setgid to allow the program
154 to modify existing score files when run as a different user (which
155 allows cheating, of course, as the score files are not protected
156 against modification in this case)
157 * added (commented out) suggestions for RO_GAME_DIR and RW_GAME_DIR to
158 the top level Makefile for Debian / Ubuntu installations
159 * added saving read-only levels from editor into personal level set
160 (thanks to Bela Lubkin for the above four patches)
163 * added updating of game values on the panel to Supaplex game engine
166 * finished integrating R'n'D graphics engine into Supaplex game engine
167 (although some animations do not support full customizability yet)
170 * done integrating R'n'D graphics engine into file "Infotron.c"
171 * done integrating R'n'D graphics engine into file "OrangeDisk.c"
174 * integrated engine snapshot functionality into Supaplex game engine
177 * fixed bug in native Supaplex engine that broke several demo solutions
178 * fixed bug with re-initializing already existing elements in function
179 RelocatePlayer() in src/game.c (causing problems with Sokoban fields
180 counted a second time, making the currently playing level unsolvable)
181 * done integrating R'n'D graphics engine into file "SnikSnaks.c"
182 * done integrating R'n'D graphics engine into file "Electrons.c"
183 * done integrating R'n'D graphics engine into file "Zonk.c"
186 * done integrating R'n'D graphics engine into file "Murphy.c"
187 * done integrating R'n'D graphics engine into file "BugsTerminals.c"
190 * started integrating R'n'D graphics engine into Supaplex game engine
193 * added small kludge that allows transparent pushing animation over
194 non-black background (by using "game.use_masked_pushing: true")
195 * added editor flag to Sokoban field/object elements to automatically
196 finish solved Sokoban style levels (even if they contain non-Sokoban
197 elements, which prevents auto-enabling this feature for such levels)
200 * added new element "from_level_template" which is replaced by element
201 from level template at same playfield position when loaded (currently
202 not accessible from level editor, but only used for special Sokoban
203 level conversion when using "special_flags: load_xsb_to_ces")
204 * added special behaviour for "special_flags: load_xsb_to_ces": global
205 settings of individual level files are overwritten by template level
206 (except playfield size, level name, level author and template flag)
209 * added handling of gravity ports when converting Supaplex style R'n'D
210 levels to native Supaplex levels for playing with Supaplex engine
213 * fixed bug in Supaplex engine regarding initial screen scroll position
216 * fixed EMC style pushing animations in the R'n'D graphics engine (when
217 using ".2nd_movement_tile" for animations having start and end tile)
218 * for this to work (look) properly for two-tile pushing animations with
219 non-black (i.e. opaque) background, the pushing graphics drawing order
220 was changed to first draw the pushed element, then the player (maybe
221 this should be controlled by an ".anim_mode" flag yet to be added)
222 * two-tile animations for moving or pushing should have 7 frames for
223 normal speed, 15 frames for half speed etc. to display correct frames
224 * two-tile animations are also displayed correctly with different speed
225 settings for the player (for pushing animations) or moving elements
228 * added searching for template level (file "template.level") not only
229 inside the level set directory, but also in above level directories;
230 this makes is possible to use the same single template level file
231 (placed in a level group directory) for many level sub-directories
234 * fixed bug with steel exit being destructible during opening phase
235 * added token "special_flags" to "levelinfo.conf" (currently with the
236 only recognized value "load_xsb_to_ces", doing the same as the flag
237 "-Dload_xsb_to_ces" on the command line, but as a permanent flag for
238 converting all elements in native (XSB) Sokoban level files to CEs)
241 * fixed some problems with Supaplex engine when compiling for Windows
244 * added special mode to convert elements of Sokoban XSB levels to CEs
245 by adding "-Dload_xsb_to_ces" to the command line starting the game
246 (also adding a dependency to a template level file "template.level")
249 * added reading native Sokoban levels and level packages (XSB files)
252 * fixed bugs in (auto)scrolling behaviour when passing ports or when
253 wrapping around the playfield through "holes" in the playfield border
256 * changed internal playfield bitmap handling from playfield sized bitmap
257 to screen sized bitmap (visible scrolling area), therefore speeding up
258 graphics operations (by eliminating bitmap updates in invisible areas)
259 and removing playfield size limitations due to increasing bitmap size
260 for larger playfield sizes (while the new implementation always uses
261 a fixed playfield bitmap size for arbitrary internal playfield sizes)
264 * fixed bug with single step mode (there were some cases where the game
265 did not automatically return to pause mode, e.g. when trying to push
266 things that cannot be pushed or when trying to run against a wall)
269 * added support for loading Supaplex levels in MPX level file format
272 * fixed SP engine to set "game over" not before lead out counter done
275 * fixed (potential) compile error when using GCC option "-std=gnu99"
276 (thanks to Tom "spot" Callaway)
279 * fixed array allocation in native Supaplex engine to correctly handle
280 preceding scratch buffers (needed because of missing border checking)
281 * fixed playfield initialization to correctly add raw header bytes as
282 subsequent scratch buffer (needed because of missing border checking)
285 * most important parts of native Supaplex engine integration working:
286 - native Supaplex levels can be played in native Supaplex engine
287 - native Supaplex level/demo files ("*.sp" files) can be re-played
288 - all 111 classic original Supaplex levels automatically solvable
289 - native Supaplex engine can be selected and used from level editor
290 - logic of re-playing Supaplex demos migrated to R'n'D tape logic
293 * fixed another translation problem from VisualBasic to C (where "int"
294 should be "short") causing unsolvable demos with bugs and terminals
295 ("bugs" being related to the Supaplex "buggy base" element here ;-) )
298 * fixed bug when reading Supaplex single level files (preventing loader
299 from seeking to level position like in Supaplex level package files)
302 * first classic Supaplex level running and solved by solution/demo tape
305 * started with integration of native Supaplex engine, using source code
306 of Megaplex from Frank Schindler, based on original Supaplex engine
309 * version number set to 3.2.6.2
312 * version 3.2.6.1 released
315 * fixed bug with element_info[e].gfx_element not being initialized in
316 early game stage, causing native graphics in EMC level sets to be
317 mapped completely to EL_EMPTY (causing a blank screen when playing)
318 (this only happened when starting the program with an EMC set with
319 native graphics, but not when switching to such a set at runtime)
322 * deactivated blit-to-same-surface workaround again (see 2009-03-24)
323 and using self-compiled, patched SDL.dll that solves this problem
324 (interim solution until release of SDL 1.2.14 that should fix this)
327 * extended backwards compatibility mode to allow already fixed bug with
328 change actions (see "2008-02-05") for existing levels (especially the
329 Zelda and Zelda II levels and other cool stuff by Alan Bond like FMV)
332 * reactivated workaround to prevent program crashes due to blitting to
333 the same SDL surface that apparently only occurs on Windows systems
334 (this is no final solution; this problem needs further investigation)
337 * version number set to 3.2.6.1
340 * version 3.2.6.0 released
343 * fixed behaviour of player option "no centering when relocating" which
344 was incorrect when disabled and relocation target inside visible area
345 and "no scrolling when relocating" enabled at the same time
348 * fixed problems with re-mapping players on playfield to input devices:
349 previously, players found on the level playfield were changed to the
350 players connected to input devices (for example, player 3 in the level
351 was changed to player 1 (using artwork of player 3, to be able to use
352 a player with a different color)); this had the disadvantage that CE
353 conditions using player elements did not work (because the players in
354 the level definition are different to those effectively used in-game);
355 the new system uses the same player elements as defined in the level
356 playfield and re-maps the input devices of connected players to the
357 corresponding player elements when playing the level (in the above
358 example, player 3 now really exists in the game and is moved using the
359 events from input device 1); level tapes still store the events from
360 input devices 1 to 4, which are then re-mapped to players accordingly
361 when re-playing the tape (just as it is done when playing the level)
364 * fixed bug with player relocation while the player switches an element
367 * fixed bug with EM/DC style exit and EM/DC style steel exit which was
368 not walkable (and did not let the player enter) when in process of
369 opening, but not fully open yet (which can cause the player not being
370 able to enter the exit in EM/DC style levels in time)
373 * fixed some bugs regarding the new level/CE random seed reset options
376 * moved "level settings" and "editor settings" to two tabbed screens in
377 level editor to gain space for additional level property settings
378 * added level setting to start a level with always the same random seed
379 * added CE action "set random seed" to re-initialize random seed in game
380 (this is the only CE action that gets executed before the CE changes,
381 which is needed to use the newly set random seed during the CE change)
384 * fixed redraw problem of special editor door when playing from editor
387 * fixed initialization of gfx_element for level sketch image creation
390 * added switch for EM style dynamite "[ ] explodes with chain reaction"
391 (with default set to "on" for existing levels, but "off" for all new
392 levels), as EM style dynamite does not chain-explode in original EM
395 * added optional initial inventory for players (pre-collected elements)
396 * added change page actions "set player inventory" and "set CE artwork"
397 * added recognition of "player" parameter on change pages when player
398 actions are defined, but no trigger player in corresponding condition
399 (this resulted in actions that only affected the first player before)
400 * fixed bug with change actions being executed for newly created custom
401 elements resulting from custom element changes, when the intention was
402 only to check for change actions for the previous custom element
