2 * started integrating R'n'D graphics engine into Supaplex game engine
5 * added small kludge that allows transparent pushing animation over
6 non-black background (by using "game.use_masked_pushing: true")
7 * added editor flag to Sokoban field/object elements to automatically
8 finish solved Sokoban style levels (even if they contain non-Sokoban
9 elements, which prevents auto-enabling this feature for such levels)
12 * added new element "from_level_template" which is replaced by element
13 from level template at same playfield position when loaded (currently
14 not accessible from level editor, but only used for special Sokoban
15 level conversion when using "special_flags: load_xsb_to_ces")
16 * added special behaviour for "special_flags: load_xsb_to_ces": global
17 settings of individual level files are overwritten by template level
18 (except playfield size, level name, level author and template flag)
21 * added handling of gravity ports when converting Supaplex style R'n'D
22 levels to native Supaplex levels for playing with Supaplex engine
25 * fixed bug in Supaplex engine regarding initial screen scroll position
28 * fixed EMC style pushing animations in the R'n'D graphics engine (when
29 using ".2nd_movement_tile" for animations having start and end tile)
30 * for this to work (look) properly for two-tile pushing animations with
31 non-black (i.e. opaque) background, the pushing graphics drawing order
32 was changed to first draw the pushed element, then the player (maybe
33 this should be controlled by an ".anim_mode" flag yet to be added)
34 * two-tile animations for moving or pushing should have 7 frames for
35 normal speed, 15 frames for half speed etc. to display correct frames
36 * two-tile animations are also displayed correctly with different speed
37 settings for the player (for pushing animations) or moving elements
40 * added searching for template level (file "template.level") not only
41 inside the level set directory, but also in above level directories;
42 this makes is possible to use the same single template level file
43 (placed in a level group directory) for many level sub-directories
46 * fixed bug with steel exit being destructible during opening phase
47 * added token "special_flags" to "levelinfo.conf" (currently with the
48 only recognized value "load_xsb_to_ces", doing the same as the flag
49 "-Dload_xsb_to_ces" on the command line, but as a permanent flag for
50 converting all elements in native (XSB) Sokoban level files to CEs)
53 * fixed some problems with Supaplex engine when compiling for Windows
56 * added special mode to convert elements of Sokoban XSB levels to CEs
57 by adding "-Dload_xsb_to_ces" to the command line starting the game
58 (also adding a dependency to a template level file "template.level")
61 * added reading native Sokoban levels and level packages (XSB files)
64 * fixed bugs in (auto)scrolling behaviour when passing ports or when
65 wrapping around the playfield through "holes" in the playfield border
68 * changed internal playfield bitmap handling from playfield sized bitmap
69 to screen sized bitmap (visible scrolling area), therefore speeding up
70 graphics operations (by eliminating bitmap updates in invisible areas)
71 and removing playfield size limitations due to increasing bitmap size
72 for larger playfield sizes (while the new implementation always uses
73 a fixed playfield bitmap size for arbitrary internal playfield sizes)
76 * fixed bug with single step mode (there were some cases where the game
77 did not automatically return to pause mode, e.g. when trying to push
78 things that cannot be pushed or when trying to run against a wall)
81 * added support for loading Supaplex levels in MPX level file format
84 * fixed SP engine to set "game over" not before lead out counter done
87 * fixed (potential) compile error when using GCC option "-std=gnu99"
88 (thanks to Tom "spot" Callaway)
91 * fixed array allocation in native Supaplex engine to correctly handle
92 preceding scratch buffers (needed because of missing border checking)
93 * fixed playfield initialization to correctly add raw header bytes as
94 subsequent scratch buffer (needed because of missing border checking)
97 * most important parts of native Supaplex engine integration working:
98 - native Supaplex levels can be played in native Supaplex engine
99 - native Supaplex level/demo files ("*.sp" files) can be re-played
100 - all 111 classic original Supaplex levels automatically solvable
101 - native Supaplex engine can be selected and used from level editor
102 - logic of re-playing Supaplex demos migrated to R'n'D tape logic
105 * fixed another translation problem from VisualBasic to C (where "int"
106 should be "short") causing unsolvable demos with bugs and terminals
107 ("bugs" being related to the Supaplex "buggy base" element here ;-) )
110 * fixed bug when reading Supaplex single level files (preventing loader
111 from seeking to level position like in Supaplex level package files)
114 * first classic Supaplex level running and solved by solution/demo tape
117 * started with integration of native Supaplex engine, using source code
118 of Megaplex from Frank Schindler, based on original Supaplex engine
121 * version number set to 3.2.6.2
124 * version 3.2.6.1 released
127 * fixed bug with element_info[e].gfx_element not being initialized in
128 early game stage, causing native graphics in EMC level sets to be
129 mapped completely to EL_EMPTY (causing a blank screen when playing)
130 (this only happened when starting the program with an EMC set with
131 native graphics, but not when switching to such a set at runtime)
134 * deactivated blit-to-same-surface workaround again (see 2009-03-24)
135 and using self-compiled, patched SDL.dll that solves this problem
136 (interim solution until release of SDL 1.2.14 that should fix this)
139 * extended backwards compatibility mode to allow already fixed bug with
140 change actions (see "2008-02-05") for existing levels (especially the
141 Zelda and Zelda II levels and other cool stuff by Alan Bond like FMV)
144 * reactivated workaround to prevent program crashes due to blitting to
145 the same SDL surface that apparently only occurs on Windows systems
146 (this is no final solution; this problem needs further investigation)
149 * version number set to 3.2.6.1
152 * version 3.2.6.0 released
155 * fixed behaviour of player option "no centering when relocating" which
156 was incorrect when disabled and relocation target inside visible area
157 and "no scrolling when relocating" enabled at the same time
160 * fixed problems with re-mapping players on playfield to input devices:
161 previously, players found on the level playfield were changed to the
162 players connected to input devices (for example, player 3 in the level
163 was changed to player 1 (using artwork of player 3, to be able to use
164 a player with a different color)); this had the disadvantage that CE
165 conditions using player elements did not work (because the players in
166 the level definition are different to those effectively used in-game);
167 the new system uses the same player elements as defined in the level
168 playfield and re-maps the input devices of connected players to the
169 corresponding player elements when playing the level (in the above
170 example, player 3 now really exists in the game and is moved using the
171 events from input device 1); level tapes still store the events from
172 input devices 1 to 4, which are then re-mapped to players accordingly
173 when re-playing the tape (just as it is done when playing the level)
176 * fixed bug with player relocation while the player switches an element
179 * fixed bug with EM/DC style exit and EM/DC style steel exit which was
180 not walkable (and did not let the player enter) when in process of
181 opening, but not fully open yet (which can cause the player not being
182 able to enter the exit in EM/DC style levels in time)
185 * fixed some bugs regarding the new level/CE random seed reset options
188 * moved "level settings" and "editor settings" to two tabbed screens in
189 level editor to gain space for additional level property settings
190 * added level setting to start a level with always the same random seed
191 * added CE action "set random seed" to re-initialize random seed in game
192 (this is the only CE action that gets executed before the CE changes,
193 which is needed to use the newly set random seed during the CE change)
196 * fixed redraw problem of special editor door when playing from editor
199 * fixed initialization of gfx_element for level sketch image creation
202 * added switch for EM style dynamite "[ ] explodes with chain reaction"
203 (with default set to "on" for existing levels, but "off" for all new
204 levels), as EM style dynamite does not chain-explode in original EM
207 * added optional initial inventory for players (pre-collected elements)
208 * added change page actions "set player inventory" and "set CE artwork"
209 * added recognition of "player" parameter on change pages when player
210 actions are defined, but no trigger player in corresponding condition
211 (this resulted in actions that only affected the first player before)
212 * fixed bug with change actions being executed for newly created custom
213 elements resulting from custom element changes, when the intention was
214 only to check for change actions for the previous custom element
217 * changed design and size of element drawing area in level editor
218 * added "element used as action parameter" to element change actions
221 * added possibility to reanimate player immediately after his death
222 (for example, by "change to <player> when explosion of <player>")
225 * fixed bug with "gray" white door not being uncovered by magnifier
226 * added score for collecting (any) key to the white key config page
229 * added condition "deadly when <getting hit by>" for custom elements
230 that behaves a bit like the existing "deadly when <colliding with>",
231 but with the following differences:
232 - it only kills players or friends when it was moving before it hits
233 - it does not kill players or friends that try to run into it
236 * fixed the following change conditions where a player element is used
237 as the "element that is triggering the custom element change":
240 - explosion of <element>
242 (the last two conditions already worked partially, but only for the
243 first player, and not for the "Murphy" player when using "move of")
246 * fixed crash bug caused by accessing invalid element (with value -1)
247 in UpdateGameControlValues()
248 * fixed graphical bug when using two-tile movement animations with EMC
249 game engine without explicitly using native EMC graphics engine
252 * fixed bug in new "can dig" feature (see below) so that an unsuccessful
253 try to push something (due to push delay) does not cause a dig action
256 * fixed bug with reference elements used as trigger elements on custom
257 element change pages not being recognized
258 * fixed bug with reference elements not being removed from the playfield
259 * added engine functionality that allows custom elements that "can dig"
260 other elements not only to do so when moving by themselves, but also
261 when being pushed by the player (therefore adding the functionality to
262 push one element over another element, replacing it with the new one)
265 * added command line function to write level sketch images to directory
268 * merged override and auto-override options into new override options
269 with a new data type than can take the values "no", "yes" and "auto"
272 * fixed growing steel wall to also leave behind steel wall instead of
273 normal, destructible wall
274 * fixed handling of rocks falling through stacks of quicksand with
275 different speed (before, the rocks just got stuck in the quicksand)
278 * fixed nasty bug with auto-override and normal override not working on
279 program startup (especially when current level set has custom artwork)
282 * version 3.2.5 released as special edition "R'n'D jue"
285 * fixed X11 crash bug when blitting masked title screens over background
288 * changed build system to support special editions (like "R'n'D jue")
289 * added (hardcoded) loading graphics for "R'n'D jue" special edition
290 * fixed X11 crash bug when scaling images with width/height less than 32
293 * added "background.PLAYING" (only visible as two-pixel border in game)
294 * added default level set for first start of special R'n'D version
295 * changed door animations for editor always behaving like "quick doors"
298 * added new custom artwork setup option "auto-override non-CE sets" for
299 automatic artwork override that is only used for level sets without
300 custom element artwork (as it does not make much sense to override
301 any artwork that redefines custom element artwork for sets using CEs)
302 * fixed default artwork for "special" R'n'D versions always using the
303 "classic" artwork as the base if base artwork is not explicitly
304 defined in "levelinfo.conf", regardless of different default artwork
305 used by the special R'n'D version -- this is needed because any such
306 custom artwork is designed using the "classic" artwork definitions as
307 the base (including menu definitions and screen positions etc., which
308 would otherwise be taken from the different special default artwork)
311 * fixed drawing of animated "quicksand.filling" and "quicksand.emptying"
312 for both EMC and R'n'D graphics engine (heavy workarounds needed due
313 to massively broken handling of quicksand in R'n'D game engine)
314 * fixed off-limits access to array in DrawLevelFieldCrumbledSandExt()
315 * fixed crash bug (hopefully) when scrolling with cursor keys in editor
318 * fixed small bug in toon drawing (introduced when fixing the crash bug)
321 * added graphics definition "game.panel.highscore" to display the
322 current levels current high score in the game panel
325 * version number set to 3.2.5
328 * version 3.2.4 released
331 * fixed crash bug in toon drawing functions for large step offset values
334 * fixed some problems with displaying game panel when quick-loading tape
337 * fixed (experimental only) redrawing of every tile per frame (even if
338 unneeded) for the extended (R'n'D based) EMC graphics engine
339 * added optimization to only calculate element count for panel display
340 if really needed (that is, if element count values defined on panel)
341 * fixed problem with special editor door redraw when entering main menu
344 * fixed bug with displaying background for title messages on info screen
345 * some code cleanup for the extended (R'n'D based) EMC graphics engine