405 * changed design and size of element drawing area in level editor
406 * added "element used as action parameter" to element change actions
409 * added possibility to reanimate player immediately after his death
410 (for example, by "change to <player> when explosion of <player>")
413 * fixed bug with "gray" white door not being uncovered by magnifier
414 * added score for collecting (any) key to the white key config page
417 * added condition "deadly when <getting hit by>" for custom elements
418 that behaves a bit like the existing "deadly when <colliding with>",
419 but with the following differences:
420 - it only kills players or friends when it was moving before it hits
421 - it does not kill players or friends that try to run into it
424 * fixed the following change conditions where a player element is used
425 as the "element that is triggering the custom element change":
428 - explosion of <element>
430 (the last two conditions already worked partially, but only for the
431 first player, and not for the "Murphy" player when using "move of")
434 * fixed crash bug caused by accessing invalid element (with value -1)
435 in UpdateGameControlValues()
436 * fixed graphical bug when using two-tile movement animations with EMC
437 game engine without explicitly using native EMC graphics engine
440 * fixed bug in new "can dig" feature (see below) so that an unsuccessful
441 try to push something (due to push delay) does not cause a dig action
444 * fixed bug with reference elements used as trigger elements on custom
445 element change pages not being recognized
446 * fixed bug with reference elements not being removed from the playfield
447 * added engine functionality that allows custom elements that "can dig"
448 other elements not only to do so when moving by themselves, but also
449 when being pushed by the player (therefore adding the functionality to
450 push one element over another element, replacing it with the new one)
453 * added command line function to write level sketch images to directory
456 * merged override and auto-override options into new override options
457 with a new data type than can take the values "no", "yes" and "auto"
460 * fixed growing steel wall to also leave behind steel wall instead of
461 normal, destructible wall
462 * fixed handling of rocks falling through stacks of quicksand with
463 different speed (before, the rocks just got stuck in the quicksand)
466 * fixed nasty bug with auto-override and normal override not working on
467 program startup (especially when current level set has custom artwork)
470 * version 3.2.5 released as special edition "R'n'D jue"
473 * fixed X11 crash bug when blitting masked title screens over background
476 * changed build system to support special editions (like "R'n'D jue")
477 * added (hardcoded) loading graphics for "R'n'D jue" special edition
478 * fixed X11 crash bug when scaling images with width/height less than 32
481 * added "background.PLAYING" (only visible as two-pixel border in game)
482 * added default level set for first start of special R'n'D version
483 * changed door animations for editor always behaving like "quick doors"
486 * added new custom artwork setup option "auto-override non-CE sets" for
487 automatic artwork override that is only used for level sets without
488 custom element artwork (as it does not make much sense to override
489 any artwork that redefines custom element artwork for sets using CEs)
490 * fixed default artwork for "special" R'n'D versions always using the
491 "classic" artwork as the base if base artwork is not explicitly
492 defined in "levelinfo.conf", regardless of different default artwork
493 used by the special R'n'D version -- this is needed because any such
494 custom artwork is designed using the "classic" artwork definitions as
495 the base (including menu definitions and screen positions etc., which
496 would otherwise be taken from the different special default artwork)
499 * fixed drawing of animated "quicksand.filling" and "quicksand.emptying"
500 for both EMC and R'n'D graphics engine (heavy workarounds needed due
501 to massively broken handling of quicksand in R'n'D game engine)
502 * fixed off-limits access to array in DrawLevelFieldCrumbledSandExt()
503 * fixed crash bug (hopefully) when scrolling with cursor keys in editor
506 * fixed small bug in toon drawing (introduced when fixing the crash bug)
509 * added graphics definition "game.panel.highscore" to display the
510 current levels current high score in the game panel
513 * version number set to 3.2.5
516 * version 3.2.4 released
519 * fixed crash bug in toon drawing functions for large step offset values
522 * fixed some problems with displaying game panel when quick-loading tape
525 * fixed (experimental only) redrawing of every tile per frame (even if
526 unneeded) for the extended (R'n'D based) EMC graphics engine
527 * added optimization to only calculate element count for panel display
528 if really needed (that is, if element count values defined on panel)
529 * fixed problem with special editor door redraw when entering main menu
532 * fixed bug with displaying background for title messages on info screen
533 * some code cleanup for the extended (R'n'D based) EMC graphics engine
536 * fixed bug with CE action "move player" always resulting in player 4
537 if there was a CE action with no trigger player (because the player
538 element was calculated by using log_2() from trigger player bits with
539 the value PLAYER_BITS_ANY) -- this is now fixed by also storing the
540 triggering player bit mask and handling all players in "move player"
541 * fixed bug when defined artwork cannot be found for artwork that has
542 default artwork cloned from other artwork (without default filename)
543 * added several fixes to the extended (R'n'D based) EMC graphics engine
546 * fixed broken editor copy and paste for custom elements between levels
549 * title messages are now also searched in graphics artwork directory;
550 those found in graphics directory have precendence over those found
551 in level directory -- this handles title messages stored in graphics
552 directories as part of the artwork set, just like title images; this
553 makes sense, as corresponding special font definitions for messages
554 are usually defined in the same graphics artwork directory, and also
555 because title images and title messages that are combined in a level
556 set introduction should usually not be separated when the level set
557 is used with a different artwork set (e.g. using "override graphics")
558 * fixed problem with door borders on main screen by first drawing doors
559 and then the corresponding border masks, but not vice versa
560 * fixed problem with artwork config entries using the value "[DEFAULT]";
561 this does not what one might expect, but sets the value to an invalid
562 value -- solution: simply ignore such entries, which results in this
563 value keeping its previous (real) default value (in general, entries
564 that should use their default value should just not be defined here)
565 * fixed problem with wrong fading area size from main menu to setup menu
568 * fixed problem with broken crumbled graphics after level set changes
569 when using R'n'D custom artwork with level sets using the EMC engine
572 * fixed invisible "joysticks deactivated ..." text on setup input screen
575 * added use of hashes created from static lists (element tokens, image
576 config, font tokens) to speed up lookup of configuration parameters
577 * fixed bug where element and graphic config token lookup was mixed up
580 * added "busy" animation when initializing program and loading artwork
581 * added initialization profiling for program startup (debugging only)
584 * fixed(?) very strange bug apparently triggered by memset() when code
585 was cross-compiled with MinGW cross-compiler for Windows XP platform
586 (this only happened when using SDL.dll also self-compiled with MinGW)
589 * added graphics engine directive "border.draw_masked_when_fading" that
590 enables/disables drawing of border mask over screen that is just faded
593 * fixed small problem with separate fading definition for game screen
596 * added additional configuration directives for setup screen draw offset
597 menu.draw_xoffset.SETUP[XXX] and menu.draw_yoffset.SETUP[XXX] with XXX
598 in GAME, EDITOR, GRAPHICS, SOUND, ARTWORK, INPUT, SHORTCUTS_1,
599 SHORTCUTS_2, CHOOSE_ARTWORK, CHOOSE_OTHER (where "CHOOSE_ARTWORK" is
600 used to define draw offset on custom artwork selection screens and
601 "CHOOSE_OTHER" is used on all other list style selection screens, like
602 choosing game speed or screen mode for fullscreen mode)
603 * added additional configuration directives to define main menu buttons:
604 - menu.button_name and menu.button_name.active
605 - menu.button_levels and menu.button_levels.active
606 - menu.button_scores and menu.button_scores.active
607 - menu.button_editor and menu.button_editor.active
608 - menu.button_info and menu.button_info.active
609 - menu.button_game and menu.button_game.active
610 - menu.button_setup and menu.button_setup.active
611 - menu.button_quit and menu.button_quit.active
612 * added eight pure decoration graphic definitions for the game panel
615 * added support for accessing native Diamond Caves II level packages
616 * fixed displaying of game panel values for Emerald Mine game engine
617 * fixed displaying end-of-level time and score values on new game panel
620 * added game panel control to display arbitrary elements on game panel
621 * added game panel control to display custom element score (globally
622 unique for identical custom elements) either as value or as element
623 * added ".draw_masked" and ".draw_order" to game panel control drawing
626 * fixed some general bugs with handling of ".active" elements and fonts
629 * cleanup of game panel elements (some elements were not really needed)
630 * added displaying of gravity state (on/off) as new game panel control
631 * added animation for game panel elements (similar to game elements)
634 * added new pseudo game mode "PANEL" to define panel fonts and graphics
635 - panel fonts now use ".PANEL" suffix instead of ".PLAYING" suffix
636 - panel graphics now use ".PANEL" suffix instead of ".DOOR" suffix
637 (else graphics would have to use ".PLAYING", which would be confusing)
638 * fixed bug when fading out to game screen with border mask defined
641 * added attribute ".tile_size" for element style game panel controls
644 * added <space> key as additional valid key to use for confirm requester
647 * improved menu fading, adding separate fading definitions for entering
648 and leaving a "content" screen (in general), and optional definitions
649 for the special "content" screens SCORES, EDITOR, INFO and PLAYING
652 * added (currently invisible) setup option to define scroll delay value
653 * fixed small bug in priority handling when auto-detecting level start
654 position in levels without player element (but player from CE etc.)