348 * fixed bug with CE action "move player" always resulting in player 4
349 if there was a CE action with no trigger player (because the player
350 element was calculated by using log_2() from trigger player bits with
351 the value PLAYER_BITS_ANY) -- this is now fixed by also storing the
352 triggering player bit mask and handling all players in "move player"
353 * fixed bug when defined artwork cannot be found for artwork that has
354 default artwork cloned from other artwork (without default filename)
355 * added several fixes to the extended (R'n'D based) EMC graphics engine
358 * fixed broken editor copy and paste for custom elements between levels
361 * title messages are now also searched in graphics artwork directory;
362 those found in graphics directory have precendence over those found
363 in level directory -- this handles title messages stored in graphics
364 directories as part of the artwork set, just like title images; this
365 makes sense, as corresponding special font definitions for messages
366 are usually defined in the same graphics artwork directory, and also
367 because title images and title messages that are combined in a level
368 set introduction should usually not be separated when the level set
369 is used with a different artwork set (e.g. using "override graphics")
370 * fixed problem with door borders on main screen by first drawing doors
371 and then the corresponding border masks, but not vice versa
372 * fixed problem with artwork config entries using the value "[DEFAULT]";
373 this does not what one might expect, but sets the value to an invalid
374 value -- solution: simply ignore such entries, which results in this
375 value keeping its previous (real) default value (in general, entries
376 that should use their default value should just not be defined here)
377 * fixed problem with wrong fading area size from main menu to setup menu
380 * fixed problem with broken crumbled graphics after level set changes
381 when using R'n'D custom artwork with level sets using the EMC engine
384 * fixed invisible "joysticks deactivated ..." text on setup input screen
387 * added use of hashes created from static lists (element tokens, image
388 config, font tokens) to speed up lookup of configuration parameters
389 * fixed bug where element and graphic config token lookup was mixed up
392 * added "busy" animation when initializing program and loading artwork
393 * added initialization profiling for program startup (debugging only)
396 * fixed(?) very strange bug apparently triggered by memset() when code
397 was cross-compiled with MinGW cross-compiler for Windows XP platform
398 (this only happened when using SDL.dll also self-compiled with MinGW)
401 * added graphics engine directive "border.draw_masked_when_fading" that
402 enables/disables drawing of border mask over screen that is just faded
405 * fixed small problem with separate fading definition for game screen
408 * added additional configuration directives for setup screen draw offset
409 menu.draw_xoffset.SETUP[XXX] and menu.draw_yoffset.SETUP[XXX] with XXX
410 in GAME, EDITOR, GRAPHICS, SOUND, ARTWORK, INPUT, SHORTCUTS_1,
411 SHORTCUTS_2, CHOOSE_ARTWORK, CHOOSE_OTHER (where "CHOOSE_ARTWORK" is
412 used to define draw offset on custom artwork selection screens and
413 "CHOOSE_OTHER" is used on all other list style selection screens, like
414 choosing game speed or screen mode for fullscreen mode)
415 * added additional configuration directives to define main menu buttons:
416 - menu.button_name and menu.button_name.active
417 - menu.button_levels and menu.button_levels.active
418 - menu.button_scores and menu.button_scores.active
419 - menu.button_editor and menu.button_editor.active
420 - menu.button_info and menu.button_info.active
421 - menu.button_game and menu.button_game.active
422 - menu.button_setup and menu.button_setup.active
423 - menu.button_quit and menu.button_quit.active
424 * added eight pure decoration graphic definitions for the game panel
427 * added support for accessing native Diamond Caves II level packages
428 * fixed displaying of game panel values for Emerald Mine game engine
429 * fixed displaying end-of-level time and score values on new game panel
432 * added game panel control to display arbitrary elements on game panel
433 * added game panel control to display custom element score (globally
434 unique for identical custom elements) either as value or as element
435 * added ".draw_masked" and ".draw_order" to game panel control drawing
438 * fixed some general bugs with handling of ".active" elements and fonts
441 * cleanup of game panel elements (some elements were not really needed)
442 * added displaying of gravity state (on/off) as new game panel control
443 * added animation for game panel elements (similar to game elements)
446 * added new pseudo game mode "PANEL" to define panel fonts and graphics
447 - panel fonts now use ".PANEL" suffix instead of ".PLAYING" suffix
448 - panel graphics now use ".PANEL" suffix instead of ".DOOR" suffix
449 (else graphics would have to use ".PLAYING", which would be confusing)
450 * fixed bug when fading out to game screen with border mask defined
453 * added attribute ".tile_size" for element style game panel controls
456 * added <space> key as additional valid key to use for confirm requester
459 * improved menu fading, adding separate fading definitions for entering
460 and leaving a "content" screen (in general), and optional definitions
461 for the special "content" screens SCORES, EDITOR, INFO and PLAYING
464 * added (currently invisible) setup option to define scroll delay value
465 * fixed small bug in priority handling when auto-detecting level start
466 position in levels without player element (but player from CE etc.)
467 * added option "game.forced_scroll_delay_value" to override user choice
468 of scroll delay value for certain level sets with "graphicsinfo.conf"
469 * replaced setup option "scroll delay: on/off" by new setup option that
470 directly allows selecting the desired scroll delay value from 0 to 8
473 * added displaying of most game panel control elements (not animated)
476 * added new configuration directives to display additional game engine
477 values on the game control panel, like the following examples:
478 - game.panel.time_hh/time_mm/time_ss - level time in HH/MM/SS format
479 - game.panel.penguins - number of penguins to rescue
480 - game.panel.level_name - level name of current level
483 * added support for preview tile sizes "1" and "2" (1x1 and 2x2 pixels)
486 * added new player option "no centering when relocating" for "invisible"
487 teleportations to level areas that look exactly the same, giving the
488 illusion that the player did not relocate at all (this was the default
489 since 3.2.3, but caused visual problems with room creation in "Zelda")
490 * added new menu fading effect "melt", shamelessly stolen from "DOOM"
493 * improved menu fading, adding separate fading definitions for entering
494 and leaving a menu and for fading between menu and "content" screens
495 * fixed small bug with recognizing also ".font_xyz" style definitions
498 * improved menu fading, adding separate fading definitions for fading
499 between menu screens and fading between menu and "destination" screens
502 * titlemessage_initial_x and titlemessage_x set to "[DEFAULT]" in static
503 configuration (set from "[titlemessage_initial]" and "[titlemessage]")
504 * fading settings of "[titlemessage_initial]" and "[titlemessage]" set
505 to "[DEFAULT]" in static configuration (set from "[title_initial]" and
507 * improved title fading, allowing fading animation types "none", "fade"
508 and "crossfade" (including cross-fading of last title to main menu)
511 * added configurability of graphics, sounds and music for title screens,
512 which are separated into initial title screens (only shown once at
513 program startup) and title screens shown for a given level set; these
514 title screens can be composed of up to five title images and up to
515 five title text messages (each drawn using an optional background
516 image), also using background music and/or sounds; aspects like
517 background images, sounds and music of title screens can either be
518 defined generally (valid for all title screens) or specifically (and
519 therefore differently for each title screen) using these directives:
521 to define a background image, sound or music file for all screens:
522 - background.TITLE_INITIAL (for all title screens for game startup)
523 - background.TITLE (for all title screens for level sets)
525 to define a background image, sound or music file for a single screen:
526 - background.titlescreen_initial_x (with x in 1,2,3,4,5)
527 - background.titlescreen_x (with x in 1,2,3,4,5)
528 - background.titlemessage_initial_x (with x in 1,2,3,4,5)
529 - background.titlemessage_x (with x in 1,2,3,4,5)
531 to define the title screen images:
532 - titlescreen_initial_x (with x in 1,2,3,4,5)
533 - titlescreen_x (with x in 1,2,3,4,5)
535 to define the title text messages, place text files into the level set
536 directory that have the following file names:
537 - titlemessage_initial_x.txt (with x in 1,2,3,4,5)
538 - titlemessage_x.txt (with x in 1,2,3,4,5)
540 to define the properties of the text messages, either use directives
541 that affect all text messages:
542 - [titlemessage_initial].<suffix>
543 - [titlemessage].<suffix>
544 or use directives that affect single text messages:
545 - titlemessage_initial_x.<suffix> (with x in 1,2,3,4,5)
546 - titlemessage_x.<suffix> (with x in 1,2,3,4,5)
548 valid values for <suffix> are the same as for readme.<suffix> below;
549 use ".sort_priority" (default: 0) to define an arbitrary order for
550 title images and title messages (which can therefore be mixed)
553 * added full configurability of "readme.txt" screen appearance:
554 - readme.x: <left position used with alignment>
555 - readme.y: <top position>
556 - readme.width: <maximim text width in pixels>
557 - readme.height: <maximum text height in pixels>
558 - readme.chars: <maximum number of chars per line>
559 - readme.lines: <maximum number of lines displayed>
560 - readme.align: left,center,right (default: center)
561 - readme.top: top,middle,bottom (default: top)
562 - readme.font: font name
563 - readme.autowrap: true,false (default: true)
564 - readme.centered: true,false (default: false)
565 - readme.parse_comments: true,false (default: true)
566 - readme.sort_priority: (not used here, but only for title screens)
567 when "readme.chars" and/or "readme.lines" is set to "-1" (this is the
568 default), they are automatically determined from "readme.width" and
569 "readme.height" accordingly; when they are not "-1", they have
570 precedence over "readme.width" and "readme.height"
571 * added internal ad-hoc config settings for displaying text files like
572 title messages or "readme.txt" style level set info files:
573 - .font: font name (default: readme.font)
574 - .autowrap: true,false (default: readme.autowrap)
575 - .centered: true,false (default: readme.centered)
576 - .parse_comments: true,false (default: readme.parse_comments)
577 (the leading '.' and the separating ':' are mandatory here); to use
578 these ad-hoc settings, they have to be written inside a comment, like
579 "# .autowrap: false" or "# .centered: true"; these settings then
580 override the above global settings (they can even be used more than
581 once, like "# .centered: true", then some text that should be drawn
582 centered, then "# .centered: false" to go back to non-centered text;
583 important note: after using "# .parse_comments: false", or when using
584 "readme.parse_comments: false", detecting and parsing comments inside
585 the file is disabled and comments are just printed like normal text;
586 also be aware that all automatic text size calculations are done with
587 the font defined in "readme.font", while using different fonts using
588 "# .font: <font>" inside the text file may cause unexpected results
591 * changed some numerical limits in the level editor from 255 to 999
594 * added option "system.sdl_videodriver" to select SDL video driver
595 * added output of SDL video and audio driver to "version info" page
598 * added group element drawing to IntelliDraw drawing functions
599 * fixed animation resetting problem again (last try broke Snake Bite)
600 * fixed diagonal scrolling in screen scrolling (last try broke Pac Man)
603 * added new (special) "include: <filename>" directive that works in all
604 configuration files (like "graphicsinfo.conf") and that has the same
605 effect as if that directive would be replaced with the content of the
606 specified file (this can be useful to split large configuration files
607 into several smaller ones and include them from one main file, or to
608 store configuration settings that always stay the same into a separate
609 file, while including it and only add those parts that really change)
612 * fixed minor bug (screen redraw of player tiles) in EMC graphics engine
615 * fixed bug in "InitMovingField()" where treating an integer array as
616 boolean caused wrong resetting of animations while elements are moving
617 * fixed problem with resetting animations when starting element change
620 * added sort priority for order of title screens and title messages
623 * changed end of game again: do not wait for the user to press a key
624 anymore, but directly ask/confirm tape saving and go to hall of fame
625 * re-enabled quitting of lost game by pressing space or return again
626 * added blanking of mouse pointer when displaying title screens
627 * added remaining menu draw offset definitions for info sub-screens
630 * added setup option to select game speed (from very slow to very fast)
631 * improved handling of title text messages (initial and for level set)
634 * added new options "auto-wrap" and "centered" for DC2 style envelopes
637 * fixed displaying and typing of player name when it is centered
638 * added special characters to be allowed for player name (not only A-Z)
641 * fixed blit in ScrollLevel() to same bitmap to not overlap anymore
642 (newer versions of the SDL library seem to not like this anymore)
645 * added code for configuration directives for control of game panel
648 * fixed small cosmetical bug with underlining property tabs in editor
651 * fixed small drawing bug in X11FadeRectangle
652 * added new elements for newly supported Diamond Caves II levels:
653 - EM/DC style exits that disappear after passing
654 - white key and gate (one white key needed for each white gate)
655 - fake gate (there is no key to open/pass this kind of gate!)