655 * added option "game.forced_scroll_delay_value" to override user choice
656 of scroll delay value for certain level sets with "graphicsinfo.conf"
657 * replaced setup option "scroll delay: on/off" by new setup option that
658 directly allows selecting the desired scroll delay value from 0 to 8
661 * added displaying of most game panel control elements (not animated)
664 * added new configuration directives to display additional game engine
665 values on the game control panel, like the following examples:
666 - game.panel.time_hh/time_mm/time_ss - level time in HH/MM/SS format
667 - game.panel.penguins - number of penguins to rescue
668 - game.panel.level_name - level name of current level
671 * added support for preview tile sizes "1" and "2" (1x1 and 2x2 pixels)
674 * added new player option "no centering when relocating" for "invisible"
675 teleportations to level areas that look exactly the same, giving the
676 illusion that the player did not relocate at all (this was the default
677 since 3.2.3, but caused visual problems with room creation in "Zelda")
678 * added new menu fading effect "melt", shamelessly stolen from "DOOM"
681 * improved menu fading, adding separate fading definitions for entering
682 and leaving a menu and for fading between menu and "content" screens
683 * fixed small bug with recognizing also ".font_xyz" style definitions
686 * improved menu fading, adding separate fading definitions for fading
687 between menu screens and fading between menu and "destination" screens
690 * titlemessage_initial_x and titlemessage_x set to "[DEFAULT]" in static
691 configuration (set from "[titlemessage_initial]" and "[titlemessage]")
692 * fading settings of "[titlemessage_initial]" and "[titlemessage]" set
693 to "[DEFAULT]" in static configuration (set from "[title_initial]" and
695 * improved title fading, allowing fading animation types "none", "fade"
696 and "crossfade" (including cross-fading of last title to main menu)
699 * added configurability of graphics, sounds and music for title screens,
700 which are separated into initial title screens (only shown once at
701 program startup) and title screens shown for a given level set; these
702 title screens can be composed of up to five title images and up to
703 five title text messages (each drawn using an optional background
704 image), also using background music and/or sounds; aspects like
705 background images, sounds and music of title screens can either be
706 defined generally (valid for all title screens) or specifically (and
707 therefore differently for each title screen) using these directives:
709 to define a background image, sound or music file for all screens:
710 - background.TITLE_INITIAL (for all title screens for game startup)
711 - background.TITLE (for all title screens for level sets)
713 to define a background image, sound or music file for a single screen:
714 - background.titlescreen_initial_x (with x in 1,2,3,4,5)
715 - background.titlescreen_x (with x in 1,2,3,4,5)
716 - background.titlemessage_initial_x (with x in 1,2,3,4,5)
717 - background.titlemessage_x (with x in 1,2,3,4,5)
719 to define the title screen images:
720 - titlescreen_initial_x (with x in 1,2,3,4,5)
721 - titlescreen_x (with x in 1,2,3,4,5)
723 to define the title text messages, place text files into the level set
724 directory that have the following file names:
725 - titlemessage_initial_x.txt (with x in 1,2,3,4,5)
726 - titlemessage_x.txt (with x in 1,2,3,4,5)
728 to define the properties of the text messages, either use directives
729 that affect all text messages:
730 - [titlemessage_initial].<suffix>
731 - [titlemessage].<suffix>
732 or use directives that affect single text messages:
733 - titlemessage_initial_x.<suffix> (with x in 1,2,3,4,5)
734 - titlemessage_x.<suffix> (with x in 1,2,3,4,5)
736 valid values for <suffix> are the same as for readme.<suffix> below;
737 use ".sort_priority" (default: 0) to define an arbitrary order for
738 title images and title messages (which can therefore be mixed)
741 * added full configurability of "readme.txt" screen appearance:
742 - readme.x: <left position used with alignment>
743 - readme.y: <top position>
744 - readme.width: <maximim text width in pixels>
745 - readme.height: <maximum text height in pixels>
746 - readme.chars: <maximum number of chars per line>
747 - readme.lines: <maximum number of lines displayed>
748 - readme.align: left,center,right (default: center)
749 - readme.top: top,middle,bottom (default: top)
750 - readme.font: font name
751 - readme.autowrap: true,false (default: true)
752 - readme.centered: true,false (default: false)
753 - readme.parse_comments: true,false (default: true)
754 - readme.sort_priority: (not used here, but only for title screens)
755 when "readme.chars" and/or "readme.lines" is set to "-1" (this is the
756 default), they are automatically determined from "readme.width" and
757 "readme.height" accordingly; when they are not "-1", they have
758 precedence over "readme.width" and "readme.height"
759 * added internal ad-hoc config settings for displaying text files like
760 title messages or "readme.txt" style level set info files:
761 - .font: font name (default: readme.font)
762 - .autowrap: true,false (default: readme.autowrap)
763 - .centered: true,false (default: readme.centered)
764 - .parse_comments: true,false (default: readme.parse_comments)
765 (the leading '.' and the separating ':' are mandatory here); to use
766 these ad-hoc settings, they have to be written inside a comment, like
767 "# .autowrap: false" or "# .centered: true"; these settings then
768 override the above global settings (they can even be used more than
769 once, like "# .centered: true", then some text that should be drawn
770 centered, then "# .centered: false" to go back to non-centered text;
771 important note: after using "# .parse_comments: false", or when using
772 "readme.parse_comments: false", detecting and parsing comments inside
773 the file is disabled and comments are just printed like normal text;
774 also be aware that all automatic text size calculations are done with
775 the font defined in "readme.font", while using different fonts using
776 "# .font: <font>" inside the text file may cause unexpected results
779 * changed some numerical limits in the level editor from 255 to 999
782 * added option "system.sdl_videodriver" to select SDL video driver
783 * added output of SDL video and audio driver to "version info" page
786 * added group element drawing to IntelliDraw drawing functions
787 * fixed animation resetting problem again (last try broke Snake Bite)
788 * fixed diagonal scrolling in screen scrolling (last try broke Pac Man)
791 * added new (special) "include: <filename>" directive that works in all
792 configuration files (like "graphicsinfo.conf") and that has the same
793 effect as if that directive would be replaced with the content of the
794 specified file (this can be useful to split large configuration files
795 into several smaller ones and include them from one main file, or to
796 store configuration settings that always stay the same into a separate
797 file, while including it and only add those parts that really change)
800 * fixed minor bug (screen redraw of player tiles) in EMC graphics engine
803 * fixed bug in "InitMovingField()" where treating an integer array as
804 boolean caused wrong resetting of animations while elements are moving
805 * fixed problem with resetting animations when starting element change
808 * added sort priority for order of title screens and title messages
811 * changed end of game again: do not wait for the user to press a key
812 anymore, but directly ask/confirm tape saving and go to hall of fame
813 * re-enabled quitting of lost game by pressing space or return again
814 * added blanking of mouse pointer when displaying title screens
815 * added remaining menu draw offset definitions for info sub-screens
818 * added setup option to select game speed (from very slow to very fast)
819 * improved handling of title text messages (initial and for level set)
822 * added new options "auto-wrap" and "centered" for DC2 style envelopes
825 * fixed displaying and typing of player name when it is centered
826 * added special characters to be allowed for player name (not only A-Z)
829 * fixed blit in ScrollLevel() to same bitmap to not overlap anymore
830 (newer versions of the SDL library seem to not like this anymore)
833 * added code for configuration directives for control of game panel
836 * fixed small cosmetical bug with underlining property tabs in editor
839 * fixed small drawing bug in X11FadeRectangle
840 * added new elements for newly supported Diamond Caves II levels:
841 - EM/DC style exits that disappear after passing
842 - white key and gate (one white key needed for each white gate)
843 - fake gate (there is no key to open/pass this kind of gate!)
844 - extended magic wall which also handles pearls and crystals
848 * changed maximum value for endless loop detection to a higher value
849 (some levels really used very deep recursion without being endless)
852 * added new elements for newly supported Diamond Caves II levels:
853 - growing steel walls
854 - snappable land mine
857 * added new elements for newly supported Diamond Caves II levels:
858 - steel text elements
861 * added level file loader for native Diamond Caves II levels
864 * version number set to 3.2.4
867 * version 3.2.3 released
870 * fixed malloc/free bug when updating EMC artwork entries in level list
871 * added workaround (warning and request to quit the current game) when
872 changing elements cause endless recursion loop (which would otherwise
873 freeze the game, causing a crash-like program exit on some systems)
876 * fixed nasty string overflow bug when entering too long envelope text
879 * added feedback sounds for menu navigation "menu.item.activating" and
880 "menu.item.selecting" (for highlighting and executing menu entries)
883 * improved "no scrolling when relocating" to also consider scroll delay
884 (meaning that the player is not automatically centered in this case;
885 this makes it possible to "invisibly" relocate the player to a region
886 of the level playfield which looks the same as the old level region)
887 * fixed bug with not recognizing "main.input.name.align" when active
890 * fixed bug with displaying masked borders over title screens when
891 screen fading is disabled
894 * fixed infinite loop / crash bug when killing the player while having
895 a CE with the setting "kill player X when explosion of <player X>"
896 * added special editor graphic for "char_space" to distinguish it from
897 "empty_space" when editing a level (in-game graphics still the same)
900 * fixed nasty bug with initialization only done for the first player
903 * small change to handle loading empty element/content list micro chunks
906 * uploaded pre-release (test) version 3.2.3-0 binary and source code
909 * some optimizations on startup speed by reducing initial text output
912 * added caching of custom artwork information for faster startup times
915 * fixed graphical bug when using fewer menu entries on level selection
916 screen than usual (with "menu.list_size.LEVELS" directive)
917 * fixed crash bug (Windows/SDL only) caused by BlitBitmap blitting from
918 the backbuffer to the backbuffer by error (with identical rectangle)
921 * fixed bug when displaying titlescreen with size less than element tile
922 * fixed bug that caused elements with "change when digging <e>" event
923 to change for _every_ digged element, not only those specified in <e>
924 * fixed bug that caused impact style collision when dropping element one
925 tile over the player that can both fall down and smash players
926 * fixed bug that caused impact style collision when element changed to
927 falling/smashing element over the player immediately after movement
930 * fixed bug that allowed making engine snapshots from the level editor
933 * fixed bugs with player name and current level positions on main screen
936 * added configuration directives for control of title screens:
937 - "title.fade_delay" for fading time
938 - "title.post_delay" for pause between screens (when not crossfading)
939 - "title.auto_delay" to automatically continue after some time
940 these settings can each be overridden by specifying them with titles:
941 - "titlescreen_initial_{1-5}.{fade_delay,post_delay,auto_delay}"
942 - "titlescreen_{1-5}.{fade_delay,post_delay,auto_delay}"
943 fading mode can also be specified:
944 - "titlescreen_initial_{1-5}.anim_mode: {fade,crossfade}
945 - "titlescreen_{1-5}.anim_mode: {fade,crossfade}
946 default is using normal fading for menues and initial title screens,
947 while using cross-fading for level set title screens
948 * fixed bug with background not drawn in Hall of Fame after game was won
951 * added configuration directives for the remaining main menu items
954 * added additional configuration directives for info screen draw offset:
955 menu.draw_{x,y}offset.INFO[{ELEMENTS,MUSIC,CREDITS,PROGRAM,LEVELSET}]
956 * added additional configuration directives for preview info text
957 * limited mouse wheel sensitive screen area to scrollable screen area
960 * added highlighted menu text entries to menu navigation when selected
963 * fixed bug that prevented player from correctly being created in the
964 top left corner by a custom element change in a level without player
965 * fixed bug that prevented player from being killed when indestructible,
966 non-walkable element is placed on player position by extended change
967 * added configurable menu button, text and input positions to main menu
970 * added page fading effects for remaining info sub-screens
971 * fixed small bug that caused some delays when answering door request
974 * added directives "border.draw_masked.*" for menu/playfield area and
975 door areas to display overlapping/masked borders from "global.border"
978 * fixed bug with CE with move speed "not moving" not being animated
979 * when changing player artwork by CE action, reset animation frame
982 * fixed bug with not unmapping main menu screen gadgets on other screens
983 * fixed bug with un-pausing a paused game by releasing still pressed key
984 * fixed bug with not redrawing screen when toggling to/from fullscreen
985 mode while fast reloading tape (without redrawing playfield contents)
986 * fixed bug with quick-saving tape snapshot despite answering with "no"
989 * version number set to 3.2.3
992 * version 3.2.2 released
995 * fixed bug with redrawing screen in fullscreen mode after quick tape
996 reloading when using the EMC game engine
997 * changed token names from "last_ce_[1-8]" to "prev_ce_[1-8]"
1000 * fixed bug in GameWon() when level contains no exit (like in Sokoban)
1003 * added engine snapshot functionality for instant tape reloading (this
1004 only works for the last tape saved using "quick save", and does not
1005 work across program restarts, because it completely works in memory)
1008 * version number set to 3.2.2
1011 * version 3.2.1 released
1014 * fixed nasty bugs with handling error message file on Mac OS X systems
1017 * general code cleanup (removing many annoying "#if 0" blocks etc.)