656 - extended magic wall which also handles pearls and crystals
660 * changed maximum value for endless loop detection to a higher value
661 (some levels really used very deep recursion without being endless)
664 * added new elements for newly supported Diamond Caves II levels:
665 - growing steel walls
666 - snappable land mine
669 * added new elements for newly supported Diamond Caves II levels:
670 - steel text elements
673 * added level file loader for native Diamond Caves II levels
676 * version number set to 3.2.4
679 * version 3.2.3 released
682 * fixed malloc/free bug when updating EMC artwork entries in level list
683 * added workaround (warning and request to quit the current game) when
684 changing elements cause endless recursion loop (which would otherwise
685 freeze the game, causing a crash-like program exit on some systems)
688 * fixed nasty string overflow bug when entering too long envelope text
691 * added feedback sounds for menu navigation "menu.item.activating" and
692 "menu.item.selecting" (for highlighting and executing menu entries)
695 * improved "no scrolling when relocating" to also consider scroll delay
696 (meaning that the player is not automatically centered in this case;
697 this makes it possible to "invisibly" relocate the player to a region
698 of the level playfield which looks the same as the old level region)
699 * fixed bug with not recognizing "main.input.name.align" when active
702 * fixed bug with displaying masked borders over title screens when
703 screen fading is disabled
706 * fixed infinite loop / crash bug when killing the player while having
707 a CE with the setting "kill player X when explosion of <player X>"
708 * added special editor graphic for "char_space" to distinguish it from
709 "empty_space" when editing a level (in-game graphics still the same)
712 * fixed nasty bug with initialization only done for the first player
715 * small change to handle loading empty element/content list micro chunks
718 * uploaded pre-release (test) version 3.2.3-0 binary and source code
721 * some optimizations on startup speed by reducing initial text output
724 * added caching of custom artwork information for faster startup times
727 * fixed graphical bug when using fewer menu entries on level selection
728 screen than usual (with "menu.list_size.LEVELS" directive)
729 * fixed crash bug (Windows/SDL only) caused by BlitBitmap blitting from
730 the backbuffer to the backbuffer by error (with identical rectangle)
733 * fixed bug when displaying titlescreen with size less than element tile
734 * fixed bug that caused elements with "change when digging <e>" event
735 to change for _every_ digged element, not only those specified in <e>
736 * fixed bug that caused impact style collision when dropping element one
737 tile over the player that can both fall down and smash players
738 * fixed bug that caused impact style collision when element changed to
739 falling/smashing element over the player immediately after movement
742 * fixed bug that allowed making engine snapshots from the level editor
745 * fixed bugs with player name and current level positions on main screen
748 * added configuration directives for control of title screens:
749 - "title.fade_delay" for fading time
750 - "title.post_delay" for pause between screens (when not crossfading)
751 - "title.auto_delay" to automatically continue after some time
752 these settings can each be overridden by specifying them with titles:
753 - "titlescreen_initial_{1-5}.{fade_delay,post_delay,auto_delay}"
754 - "titlescreen_{1-5}.{fade_delay,post_delay,auto_delay}"
755 fading mode can also be specified:
756 - "titlescreen_initial_{1-5}.anim_mode: {fade,crossfade}
757 - "titlescreen_{1-5}.anim_mode: {fade,crossfade}
758 default is using normal fading for menues and initial title screens,
759 while using cross-fading for level set title screens
760 * fixed bug with background not drawn in Hall of Fame after game was won
763 * added configuration directives for the remaining main menu items
766 * added additional configuration directives for info screen draw offset:
767 menu.draw_{x,y}offset.INFO[{ELEMENTS,MUSIC,CREDITS,PROGRAM,LEVELSET}]
768 * added additional configuration directives for preview info text
769 * limited mouse wheel sensitive screen area to scrollable screen area
772 * added highlighted menu text entries to menu navigation when selected
775 * fixed bug that prevented player from correctly being created in the
776 top left corner by a custom element change in a level without player
777 * fixed bug that prevented player from being killed when indestructible,
778 non-walkable element is placed on player position by extended change
779 * added configurable menu button, text and input positions to main menu
782 * added page fading effects for remaining info sub-screens
783 * fixed small bug that caused some delays when answering door request
786 * added directives "border.draw_masked.*" for menu/playfield area and
787 door areas to display overlapping/masked borders from "global.border"
790 * fixed bug with CE with move speed "not moving" not being animated
791 * when changing player artwork by CE action, reset animation frame
794 * fixed bug with not unmapping main menu screen gadgets on other screens
795 * fixed bug with un-pausing a paused game by releasing still pressed key
796 * fixed bug with not redrawing screen when toggling to/from fullscreen
797 mode while fast reloading tape (without redrawing playfield contents)
798 * fixed bug with quick-saving tape snapshot despite answering with "no"
801 * version number set to 3.2.3
804 * version 3.2.2 released
807 * fixed bug with redrawing screen in fullscreen mode after quick tape
808 reloading when using the EMC game engine
809 * changed token names from "last_ce_[1-8]" to "prev_ce_[1-8]"
812 * fixed bug in GameWon() when level contains no exit (like in Sokoban)
815 * added engine snapshot functionality for instant tape reloading (this
816 only works for the last tape saved using "quick save", and does not
817 work across program restarts, because it completely works in memory)
820 * version number set to 3.2.2
823 * version 3.2.1 released
826 * fixed nasty bugs with handling error message file on Mac OS X systems
829 * general code cleanup (removing many annoying "#if 0" blocks etc.)
832 * fixed bug that caused broken tapes when manually appending to tapes
833 using the "pause before death" functionality, followed by recording
834 * added setup option to disable fading of screens for faster testing
837 * code cleanup of new fading functions
840 * changed behaviour after solved game -- do not immediately stop engine
841 * added some more smooth screen fadings (game start, hall of fame etc.)
844 * fixed bug with displaying pushed CE with value/score/delay anim_mode
847 * added configurable level preview position, tile size and dimensions
848 * added configurable game panel value positions (gems, time, score etc.)
851 * fixed small bug with time displayed incorrectly when collecting CEs
854 * fixed bug with bumpy scrolling with EM engine in double player mode
857 * added compatibility code to fix "Snake Bite" style levels that were
858 broken due to a bugfix regarding EL_SOKOBAN_FIELD_PLAYER in 3.2.0
861 * fixed bug with scrollbars inside editor when using the Windows mouse
862 enhancement tool "True X-Mouse" (which injects key events to the event
863 queue to insert selected stuff into the Windows clipboard, which gets
864 confused with the "Insert" key for jumping to the last editor cascade
865 block in the element list)
866 * added Rocks'n'Diamonds icon for use as window icon to SDL version
867 * added key shortcut "Alt + Enter" to toggle fullscreen mode at any time
870 * added selection of preferred fullscreen mode to setup / graphics menu
871 (useful if default mode 800 x 600 does not match screen aspect ratio)
874 * improved down-scaling of images for better editor and preview graphics
875 * changed user data directory for Mac OS X from Unix style to new place
878 * improved level number selection in main menu and player selection in
879 setup menu (input devices section) by using standard button gadgets
880 * added support for mouse scroll wheel (caused buggy behaviour before)
881 * added support for scrolling horizontal scrollbars with mouse wheel by
882 holding "Shift" key pressed while scrolling the wheel
883 * added support for single step mouse wheel scrolling by holding "Alt"
884 key pressed while scrolling the wheel (can be combined with "Shift")
885 * changed output file "stderr.txt" on Windows platform now always to be
886 created in the R'n'D sub-directory of the personal documents directory
887 * added Windows message box to direct to "stderr.txt" after error aborts
890 * improved general scrollbar handling (when jump-scrolling scrollbars)
893 * changed scrollbars to always show last line as first after scrolling
894 (that means jumping n - 1 screen lines instead of n screen lines)
897 * fixed level versions of EMC level loader (from V4 to V1, V2 and V3)
898 * fixed level time for EMC levels for V2 engine (V2 and V5 levels)
899 * fixed special handling of vertically stacked acid becoming fake acid
902 * fixed bug (very special case) with CE_SCORE_GETS_ZERO, which can
903 affect multiple instances of the same CE, although this kind of
904 change condition usually only affects one single custom element
907 * version number set to 3.2.1
910 * version 3.2.0 released
913 * reorganized level editor element list a bit to match engines better
916 * fixed newly introduced bug with wrongly initializing clipboard element
919 * fixed bug with displaying visible/invisible level border in editor
922 * reorganized some elements in the level editor element list
925 * fixed bug with displaying any player as "yellow" when moving into acid
926 * fixed bug with displaying running player when player stopped at border
929 * fixed bug with player exploding when moving into acid
930 * fixed bug with level settings being reset in editor and when playing
931 (some compatibility settings being set not only after level loading)
932 * fixed crash bug when number of custom graphic frames was set to zero
933 * fixed bug with teleporting player on walkable tile not working anymore
934 * added partial compatibility support for pre-release-only "CONF" chunk
935 (to make Alan Bond's "color cycle" demo work again :-) )
938 * fixed some bugs when displaying title screens from info screen menu
939 * fixed bug which caused EMC doors #5 to #8 to be passable without keys
942 * changed file major version to 3 to reflect level file format changes
943 * uploaded pre-release (test) version 3.2.0-8 binary and source code
946 * added new chunk "NAME" to level file format for level name settings
947 * added new chunk "NOTE" to level file format for envelope settings
948 * changed name of chunk "CONF" to "ELEM" (for normal element settings)
949 * updated magic(5) file to recognize changed and new level file chunks
950 * removed change events "change when CE value/score changes" as unneeded
953 * changed gravity (which only affects the player) from level property
954 to player property (only makes a difference in multi-player levels)
955 * added change events "change when CE value/score changes"
956 * added change events "change when CE value/score changes of <element>"
959 * added new chunk "INFO" to level file format for global level settings
960 * added all element settings from "HEAD" chunk to "CONF" chunk
961 * added all global level settings from "HEAD" chunk to "INFO" chunk
964 * changed level file format by adding two new chunks "CUSX" (for custom
965 elements, replacing the previous "CUS4" chunk) and "GRPX" (for group
966 elements, replacing the previous "GRP1" chunk); these new IFF style
967 chunks use the new and flexible "micro chunks inside chunks" technique
968 already used with the new "CONF" chunk (for normal element properties)
969 which makes it possible to easily extend the existing level format
970 (instead of using fixed-length chunks like before, which are either
971 too big due to reserved bytes for future use, or too small when those
972 reserved bytes have all been used and even more data should be stored,
973 requiring the replacement by new and larger chunks just like it went
974 with "CUS1" to "CUS4"); this whole problem now does not exist anymore
977 * added credits pages to the "credits" section that were really missing
978 * added some missing element descriptions to the level editor
979 * added down position of switchgate switch to the level editor
980 and allowed the use of both switch positions at the same time
981 * changed use of "Insert" and "Delete" keys to navigate element list in
982 level editor to start of previous or next cascading block of elements
985 * added the possibility to view the title screen to the info screen menu
986 * fixed some minor bugs with viewing title screens
989 * fixed bug with title (cross)fading in/out when using fullscreen mode
992 * fixed bug that forced re-defining of menu settings in local graphics
993 config file which are already defined in existing base config file
994 * fixed small bug that caused door sounds playing when music is enabled
997 * added the possibility to define up to five title screens for each
998 level set that are displayed after loading using (cross)fading in/out
999 (this was added to display the various start images of the EMC sets)
1002 * added "CE score gets zero [of]" to custom element trigger conditions
1003 * added setup option to display element token name in level editor
1006 * added compatibility code for Juergen Bonhagen's menu artwork settings
1009 * fixed bug with displaying wrong animation frame 0 after CE changes
1010 * fixed bug with creating invisible elements when light switch is on
1013 * added selection between ECS and AGA graphics for EMC levels to setup
1016 * adjusted font handling for various narrow EMC style fonts
1019 * changed EM engine behaviour back to re-allow initial rolling springs
1022 * fixed handling of over-large selectboxes (less error-prone now)
1023 * fixed bug when creating GE with walkable element under the player
1026 * added use of "Insert" and "Delete" keys to navigate element list in
1027 level editor to start of custom elements or start of group elements
1028 * added virtual elements to access CE value and CE score of elements:
1029 - "CE value of triggering element"
1030 - "CE score of triggering element"
1031 - "CE value of current element"
1032 - "CE score of current element"
1035 * fixed "grass" to "sand" in older EM levels (up to file version V4)