1020 * fixed bug that caused broken tapes when manually appending to tapes
1021 using the "pause before death" functionality, followed by recording
1022 * added setup option to disable fading of screens for faster testing
1025 * code cleanup of new fading functions
1028 * changed behaviour after solved game -- do not immediately stop engine
1029 * added some more smooth screen fadings (game start, hall of fame etc.)
1032 * fixed bug with displaying pushed CE with value/score/delay anim_mode
1035 * added configurable level preview position, tile size and dimensions
1036 * added configurable game panel value positions (gems, time, score etc.)
1039 * fixed small bug with time displayed incorrectly when collecting CEs
1042 * fixed bug with bumpy scrolling with EM engine in double player mode
1045 * added compatibility code to fix "Snake Bite" style levels that were
1046 broken due to a bugfix regarding EL_SOKOBAN_FIELD_PLAYER in 3.2.0
1049 * fixed bug with scrollbars inside editor when using the Windows mouse
1050 enhancement tool "True X-Mouse" (which injects key events to the event
1051 queue to insert selected stuff into the Windows clipboard, which gets
1052 confused with the "Insert" key for jumping to the last editor cascade
1053 block in the element list)
1054 * added Rocks'n'Diamonds icon for use as window icon to SDL version
1055 * added key shortcut "Alt + Enter" to toggle fullscreen mode at any time
1058 * added selection of preferred fullscreen mode to setup / graphics menu
1059 (useful if default mode 800 x 600 does not match screen aspect ratio)
1062 * improved down-scaling of images for better editor and preview graphics
1063 * changed user data directory for Mac OS X from Unix style to new place
1066 * improved level number selection in main menu and player selection in
1067 setup menu (input devices section) by using standard button gadgets
1068 * added support for mouse scroll wheel (caused buggy behaviour before)
1069 * added support for scrolling horizontal scrollbars with mouse wheel by
1070 holding "Shift" key pressed while scrolling the wheel
1071 * added support for single step mouse wheel scrolling by holding "Alt"
1072 key pressed while scrolling the wheel (can be combined with "Shift")
1073 * changed output file "stderr.txt" on Windows platform now always to be
1074 created in the R'n'D sub-directory of the personal documents directory
1075 * added Windows message box to direct to "stderr.txt" after error aborts
1078 * improved general scrollbar handling (when jump-scrolling scrollbars)
1081 * changed scrollbars to always show last line as first after scrolling
1082 (that means jumping n - 1 screen lines instead of n screen lines)
1085 * fixed level versions of EMC level loader (from V4 to V1, V2 and V3)
1086 * fixed level time for EMC levels for V2 engine (V2 and V5 levels)
1087 * fixed special handling of vertically stacked acid becoming fake acid
1090 * fixed bug (very special case) with CE_SCORE_GETS_ZERO, which can
1091 affect multiple instances of the same CE, although this kind of
1092 change condition usually only affects one single custom element
1095 * version number set to 3.2.1
1098 * version 3.2.0 released
1101 * reorganized level editor element list a bit to match engines better
1104 * fixed newly introduced bug with wrongly initializing clipboard element
1107 * fixed bug with displaying visible/invisible level border in editor
1110 * reorganized some elements in the level editor element list
1113 * fixed bug with displaying any player as "yellow" when moving into acid
1114 * fixed bug with displaying running player when player stopped at border
1117 * fixed bug with player exploding when moving into acid
1118 * fixed bug with level settings being reset in editor and when playing
1119 (some compatibility settings being set not only after level loading)
1120 * fixed crash bug when number of custom graphic frames was set to zero
1121 * fixed bug with teleporting player on walkable tile not working anymore
1122 * added partial compatibility support for pre-release-only "CONF" chunk
1123 (to make Alan Bond's "color cycle" demo work again :-) )
1126 * fixed some bugs when displaying title screens from info screen menu
1127 * fixed bug which caused EMC doors #5 to #8 to be passable without keys
1130 * changed file major version to 3 to reflect level file format changes
1131 * uploaded pre-release (test) version 3.2.0-8 binary and source code
1134 * added new chunk "NAME" to level file format for level name settings
1135 * added new chunk "NOTE" to level file format for envelope settings
1136 * changed name of chunk "CONF" to "ELEM" (for normal element settings)
1137 * updated magic(5) file to recognize changed and new level file chunks
1138 * removed change events "change when CE value/score changes" as unneeded
1141 * changed gravity (which only affects the player) from level property
1142 to player property (only makes a difference in multi-player levels)
1143 * added change events "change when CE value/score changes"
1144 * added change events "change when CE value/score changes of <element>"
1147 * added new chunk "INFO" to level file format for global level settings
1148 * added all element settings from "HEAD" chunk to "CONF" chunk
1149 * added all global level settings from "HEAD" chunk to "INFO" chunk
1152 * changed level file format by adding two new chunks "CUSX" (for custom
1153 elements, replacing the previous "CUS4" chunk) and "GRPX" (for group
1154 elements, replacing the previous "GRP1" chunk); these new IFF style
1155 chunks use the new and flexible "micro chunks inside chunks" technique
1156 already used with the new "CONF" chunk (for normal element properties)
1157 which makes it possible to easily extend the existing level format
1158 (instead of using fixed-length chunks like before, which are either
1159 too big due to reserved bytes for future use, or too small when those
1160 reserved bytes have all been used and even more data should be stored,
1161 requiring the replacement by new and larger chunks just like it went
1162 with "CUS1" to "CUS4"); this whole problem now does not exist anymore
1165 * added credits pages to the "credits" section that were really missing
1166 * added some missing element descriptions to the level editor
1167 * added down position of switchgate switch to the level editor
1168 and allowed the use of both switch positions at the same time
1169 * changed use of "Insert" and "Delete" keys to navigate element list in
1170 level editor to start of previous or next cascading block of elements
1173 * added the possibility to view the title screen to the info screen menu
1174 * fixed some minor bugs with viewing title screens
1177 * fixed bug with title (cross)fading in/out when using fullscreen mode
1180 * fixed bug that forced re-defining of menu settings in local graphics
1181 config file which are already defined in existing base config file
1182 * fixed small bug that caused door sounds playing when music is enabled
1185 * added the possibility to define up to five title screens for each
1186 level set that are displayed after loading using (cross)fading in/out
1187 (this was added to display the various start images of the EMC sets)
1190 * added "CE score gets zero [of]" to custom element trigger conditions
1191 * added setup option to display element token name in level editor
1194 * added compatibility code for Juergen Bonhagen's menu artwork settings
1197 * fixed bug with displaying wrong animation frame 0 after CE changes
1198 * fixed bug with creating invisible elements when light switch is on
1201 * added selection between ECS and AGA graphics for EMC levels to setup
1204 * adjusted font handling for various narrow EMC style fonts
1207 * changed EM engine behaviour back to re-allow initial rolling springs
1210 * fixed handling of over-large selectboxes (less error-prone now)
1211 * fixed bug when creating GE with walkable element under the player
1214 * added use of "Insert" and "Delete" keys to navigate element list in
1215 level editor to start of custom elements or start of group elements
1216 * added virtual elements to access CE value and CE score of elements:
1217 - "CE value of triggering element"
1218 - "CE score of triggering element"
1219 - "CE value of current element"
1220 - "CE score of current element"
1223 * fixed "grass" to "sand" in older EM levels (up to file version V4)
1226 * changed behaviour of network games with internal errors (because of
1227 different client frame counters) from immediately terminating R'n'D
1228 to displaying an error message requester and stopping only the game
1229 (also to prevent impression of crashes under non command-line runs)
1230 * fixed playing network games with the EMC engine (did not work before)
1231 * fixed bug with not scrolling the screen in multi-player mode with the
1232 focus on player 1 when all players are moving in different directions
1233 * fixed bug with keeping pointer to gadget even after its deallocation
1234 * fixed bug with allowing "focus on all players" in network games
1235 * fixed bug with player focus when playing tapes from network games
1238 * uploaded pre-release (test) version 3.2.0-7 binary and source code
1241 * code cleanup for game action control for R'n'D and EMC game engine
1244 * fixed bug in multi-player movement with focus on both players
1245 * added option to control only the focussed player with all input
1248 * added player focus switching to level tape recording and re-playing
1251 * fixed some bugs in player focus switching in EMC and RND game engine
1254 * added special Supaplex animations for Murphy digging and snapping
1255 * added special Supaplex animations for Murphy being bored and sleeping
1258 * added four new yam yams with explicit start direction for EMC engine
1259 * fixed bug in src/libgame/text.c with printing text outside the window
1262 * fixed small bug in EMC level loader (copyright sign in EM II levels)
1265 * added delayed ignition of EM style dynamite when used in R'n'D engine
1266 * added limited movement range to EMC engine when focus on all players
1269 * fixed bug with missing (zero) score values for native Supaplex levels
1272 * added "continuous snapping" (snapping many elements while holding the
1273 snap key pressed, without releasing the snap key after each element)
1274 as a new player setting for more compatibility with the classic games
1277 * finished scrolling for "focus on all players" in EMC graphics engine
1280 * level sets with "levels: 0" are ignored for levels, but not artwork
1281 * fixed bug when scanning empty level group directories (endless loop)
1284 * fixed bug with explosion graphic for player using "Murphy" graphic
1285 * fixed bug with explosion graphic if player leaves explosion in time
1286 * changed some descriptive text in setup menu to use medium-width font
1287 * added key shortcut settings for switching player focus to setup menu
1290 * fixed bug with random value initialization when recording tapes
1291 * fixed bug with playing single player tapes when team mode activated
1294 * fixed little bug when trying to switch to player that does not exist
1297 * added player switching (visual and quick) to R'n'D and EM game engine
1298 * added setup option to select visual or quick in-game player switching
1301 * added use of "Home" and "End" keys to handle element list in editor
1304 * fixed bug with adding score when playing tape with EMC game engine
1305 * added steel wall border for levels using EMC engine without border
1306 * finally fixed delayed scrolling in EMC engine also for small levels
1309 * fixed potential crash bug in WarnBuggyBase() (missing boundary check)
1312 * fixed bug with CE change order in TestIfElementTouchesCustomElement()
1313 * fixed bug when displaying info element without action, but direction
1316 * fixed minor graphical problems with springs smashing and slurping
1317 (when using R'n'D style graphics instead of EMC style graphics)
1320 * added scroll delay (as configured in setup) to EMC graphics engine
1323 * improved screen redraw for EMC graphics engine (faster and smoother)
1324 * when not scrolling, do not redraw the whole playfield if not needed
1327 * added multi-player mode for EMC game engine (with up to four players)
1330 * added android (can clone elements) from EMC engine to R'n'D engine
1333 * added spring bumper (reflects spring) from EMC engine to R'n'D engine
1336 * added selectbox for initial player speed to player settings in editor
1339 * version 3.1.2 created that is basically version 3.1.1, but with a
1340 major bug fixed that prevented editing your own private levels
1341 * version 3.1.2 released
1344 * added magic ball (creates elements) from EMC engine to R'n'D engine