1038 * changed behaviour of network games with internal errors (because of
1039 different client frame counters) from immediately terminating R'n'D
1040 to displaying an error message requester and stopping only the game
1041 (also to prevent impression of crashes under non command-line runs)
1042 * fixed playing network games with the EMC engine (did not work before)
1043 * fixed bug with not scrolling the screen in multi-player mode with the
1044 focus on player 1 when all players are moving in different directions
1045 * fixed bug with keeping pointer to gadget even after its deallocation
1046 * fixed bug with allowing "focus on all players" in network games
1047 * fixed bug with player focus when playing tapes from network games
1050 * uploaded pre-release (test) version 3.2.0-7 binary and source code
1053 * code cleanup for game action control for R'n'D and EMC game engine
1056 * fixed bug in multi-player movement with focus on both players
1057 * added option to control only the focussed player with all input
1060 * added player focus switching to level tape recording and re-playing
1063 * fixed some bugs in player focus switching in EMC and RND game engine
1066 * added special Supaplex animations for Murphy digging and snapping
1067 * added special Supaplex animations for Murphy being bored and sleeping
1070 * added four new yam yams with explicit start direction for EMC engine
1071 * fixed bug in src/libgame/text.c with printing text outside the window
1074 * fixed small bug in EMC level loader (copyright sign in EM II levels)
1077 * added delayed ignition of EM style dynamite when used in R'n'D engine
1078 * added limited movement range to EMC engine when focus on all players
1081 * fixed bug with missing (zero) score values for native Supaplex levels
1084 * added "continuous snapping" (snapping many elements while holding the
1085 snap key pressed, without releasing the snap key after each element)
1086 as a new player setting for more compatibility with the classic games
1089 * finished scrolling for "focus on all players" in EMC graphics engine
1092 * level sets with "levels: 0" are ignored for levels, but not artwork
1093 * fixed bug when scanning empty level group directories (endless loop)
1096 * fixed bug with explosion graphic for player using "Murphy" graphic
1097 * fixed bug with explosion graphic if player leaves explosion in time
1098 * changed some descriptive text in setup menu to use medium-width font
1099 * added key shortcut settings for switching player focus to setup menu
1102 * fixed bug with random value initialization when recording tapes
1103 * fixed bug with playing single player tapes when team mode activated
1106 * fixed little bug when trying to switch to player that does not exist
1109 * added player switching (visual and quick) to R'n'D and EM game engine
1110 * added setup option to select visual or quick in-game player switching
1113 * added use of "Home" and "End" keys to handle element list in editor
1116 * fixed bug with adding score when playing tape with EMC game engine
1117 * added steel wall border for levels using EMC engine without border
1118 * finally fixed delayed scrolling in EMC engine also for small levels
1121 * fixed potential crash bug in WarnBuggyBase() (missing boundary check)
1124 * fixed bug with CE change order in TestIfElementTouchesCustomElement()
1125 * fixed bug when displaying info element without action, but direction
1128 * fixed minor graphical problems with springs smashing and slurping
1129 (when using R'n'D style graphics instead of EMC style graphics)
1132 * added scroll delay (as configured in setup) to EMC graphics engine
1135 * improved screen redraw for EMC graphics engine (faster and smoother)
1136 * when not scrolling, do not redraw the whole playfield if not needed
1139 * added multi-player mode for EMC game engine (with up to four players)
1142 * added android (can clone elements) from EMC engine to R'n'D engine
1145 * added spring bumper (reflects spring) from EMC engine to R'n'D engine
1148 * added selectbox for initial player speed to player settings in editor
1151 * version 3.1.2 created that is basically version 3.1.1, but with a
1152 major bug fixed that prevented editing your own private levels
1153 * version 3.1.2 released
1156 * added magic ball (creates elements) from EMC engine to R'n'D engine
1159 * uploaded fixed pre-release version 3.2.0-6 binary and source code
1162 * fixed bug when using "CE can leave behind <trigger element>"
1163 * added new change condition "(after/when) creation of <element>"
1164 * added new change condition "(after/when) digging <element>"
1165 * fixed bug accessing invalid gadget that caused crashes under Windows
1166 * deactivated new possibility for multiple CE changes per frame
1169 * uploaded pre-release (test) version 3.2.0-6 binary and source code
1172 * added animation types "ce_value" and "ce_score" to graphicsinfo.conf
1173 * fixed bug with not keeping CE value for moving CEs with only action
1174 * changed CE action selectboxes in editor to be only reset when needed
1177 * added option "use artwork from element" for custom player artwork
1178 * added option "use explosion from element" for player explosions
1181 * added cascaded element lists in the level editor
1182 * added persistence for cascaded element lists by "editorcascade.conf"
1183 * added dynamic element list with all elements used in current level
1184 * added possibility for multiple CE changes per frame (experimental)
1187 * uploaded pre-release (test) version 3.2.0-5 binary and source code
1190 * changed "score for each 10 seconds/steps left" to "1 second/step"
1191 * added own score for collecting "extra time" instead of sharing it
1192 * added change events "switched by player" and "player switches <e>"
1193 * added change events "snapped by player" and "player snaps <e>"
1194 * added "set player artwork: <element choice>" to CE action options
1195 * added change event "move of <element>"
1198 * added "set player shield: off / normal / deadly" to CE action options
1199 * added new player option "use level start element" in level editor
1200 to set the correct focus at level start to elements from which the
1201 player is created later (this did not work before for cascaded CE
1202 changes resulting in creation of the player; it is now also possible
1203 to create the player from a yam yam which is smashed at level start)
1206 * added "set player speed: frozen (not moving)" to CE action options
1207 * added "move player: l/r/u/d/trigger/-trigger" to CE action options
1210 * added new player option "block snap field" (enabled by default) to
1211 make it possible to show a snapping animation like in Emerald Mine
1214 * added dynamic selectboxes to custom element action settings in editor
1215 * added "CE value" counter for custom elements (instead of "CE count")
1216 * added option to use the last "CE value" after custom element change
1217 * added option to use the "CE value" of other elements in CE actions
1218 * fixed odd behaviour when pressing time orb in levels w/o time limit
1219 * added checkbox "use time orb bug" for older levels that use this bug
1222 * added missing configuration settings for the following elements:
1223 - EL_TIMEGATE_SWITCH (time of open time gate)
1224 - EL_LIGHT_SWITCH_ACTIVE (time of light switched on)
1225 - EL_SHIELD_NORMAL (time of shield duration)
1226 - EL_SHIELD_DEADLY (time of shield duration)
1227 - EL_EXTRA_TIME (time added to level time)
1228 - EL_TIME_ORB_FULL (time added to level time)
1231 * added "wind direction" as a movement pattern for custom elements