1347 * uploaded fixed pre-release version 3.2.0-6 binary and source code
1350 * fixed bug when using "CE can leave behind <trigger element>"
1351 * added new change condition "(after/when) creation of <element>"
1352 * added new change condition "(after/when) digging <element>"
1353 * fixed bug accessing invalid gadget that caused crashes under Windows
1354 * deactivated new possibility for multiple CE changes per frame
1357 * uploaded pre-release (test) version 3.2.0-6 binary and source code
1360 * added animation types "ce_value" and "ce_score" to graphicsinfo.conf
1361 * fixed bug with not keeping CE value for moving CEs with only action
1362 * changed CE action selectboxes in editor to be only reset when needed
1365 * added option "use artwork from element" for custom player artwork
1366 * added option "use explosion from element" for player explosions
1369 * added cascaded element lists in the level editor
1370 * added persistence for cascaded element lists by "editorcascade.conf"
1371 * added dynamic element list with all elements used in current level
1372 * added possibility for multiple CE changes per frame (experimental)
1375 * uploaded pre-release (test) version 3.2.0-5 binary and source code
1378 * changed "score for each 10 seconds/steps left" to "1 second/step"
1379 * added own score for collecting "extra time" instead of sharing it
1380 * added change events "switched by player" and "player switches <e>"
1381 * added change events "snapped by player" and "player snaps <e>"
1382 * added "set player artwork: <element choice>" to CE action options
1383 * added change event "move of <element>"
1386 * added "set player shield: off / normal / deadly" to CE action options
1387 * added new player option "use level start element" in level editor
1388 to set the correct focus at level start to elements from which the
1389 player is created later (this did not work before for cascaded CE
1390 changes resulting in creation of the player; it is now also possible
1391 to create the player from a yam yam which is smashed at level start)
1394 * added "set player speed: frozen (not moving)" to CE action options
1395 * added "move player: l/r/u/d/trigger/-trigger" to CE action options
1398 * added new player option "block snap field" (enabled by default) to
1399 make it possible to show a snapping animation like in Emerald Mine
1402 * added dynamic selectboxes to custom element action settings in editor
1403 * added "CE value" counter for custom elements (instead of "CE count")
1404 * added option to use the last "CE value" after custom element change
1405 * added option to use the "CE value" of other elements in CE actions
1406 * fixed odd behaviour when pressing time orb in levels w/o time limit
1407 * added checkbox "use time orb bug" for older levels that use this bug
1410 * added missing configuration settings for the following elements:
1411 - EL_TIMEGATE_SWITCH (time of open time gate)
1412 - EL_LIGHT_SWITCH_ACTIVE (time of light switched on)
1413 - EL_SHIELD_NORMAL (time of shield duration)
1414 - EL_SHIELD_DEADLY (time of shield duration)
1415 - EL_EXTRA_TIME (time added to level time)
1416 - EL_TIME_ORB_FULL (time added to level time)
1419 * added "wind direction" as a movement pattern for custom elements
1420 * added initial wind direction for balloon / custom elements to editor
1421 * added functionality for EL_BALLOON_SWITCH_NONE to R'n'D game engine
1424 * added parameters for "game of life" and "biomaze" elements to editor
1427 * added level file chunk "CONF" for generic level and element settings
1430 * uploaded pre-release (test) version 3.2.0-4 binary and source code
1433 * skip empty level sets (with "levels: 0"; may be artwork base sets)
1434 * added sound action ".page[1]" to ".page[32]" for each CE change page
1437 * added image config suffix ".clone_from" to copy whole image settings
1438 * fixed bug with invalid ("undefined") CE settings in old level files
1441 * fixed graphical bug with smashing elements falling faster than player
1444 * fixed major bug which prevented private levels from being edited
1445 * fixed bug with precedence of general and special font definitions
1448 * fixed graphical bug with player animation when player moves slowly
1451 * uploaded pre-release (test) version 3.2.0-3 binary and source code
1454 * fixed bug which prevented "global.num_toons: 0" from working
1457 * major code cleanup (removed all these annoying "#if 0" blocks)
1460 * added custom element actions for CE change page in level editor
1463 * fixed music initialization bug in init.c (thanks to David Binderman)
1464 * fixed mouse wheel "button" bug in editor (thanks to Tomi Belan)
1465 (this bug must probably be fixed at other places, too)
1468 * fixed buggy '#include "SDL.h"' statements in src/libgame/sdl.h
1469 (should be '#include <SDL.h>' instead)
1472 * fixed bug which prevented "walkable from no direction" from working
1473 (due to compatibility code overwriting this setting after loading)
1476 * fixed bug on Mac OS X (use of reserved name "Random") in EM engine
1479 * version number temporarily set to 3.1.1 (intermediate bugfix release)
1480 * version 3.1.1 released
1483 * changed some va_arg() arguments from 'long' to 'int', fixing problems
1484 on 64-bit architecture systems with LP64 data model
1487 * fixed bug with bombs not exploding when hitting the last level line
1488 (introduced after the release of 3.1.0)
1491 * added support for dumping small-sized level sketches from editor
1494 * added recognition of "trigger element" for "change digged element to"
1495 (this is not really what the "trigger element" was made for, but its
1496 use may seem obvious for leaving back digged elements unchanged)
1499 * fixed multiple warnings about failed joystick device initialization
1502 * fixed bug with dynamite dropped on top of just dropped custom element
1503 (collect dynamite, collect CE, drop CE => dynamite was also dropped);
1504 dynamite can still be dropped, but drop key must be released before
1507 * fixed bug with wrong start directory when started from file browser
1508 (due to this bug, R'n'D could not be started from KDE's Konqueror)
1511 * fixed bug causing "change when impact" on player not working
1512 * fixed wrong priority of "hitting something" over "hitting <element>"
1513 * fixed wrong priority of "hit by something" over "hit by <element>"
1516 * fixed graphical bug which caused the player (being Murphy) to show
1517 collecting animations although the element was collected by penguin
1520 * fixed two bugs causing wrong door background graphics in system.c
1521 (in functions "SetBackgroundBitmap()" and "DrawingOnBackground()")
1524 * fixed graphic bug with exploding bomb and R'n'D graphics in EM engine
1525 * added "no direction" to "walkable/passable from" selectbox options
1528 * enhanced tape autoplay to accept "autoplay <set> [<nr> ...]" format
1529 * in tape autoplay, not only report broken, but also missing tapes
1532 * uploaded pre-release (test) version 3.2.0-2 binary and source code
1535 * fixed small bug with "linear" animation not working for active lamp
1538 * fixed bug with moving up despite gravity due to "block last field"
1539 * fixed small bug with wrong draw offset when typing name in main menu
1540 * when reading user names from "passwd", ignore data after first comma
1541 * when creating new "levelinfo.conf", only write some selected entries
1544 * fixed displaying "imported from/by" on preview with empty string
1545 * fixed ignoring draw offset for fonts used for level preview texts
1548 * fixed a delay problem with SDL and too many mouse motion events
1549 * added setup option "skip levels" and level skipping functionality
1552 * added move speed "not moving" for non-moving CEs, but with direction
1555 * fixed mapping of obsolete element token names in "editorsetup.conf"
1556 * fixed bug with sound "acid.splashing" treated as a loop sound
1557 * fixed some little sound bugs in native EM engine
1560 * fixed small bug when dragging scrollbars to end positions
1563 * added editor element descriptions written by Aaron Davidson
1566 * improved fallback handling when configured artwork is not available
1567 (now using default artwork instead of exiting when files not found)
1570 * fixed bug on level selection screen when dragging scrollbar
1573 * fixed bug which caused broken tapes when appending to EM engine tapes
1576 * uploaded pre-release (test) version 3.2.0-1 binary and source code
1579 * added code to replace changed artwork config tokens with other tokens
1580 (needed for backwards compatibility, so that older tokens still work)
1583 * added native R'n'D graphics for some new EMC elements in EM engine
1586 * fixed some bugs in the EM engine integration code
1587 * changed EM engine code to allow diagonal movement
1588 * changed EM engine code to allow use of separate snap and drop keys
1591 * fixed some redraw bugs when using EM engine
1594 * fixed bug with not converting RND levels which are set to use native
1595 engine to native level structure when loading
1598 * uploaded pre-release (test) version 3.2.0-0 binary and source code
1601 * version number set to 3.2.0
1604 * level data now reset to defaults after attempt to load invalid file
1607 * added use of "editorsetup.conf" for different level sets
1610 * added auto-detection for various types of Emerald Mine level files
1613 * fixed bug with scrollbars getting too small when list is very large
1616 * fixed bug with 3+3 (cross) sized explosion not making explosion sound
1619 * added most level editor configuration gadgets for new EMC elements
1622 * added more element and graphic definitions for new EMC elements
1625 * modified native EM engine to use integrated R'n'D sound system
1628 * added SDL support to graphics functions in native EM engine
1629 (by always using generic libgame interface functions)
1632 * fixed bug in frame synchronization in native EM engine
1635 * added code to convert levels between R'n'D and native EM engine
1638 * new Emerald Mine engine can now play levels selected in main menu
1641 * fixed big memory leak in function "CreateBitmapWithSmallBitmaps()"
1642 (which creates scaled down graphics for level editor and preview);
1643 there's still a memory leak somewhere in the artwork handling code
1644 * added "scale image up" functionality to X11 version of zoom function
1647 * first attempts to integrate new, native Emerald Mine Club engine
1650 * fixed bug in gadget code which caused reset of CEs in level editor
1651 (example: pressing 'b' [grab brush] on CE config page erased values)
1652 (solution: check if gadgets in ClickOnGadget() are really mapped)
1653 * improved level change detection in editor (settings now also checked)
1654 * fixed bug with "can move into acid" and "don't collide with" state
1657 * fixed maze runner style CEs to use the configured move delay value
1660 * added Aaron Davidson's tutorial level set to the "Tutorials" section
1663 * fixed engine change that broke 3.0.8 levels like "Walpurgis Gardens"
1664 * fixed the above fix because it broke level set "machine" (*sigh*)
1665 * fixed random element placement in level editor to work as expected
1666 * fixed undefined graphic of runtime element "EL_AMOEBA_TO_DIAMOND"
1669 * re-recorded tape for BD2K3, level 010 (broken due to bugfix)
1672 * fixed bug (missing array boundary check) which caused broken tapes
1673 * fixed bug (when loading level template) which caused broken levels
1674 * fixed bug with new block last field code when using non-yellow player
1677 * fixed bug when pressing "stop, pause, stop, play" on tape recorder
1678 * internal change of how the player blocks the last field when moving
1679 * fixed blocking delay of last field for EM and SP style block delay
1680 * fixed bug where the player had to wait for the usual move delay after
1681 unsuccessfully trying to move, when he directly could move after that
1682 * the last two changes should make original Supaplex level 93 solvable
1683 * improved use of random number generator to make it less predictable
1684 * fixed behaviour of slippery SP elements to let slip left, then right
1687 * fixed bug with wrong door state after trying to quickload empty tape
1688 * fixed waste of static memory usage of the binary, making it smaller
1689 * fixed very little graphical bug in Supaplex explosion
1692 * version number set to 3.1.1
1695 * version 3.1.0 released
1698 * fixed bug with crash when writing user levelinfo.conf the first time
1701 * added option "convert LEVELDIR [NR]" to command line batch commands
1702 * re-converted Supaplex levels to apply latest engine fixes
1703 * changed "use graphic/sound of element" to "use graphic of element"
1704 due to compatibility problems with some levels ("bug machine" etc.)
1707 * fixed bug with CE change replacing player with same or other player
1710 * fixed bug with opaque font in envelope with background graphic when
1711 background graphic is not transparent itself
1714 * added "gravity on" and "gravity off" ports for Supaplex compatibility
1715 * corrected original Supaplex level loading code to use these new ports
1716 * also corrected Supaplex loader to auto-count infotrons if set to zero
1719 * fixed bug with missing initialization of "modified" flag for GEs
1722 * fixed bug that caused endless recursion loop when relocating player
1723 * fixed tape recorder bug in "step mode" when using "pause before end"
1724 * fixed tape recorder bug when changing from "warp forward" mode
1727 * fixed bug with "when touching" for pushed elements at last position
1730 * fixed bug that caused two activated toolbox buttons in level editor
1731 * fixed bug with exploding dynabomb under player due to other explosion
1734 * fixed bug with creating walkable custom element under player (again)
1735 * fixed bug with not copying explosion type when copying CEs in editor
1736 * fixed graphical bug when drawing player in setup menu (input devices)
1737 * fixed graphical bug when the player is pushing an accessible element
1738 * fixed bug with classic switchable elements triggering CE changes
1739 * fixed bug with entering/leaving walkable element in RelocatePlayer()
1740 * fixed crash bug when CE leaves behind the trigger player element
1743 * fixed bug with broken tubes after placing/exploding dynamite in them
1744 * fixed bug with exploding dynamite under player due to other explosion
1745 * fixed bug with not resetting push delay under certain circumstances
1748 * added option "handicap" for "levelinfo.conf" (thanks to Niko Böhm)
1749 * added network multiplayer code for Windows (thanks to Niko Böhm)
1752 * added option "reachable despite gravity" for gravity movement
1753 * changed gravity movement of most classic walkable and passable
1754 elements back to "not reachable" (for compatibility reasons)
1757 * fixed (removed) "indestructible" / "can explode" dependency in editor
1758 * fixed (removed) "accessible inside" / "protected" dependency
1759 * fixed (removed) "step mode" / "shield time" dependency
1762 * fixed dynabombs exploding now into anything diggable
1763 * fixed Supaplex style gravity movement into buggy base now impossible
1764 * added pressing key "space" as valid action to select menu options
1767 * added "replace when walkable" to relocate player to walkable element
1768 * added "enter"/"leave" event for elements affected by relocation
1769 * fixed "direct"/"indirect" change order also for "when change" event
1770 * fixed graphical bug when pushing things from elements walkable inside
1773 * fixed graphic bug when player is snapping while moving in old levels
1774 * fixed bug when a moving custom element leaves a player element behind
1775 * fixed bug with mole not disappearing when moving into acid pool
1776 * fixed bug with incomplete path setting when using "--basepath" option
1777 * moving CE can now leave walkable elements behind under the player
1778 * when relocating, player can be set on walkable element now
1779 * fixed another gravity movement bug
1782 * uploaded pre-release (test) version 3.1.0-2 binary and source code
1785 * added "collectible" and "removable" to extended replacement types
1786 (where "removable" replaces "diggable" and "collectible" elements)
1787 * added "collectible & throwable" (to throw element to the next field)
1788 * fixed bug with CEs digging elements that are just about to explode
1789 * changed mouse cursor now always being visible when game is paused
1792 * added possibility to push/press accessible elements from a side that
1794 * fixed bug with not setting actual date when appending to tape
1797 * fixed bug with incorrectly initialized custom element editor graphics
1800 * corrected set "Contributions_1995-2000/rnd_kjell_kristiansson":
1801 - number of levels corrected from 18 to 17 in "levelinfo.conf"
1804 * fixed bug with destroyed robot wheel still attracting robots forever
1805 * fixed bug with time gate switch deactivating after robot wheel time
1806 (while the time gate itself is not affected by this misbehaviour)
1807 * changed behaviour of BD style amoeba to always get blocked by player
1808 (before it was different when there were non-BD elements in level)
1809 * fixed bug with player destroying indestructable elements with shield
1812 * added option to make growing elements grow into anything diggable
1813 (for the various amoeba types, biomaze and "game of life")
1816 * fixed bug with movable elements not moving after left behind by CEs
1817 * changed gravity movement to anything diggable, not only sand/base
1818 * optionally allowing passing to walkable element, not only empty space
1819 * added option "can pass to walkable element" for players
1820 * finally fixed gravity movement (hopefully)
1823 * fixed bug with movable elements not moving anymore after falling down
1826 * fixed another bug with custom elements digging and leaving elements
1827 * fixed bug with "along left/right side" and automatic start direction
1828 * trigger elements now also displayed when "more custom" deactivated
1829 * fixed bug with clipboard element initialized when loading new level
1830 * added option "drop delay" to set delay before dropping next element
1833 * uploaded pre-release (test) version 3.1.0-1 binary and source code
1836 * added copy and paste functions for custom change pages
1837 * enhanced graphical display and functionality of tape recorder
1838 * fixed bug with custom elements digging and leaving elements
1841 * added move speed faster than "very fast" for custom elements
1842 * fixed bug with 3+3 style explosions and missing border content
1843 * fixed little bug when copying custom elements in the editor
1844 * enhanced custom element changes by more side trigger actions
1847 * added option "no scrolling when relocating" for instant teleporting
1848 * uploaded pre-release (test) version 3.1.0-0 binary and source code
1851 * added trigger element and trigger player to use as target elements
1852 * added copy and paste functions for custom and group elements
1855 * fixed graphical bug when displaying explosion animations
1856 * fixed bug when appending to tapes, resulting in broken tapes
1857 * re-recorded a few tapes broken by fixing gravity checking bug
1860 * "can move into acid" property now for all elements independently
1861 * "can fall into acid" property for player stored in same bitfield now
1862 * added option for deadliness of Supaplex 'sniksnak' and 'electron'
1863 * version number set to 3.1.0 (finally!)
1866 * changed tape recording to only record input, not programmed actions
1869 * fixed totally broken (every 8th frame skipped) step-by-step recording
1870 * fixed bug with requester not displayed when quick-loading interrupted
1871 * added option "can fall into acid (with gravity)" for players
1872 * fixed bug with player not falling when snapping down with gravity
1875 * fixed bug which messed up key config when using keypad number keys
1878 * fixed bug which allowed moving upwards even when gravity was active
1879 * fixed bug with missing error handling when dumping levels or tapes
1882 * added different colored editor graphics for Supaplex gravity tubes
1885 * fixed bug that allowed solvable tapes for unsolvable levels
1888 * use unlimited number of droppable elements when "count" set to zero
1889 * added option to use step limit instead of time limit for level
1892 * added player and change page as trigger for custom element change
1895 * fixed bug with exploding amoeba (explosion 3x3 instead of 1x1)
1898 * fixed bug with dark yamyam changing to acid when moving over acid
1899 * fixed handling of levels with more than 999 seconds level time
1900 (example: level 76 of "Denmine")
1903 * "spring push bug" reintroduced as configurable element property
1904 * fixed bug with missing properties for "mole"
1905 * fixed bug that showed up when fixing the above "mole" properties bug
1906 * added option "can move into acid" for all movable elements
1907 * fixed graphical bug for elements moving into acid
1908 * changed event handling to handle all pending events before going on
1911 * fixed bug which caused all CE change pages to be ignored which had
1912 the same change event, but used a different element side
1913 (reported by Simon Forsberg)
1915 * fixed bug which caused elements that can move and fall and that are
1916 transported by a conveyor belt to continue moving into that direction
1917 after leaving the conveyor belt, regardless of their own movement
1918 type; only elements which can not move are transported now
1919 (reported by Simon Forsberg)
1921 * fixed bug which could cause an array overflow in RelocatePlayer()
1922 (reported by Niko Böhm)
1924 * changed Emerald Mine style "passable / over" elements to "protected"
1925 (fixing unsolvable level 10 of "Bondmine 9" with bug beside gate)
1927 * added new option to select from which side a "walkable/passable"
1928 element can be entered
1931 * added explosion and ignition delay for elements that can explode
1934 * fixed bug which caused player not being protected against enemies
1935 when a CE was "walkable / inside" and was not "indestructible"
1936 * added "walkable/passable" fields to be "protected/unprotected"
1937 against enemies, even if not accessible "inside" but "over/under"
1940 * corrected move pattern to 32 bit and initial move direction to 8 bit
1943 * added second custom element base configuration page
1946 * added some special EMC mappings to Emerald Mine level loader
1947 (also covering previously unknown element in level 0 of "Bondmine 8")
1950 * added option to block last field when player is moving (for Supaplex)
1951 * adjusted push delay of Supaplex elements
1952 * removed delays for envelopes etc. when replaying with maximum speed
1953 * fixed bug when dropping element on a field that just changed to empty
1956 * fixed bug: infotrons can now smash yellow disks
1957 * fixed bug: when gravity active, port above player can now be entered
1958 * removed "one white dot" mouse pointer which irritated some people
1961 * added "choice type" for group element selection
1964 * fixed bug with initial invulnerability of non-yellow player
1967 * added level loader for loading native Supaplex packed levels
1968 (including multi-part levels like the "splvls99" levels)
1971 * fixed bug which allowed creating emeralds by escaping explosions
1974 * custom elements can change (limited) or leave (unlimited) elements
1975 * finally added multiple matches using group elements
1976 * added shortcut to dump brush (type ":DB" in editor) for use in forum
1979 * added new start movement type "previous" for continued CE movement
1980 * added new start movement type "random" for random CE movement start
1983 * added new element "sokoban_field_player" needed for Sokoban levels
1984 (thanks to Ed Booker for pointing this out!)
1987 * added elements that can be digged or left behind by custom elements
1990 * added group elements for multiple matches and random element creation
1993 * fixed some graphical errors displayed in old levels
1996 * fixed wrong double speed movement after passing closing gates
1999 * added level loader for loading native Emerald Mine levels
2002 * changes for "shooting" style CE movement
2005 * Happy New Year! ;-)
2008 * changed default snap/drop keys from left/right Shift to Control keys
2011 * fixed bug with dead player getting reanimated from custom element
2014 * fixed bug with wrong penguin graphics (when entering exit)
2017 * fixed bug with wrong "Murphy" graphics (when digging etc.)
2020 * version number set to 3.0.9
2023 * version 3.0.8 released
2026 * added function checked_free()
2029 * fixed bug with double nut cracking sound
2030 (by eliminating "default element action sound" assignment in init.c)
2033 * fixed crash when no music info files are available
2036 * fixed boring and sleeping sounds
2039 * added "maze runner" and "maze hunter" movement types
2040 * added extended collision conditions for custom elements
2043 * added warnings for undefined token values in artwork config files
2046 * added menu entry for level set information to the info screen
2049 * fixed bug with wrong default impact sound for colored emeralds
2052 * added several sub-screens for the info screen
2053 * menu text now also clickable (not only blue/red sphere left of it)
2056 * added configurable "bored" and "sleeping" animations for the player
2057 * added "awakening" sound for player when waking up after sleeping
2060 * added "copy" and "exchange" functions for custom elements to editor
2063 * added configurable element animations for info screen
2066 * added configurable music credits for info screen
2069 * finally fixed tape recording when player is created from CE change
2072 * added "editorsetup.conf" for editor element list configuration
2075 * added "musicinfo.conf" for menu and level music configuration
2078 * fixed a very nasty bug in dragon turning code in TurnRoundExt()
2079 (that only showed up on Linux, but not on Windows systems)
2082 * fixed turning movement of butterflies and fireflies (no frame reset)
2083 * enhanced sniksnak turning movement (two steps instead of only one)
2086 * version number set to 3.0.8
2089 * version 3.0.7 released
2092 * fixed reset of player animation frame when, for example,
2093 walking, digging or collecting share the same animation
2094 * fixed CE with "deadly when touching" exploding when touching amoeba
2097 * fixed tape recording when player is created from CE element change
2100 * introduced "turning..." action graphic for elements with move delay
2101 (non-CE: bug, spaceship, sniksnak, mole, pacman, yamyam)
2102 * added turning animations for bug, spaceship and sniksnak
2105 * prevent "extended" changed elements from delay change in same frame
2108 * fixed bug when pushing element that can move away to the side
2109 (like pushing falling elements, but now with moving elements)
2112 * finally fixed serious bug in code for delayed element pushing (again)
2115 * unavailable setup options now marked as "n/a" instead of "off"
2116 * new boolean directive "latest_engine" for "levelinfo.conf": when set
2117 to "true", levels are always played with the latest game engine,
2118 which is desired for levels that are imported from other games; all
2119 other levels are played with the engine version stored in level file
2120 (which is normally the engine version the level was created with)
2123 * fixed serious bug in code for delayed element pushing
2124 * fixed little bug in animation frame selection for pushed elements
2125 * speed-up of reading config file for verbose output
2128 * added configuration option for opening and closing Supaplex exit
2129 * added configuration option for moving up/down animation for Murphy
2130 * fixed incorrectly displayed animation for attacking dragon
2131 * fixed bug with not setting initial gravity for each new game
2132 * fixed bug with teleportation of player by custom element change
2133 * fixed bug with player not getting smashed by rock sometimes
2136 * version number set to 3.0.7
2139 * version 3.0.6 released
2142 * added support for MP3 music for SDL version through SMPEG library
2145 * fixed bug when initializing font graphic structure
2146 * fixed bug with animation mode "pingpong" when using only 1 frame
2147 * fixed bug with extended change target introduced in 3.0.5
2148 * fixed bug where passing over moving element doubles player speed
2149 * fixed bug with elements continuing to move into push direction
2150 * fixed bug with duplicated player when dropping bomb with shield on
2151 * added "switching" event for custom elements ("pressing" only once)
2152 * fixed switching bug (resetting flag when not switching but not idle)
2155 * fixed element tokens for certain file elements with ".active" etc.
2158 * version number set to 3.0.6
2161 * version 3.0.5 released
2164 * now four envelope elements available
2165 * font, background, animation and sound for envelope now configurable
2166 * main menu doors opening/closing animation type now configurable
2169 * active/inactive sides configurable for custom element changes
2170 * new movement type "move when pushed" available for custom elements
2173 * fixed bug in multiple config pages loader code that caused crashes
2176 * enhanced (remaining low-resolution) Supaplex graphics
2179 * version number set to 3.0.5
2182 * version 3.0.4 released
2184 2003-09-12 src/tools.c
2185 * fixed bug in custom definition of crumbled element graphics
2187 2003-09-11 src/files.c
2188 * fixed bug in multiple config pages code that caused crashes
2191 * version number set to 3.0.4
2194 * version 3.0.3 released
2197 * added music to Supaplex classic level set
2199 2003-09-07 src/libgame/misc.c
2200 * added support for loading various music formats through SDL_mixer
2202 2003-09-06 (various source files)
2203 * fixed several nasty bugs that may have caused crashes on some systems
2204 * added envelope content which gets displayed when collecting envelope
2205 * added multiple change event pages for custom elements
2207 2003-08-24 src/game.c
2208 * fixed problem with player animation when snapping and moving
2210 2003-08-23 src/screens.c, src/cartoons.c, src/libgame/toons.c
2211 * fixed problem with flickering when drawing toon animations
2213 2003-08-23 src/libgame/sdl.c
2214 * fixed problem with setting mouse cursor in SDL version in fullscreen
2216 2003-08-23 src/game.c
2217 * fixed bug (missing array boundary check) which could crash the game
2220 * version number set to 3.0.3
2223 * version 3.0.2 released
2225 2003-08-21 src/game.c
2226 * fixed bug with creating inaccessible elements at player position
2228 2003-08-20 src/init.c
2229 * fixed bug with not finding current level artwork directory
2231 2003-08-20 src/files.c
2232 * fixed bug with choosing wrong engine version when playing tapes
2233 * fixed bug with messing up custom element properties in 3.0.0 levels
2236 * version number set to 3.0.2
2239 * version 3.0.1 released
2241 2003-08-17 (no source files affected)
2242 * changed all "classic" PCX image files with 16 colors or less to
2243 256 color (8 bit) storage format, because the Allegro game library
2244 cannot handle PCX files with less than 256 colors (contributed
2245 graphics are not affected and might look wrong in the DOS version)
2247 2003-08-16 src/init.c
2248 * fixed bug which (for example) crashed the level editor when defining
2249 "dynamite.EDITOR: [NONE]", because graphics may not be undefined
2250 (only set to default) -- invalid graphics now set to default graphic
2252 2003-08-16 src/init.c
2253 * fixed graphical bug of player digging/collecting/snapping element
2254 when no corresponding graphic/animation is defined for this action,
2255 resulting in player being drawn as EL_EMPTY (which should only be
2256 done to elements being collected, but not to the player)
2258 2003-08-16 src/game.c
2259 * fixed small graphical bug of player not totally moving into exit
2261 2003-08-16 src/libgame/setup.c
2262 * fixed bug with wrong MS-DOS 8.3 filename conversion
2264 2003-08-16 src/tools.c
2265 * fixed bug with invisible mouse cursor when pressing ESC while playing
2267 2003-08-16 (various source files)
2268 * added another 128 custom elements (disabled in editor by default)
2270 2003-08-16 src/editor.c
2271 * fixed NULL string bug causing Solaris to crash in sprintf()
2273 2003-08-16 src/screen.c
2274 * fixed drawing over scrollbar on level selection with custom fonts
2276 2003-08-15 src/game.c
2277 * cleanup of simple sounds / loop sounds / music settings
2279 2003-08-08 (various source files)
2280 * added custom element property for dropping collected elements
2282 2003-08-08 src/conf_gfx.c
2283 * fixed bug with missing graphic for active red disk bomb
2285 2003-08-07 src/files.c, src/editor.c src/game.c, src/main.h
2286 * extended variable "level.gravity" to "level.initial_gravity" and
2287 "game.current_gravity" to prevent level setting from being changed
2288 by playing the level (keeping the runtime value after playing)
2290 * fixed graphics bug when digging element that has 'crumbled' graphic
2291 definition, but not 'diggable' graphic definition
2294 * version number set to 3.0.1
2297 * version 3.0.0 released
2300 * various bug fixes; among others:
2301 - fixed bug with pushing spring over empty space
2302 - fixed bug with leaving tube while placing dynamite
2303 - fixed bug with explosion of smashed penguins
2304 - allow Murphy player graphic in levels with non-Supaplex elements
2308 * I have forgotten to document changes for some time
2311 * pre-release version 2.2.0rc1 released
2314 * version number set to 2.1.2
2317 * version 2.1.1 released
2320 * version number set to 2.1.1
2323 * version 2.1.0 released
2326 * version number set to 2.1.0
2328 2002-04-03 to 2002-05-19 (various source files)
2329 * graphics, sounds and music now fully configurable
2330 * bug fixed that prevented walking through tubes when gravity on
2332 2002-04-02 src/events.c, src/editor.c
2333 * Make Escape key less aggressive when playing or when editing level.
2334 This can be configured as an option in the setup menu. (Default is
2335 "less aggressive" which means "ask user if something can be lost"
2336 when pressing the Escape key.)
2338 2002-04-02 src/screen.c
2339 * Added "graphics setup" screen.
2341 2002-04-01 src/screen.c
2342 * Changed "choose level" setup screen stuff to be more generic (to
2343 make it easier to add more "choose from generic tree" setup screens).
2345 2002-04-01 src/config.c, src/timestamp.h
2346 * Added source files "src/config.[ch]" and "src/timestamp.h" (which
2347 automatically gets created by "src/Makefile" and contains an actual
2348 compile-time timestamp to identify development versions of the game).
2350 2002-03-31 src/tape.c, src/events.c
2351 * Added quick game/tape save/load functions to tape stuff which can be
2352 invoked by a keyboard shortcut. Default: "F1" saves game/tape, "F2"
2353 loads previously recorded tape and directly goes into recording mode
2354 from the end of the tape (therefore appending to the tape).
2356 2002-03-31 src/tape.c
2357 * Added "index mark" function to tape recorder. When playing or
2358 recording, "eject" button changes to "index" button. Setting index
2359 mark is not yet implemented, but pressing index button when playing
2360 allows very quick advancing to end of tape (when normal playing),
2361 very fast forward mode (when playing with normal fast forward) or
2362 very fast reaching of "pause before end of tape" (when playing with
2363 "pause before end" playing mode).
2365 2002-03-30 src/cartoons.c
2366 * Moved some stuff from cartoons.c to the new "src/libgame/toons.c".
2368 2002-03-29 src/screen.c
2369 * Changed setup screen stuff to be more generic (to make it easier
2370 to add more setup screens).
2372 2002-03-23 src/main.c, src/main.h
2373 * Various changes due to the introduction of the new libgame files
2374 "setup.c" and "joystick.c".
2376 2002-03-23 src/files.c
2377 * Generic parts of "src/files.c" (mainly setup and level directory
2378 stuff) moved to new libgame file "src/libgame/setup.c".
2380 2002-03-23 src/joystick.c
2381 * File "src/joystick.c" moved to libgame source tree, with
2382 correspondig changes.
2384 2002-03-22 src/screens.c
2385 * "HandleChooseLevel()": Another bug in level series navigation fixed.
2386 (Wrong level series information displayed when entering main group.)
2388 2002-03-22 src/editor.c
2389 * Slight change to support new gadget event "GD_EVENT_INFO_LEAVING".
2391 2002-03-22 src/editor.c
2392 * Changed behaviour of "Escape" key in level editor to be more
2393 intuitive: When in "Element Properties" or "Level Info" mode,
2394 return to "Drawing Mode" instead of leaving the level editor.
2396 2002-03-21 src/game.c, src/editor.c, src/files.c
2397 * 2.0.1 introduced the corrected "Emerald Mine" style behaviour of
2398 gems (emeralds, diamonds, ...) slipping down from normal wall,
2399 steel wall and growing wall (as in E.M.C. style levels). Although
2400 the behaviour of contributed and private levels wasn't changed (due
2401 to the use of "level.game_version"; see previous entry), editing
2402 those levels will (of course) change the behaviour accordingly.
2404 This change seems a bit too hard after thinking about it, because
2405 the EM style behaviour is not the "expected" behaviour (gems would
2406 normally only slip down from "rounded" walls). Therefore this was
2407 now changed to an element property for gem style elements, with the
2408 default setting "off" (which means: no special EM style behaviour).
2409 To fix older converted levels, this flag is set to "on" for pre-2.0
2410 levels that are neither contributed nor private levels.
2412 2002-03-20 src/files.h
2413 * Corrected settings for "level.game_version" depending of level type.
2414 (Contributed and private levels always get played with game engine
2415 version they were created with, while converted levels always get
2416 played with the most recent version of the game engine, to let new
2417 corrections of the emulation behaviour take effect.)
2419 2002-03-20 src/main.h
2420 * Added "#include <time.h>". This seems to be needed by "tape.c" for
2421 compiling the SDL version on some systems.
2422 Thanks to the several people who pointed this out.
2425 * Version number set to 2.0.2.
2428 * Version 2.0.1 released.
2430 2002-03-18 src/screens.c
2431 * "HandleChooseLevel()": Small bug in level series navigation fixed.
2433 2002-03-18 src/files.c [src/libgame/misc.c]
2434 * Moved some common functions from src/files.c to src/libgame/misc.c.
2436 2002-03-18 src/files.c [src/libgame/misc.c]
2437 * Changed permissions for new directories and saved files (especially
2438 score files) according to suggestions of Debian users and mantainers.
2439 Thanks to Drew Parsons <dparsons@emerall.com> for the patch.
2441 2002-03-17 src/files.c
2442 * Changed "{Load|Save}{Level|Tape}()" to IFF style file format:
2443 Replaced "cookie" header string ("ROCKSNDIAMONDS_...\n") with
2444 real IFF style header "RND1....XXXX" (where "XXXX" is "CAVE"
2445 for levels and "TAPE" for tapes). Old "cookie" style format is
2446 still supported for reading. New level and tape files are written
2449 * New IFF chunk "VERS" contains version numbers for file and game
2450 (where "game version" is the version of the program that wrote the
2451 file, and "file version" is a version number to distinguish files
2452 with different format, for example after adding new features).
2454 2002-03-15 src/screen.c
2455 * "DrawHallOfFame()": "FadeSounds()" when entering the hall of fame.
2456 (Before, you heard a mixture of the in-game music and the
2457 hall-of-fame music.)
2459 2002-03-14 src/events.c
2460 * Function "DumpTape()" (files.c) now available by pressing 't' from
2461 main menu (when in DEBUG mode).
2463 2002-03-14 src/game.c
2464 * "GameWon()": When game was won playing a tape, now there is no delay
2465 raising the score and no corresponding sound is played.
2467 2002-03-14 src/files.c
2468 * Changed "LoadTape()" for real chunk support and also adjusted
2469 "SaveTape()" accordingly.
2471 2002-03-14 src/game.c, src/tape.c, src/files.c
2472 * Important changes to tape format: The old tape format stored all
2473 actions with a real effect with a corresponding delay between the
2474 stored actions. This had some major disadvantages (for example,
2475 push delays had to be ignored, pressing a button for some seconds
2476 mutated to several single button presses because of the non-action
2477 delays between two action frames etc.). The new tape format just
2478 stupidly records all device actions and replays them later. I really
2479 don't know why I haven't solved it that way before?! Old-style tapes
2480 (with tape file version less than 2.0) get converted to the new
2481 format on-the-fly when loading and can therefore still be played;
2482 only some minor parts of the old-style tape handling code was needed.
2483 (A perfect conversion is not possible, because there is information
2484 missing about the device actions between two action frames.)
2486 2002-03-14 src/files.c
2487 * New function "DumpTape()" to dump the contents of the current tape
2488 in a human readable format.
2490 2002-03-14 src/game.c
2491 * Small tape bug fixed: When automatically advancing to next level
2492 after a game was won, the tape from the previous level still was
2493 loaded as a tape for the new level.
2495 2002-03-14 src/tape.c
2496 * Small graphical bug fixed: When pressing ""Record" or "Play" on
2497 tape, cartoons did not get completely removed because
2498 StopAnimation() was not called.
2500 2002-03-13 src/files.c
2501 * Changed "LoadLevel()" and "SaveLevel()" to add new chunk "CNT2".
2502 Fixed bug of "CONT" and "BODY" (chunk size was set to 8-bit element
2503 size even when using 16-bit elements). Added new chunk "CNT2" for
2504 16-bit amoeba content (previously written in 8-bit field in "HEAD"
2505 chunk even when content was 16-bit element). "CNT2" should now be
2506 able to store content for arbitrary elements (up to eight blocks of
2507 3 x 3 element arrays). All "CNT2" elements will always be stored as
2508 16-bit elements. "CONT" (with 8/16-bit elements) now obsolete.
2510 2002-03-13 src/files.c
2511 * Changed "LoadLevel()" for real chunk support.
2513 2002-03-12 src/game.c
2514 * Fixed problem (introduced after 2.0.0 release) with penguins
2515 not getting killed by enemies
2517 2002-02-24 src/game.c, src/main.h
2518 * Added "player->is_moving"; now "player->last_move_dir" does
2519 not contain any information if the player is just moving at
2521 Before, "player->last_move_dir" was misused for this purpose
2522 for the robot stuff (robots don't kill players when they are
2523 moving). But setting "player->last_move_dir" to MV_NO_MOVING
2524 broke tapes when walking through pipes!
2525 ("IS_MOVING()" uses "MovPos[][]", but this fails when it is 0
2526 in a continuous movement. This fact is ignored for friends and