1232 * added initial wind direction for balloon / custom elements to editor
1233 * added functionality for EL_BALLOON_SWITCH_NONE to R'n'D game engine
1236 * added parameters for "game of life" and "biomaze" elements to editor
1239 * added level file chunk "CONF" for generic level and element settings
1242 * uploaded pre-release (test) version 3.2.0-4 binary and source code
1245 * skip empty level sets (with "levels: 0"; may be artwork base sets)
1246 * added sound action ".page[1]" to ".page[32]" for each CE change page
1249 * added image config suffix ".clone_from" to copy whole image settings
1250 * fixed bug with invalid ("undefined") CE settings in old level files
1253 * fixed graphical bug with smashing elements falling faster than player
1256 * fixed major bug which prevented private levels from being edited
1257 * fixed bug with precedence of general and special font definitions
1260 * fixed graphical bug with player animation when player moves slowly
1263 * uploaded pre-release (test) version 3.2.0-3 binary and source code
1266 * fixed bug which prevented "global.num_toons: 0" from working
1269 * major code cleanup (removed all these annoying "#if 0" blocks)
1272 * added custom element actions for CE change page in level editor
1275 * fixed music initialization bug in init.c (thanks to David Binderman)
1276 * fixed mouse wheel "button" bug in editor (thanks to Tomi Belan)
1277 (this bug must probably be fixed at other places, too)
1280 * fixed buggy '#include "SDL.h"' statements in src/libgame/sdl.h
1281 (should be '#include <SDL.h>' instead)
1284 * fixed bug which prevented "walkable from no direction" from working
1285 (due to compatibility code overwriting this setting after loading)
1288 * fixed bug on Mac OS X (use of reserved name "Random") in EM engine
1291 * version number temporarily set to 3.1.1 (intermediate bugfix release)
1292 * version 3.1.1 released
1295 * changed some va_arg() arguments from 'long' to 'int', fixing problems
1296 on 64-bit architecture systems with LP64 data model
1299 * fixed bug with bombs not exploding when hitting the last level line
1300 (introduced after the release of 3.1.0)
1303 * added support for dumping small-sized level sketches from editor
1306 * added recognition of "trigger element" for "change digged element to"
1307 (this is not really what the "trigger element" was made for, but its
1308 use may seem obvious for leaving back digged elements unchanged)
1311 * fixed multiple warnings about failed joystick device initialization
1314 * fixed bug with dynamite dropped on top of just dropped custom element
1315 (collect dynamite, collect CE, drop CE => dynamite was also dropped);
1316 dynamite can still be dropped, but drop key must be released before
1319 * fixed bug with wrong start directory when started from file browser
1320 (due to this bug, R'n'D could not be started from KDE's Konqueror)
1323 * fixed bug causing "change when impact" on player not working
1324 * fixed wrong priority of "hitting something" over "hitting <element>"
1325 * fixed wrong priority of "hit by something" over "hit by <element>"
1328 * fixed graphical bug which caused the player (being Murphy) to show
1329 collecting animations although the element was collected by penguin
1332 * fixed two bugs causing wrong door background graphics in system.c
1333 (in functions "SetBackgroundBitmap()" and "DrawingOnBackground()")
1336 * fixed graphic bug with exploding bomb and R'n'D graphics in EM engine
1337 * added "no direction" to "walkable/passable from" selectbox options
1340 * enhanced tape autoplay to accept "autoplay <set> [<nr> ...]" format
1341 * in tape autoplay, not only report broken, but also missing tapes
1344 * uploaded pre-release (test) version 3.2.0-2 binary and source code
1347 * fixed small bug with "linear" animation not working for active lamp
1350 * fixed bug with moving up despite gravity due to "block last field"
1351 * fixed small bug with wrong draw offset when typing name in main menu
1352 * when reading user names from "passwd", ignore data after first comma
1353 * when creating new "levelinfo.conf", only write some selected entries
1356 * fixed displaying "imported from/by" on preview with empty string
1357 * fixed ignoring draw offset for fonts used for level preview texts
1360 * fixed a delay problem with SDL and too many mouse motion events
1361 * added setup option "skip levels" and level skipping functionality
1364 * added move speed "not moving" for non-moving CEs, but with direction
1367 * fixed mapping of obsolete element token names in "editorsetup.conf"
1368 * fixed bug with sound "acid.splashing" treated as a loop sound
1369 * fixed some little sound bugs in native EM engine
1372 * fixed small bug when dragging scrollbars to end positions
1375 * added editor element descriptions written by Aaron Davidson
1378 * improved fallback handling when configured artwork is not available
1379 (now using default artwork instead of exiting when files not found)
1382 * fixed bug on level selection screen when dragging scrollbar
1385 * fixed bug which caused broken tapes when appending to EM engine tapes
1388 * uploaded pre-release (test) version 3.2.0-1 binary and source code
1391 * added code to replace changed artwork config tokens with other tokens
1392 (needed for backwards compatibility, so that older tokens still work)
1395 * added native R'n'D graphics for some new EMC elements in EM engine
1398 * fixed some bugs in the EM engine integration code
1399 * changed EM engine code to allow diagonal movement
1400 * changed EM engine code to allow use of separate snap and drop keys
1403 * fixed some redraw bugs when using EM engine
1406 * fixed bug with not converting RND levels which are set to use native
1407 engine to native level structure when loading
1410 * uploaded pre-release (test) version 3.2.0-0 binary and source code
1413 * version number set to 3.2.0
1416 * level data now reset to defaults after attempt to load invalid file
1419 * added use of "editorsetup.conf" for different level sets
1422 * added auto-detection for various types of Emerald Mine level files
1425 * fixed bug with scrollbars getting too small when list is very large
1428 * fixed bug with 3+3 (cross) sized explosion not making explosion sound
1431 * added most level editor configuration gadgets for new EMC elements
1434 * added more element and graphic definitions for new EMC elements
1437 * modified native EM engine to use integrated R'n'D sound system
1440 * added SDL support to graphics functions in native EM engine
1441 (by always using generic libgame interface functions)
1444 * fixed bug in frame synchronization in native EM engine
1447 * added code to convert levels between R'n'D and native EM engine
1450 * new Emerald Mine engine can now play levels selected in main menu
1453 * fixed big memory leak in function "CreateBitmapWithSmallBitmaps()"
1454 (which creates scaled down graphics for level editor and preview);
1455 there's still a memory leak somewhere in the artwork handling code
1456 * added "scale image up" functionality to X11 version of zoom function
1459 * first attempts to integrate new, native Emerald Mine Club engine
1462 * fixed bug in gadget code which caused reset of CEs in level editor
1463 (example: pressing 'b' [grab brush] on CE config page erased values)
1464 (solution: check if gadgets in ClickOnGadget() are really mapped)
1465 * improved level change detection in editor (settings now also checked)
1466 * fixed bug with "can move into acid" and "don't collide with" state
1469 * fixed maze runner style CEs to use the configured move delay value
1472 * added Aaron Davidson's tutorial level set to the "Tutorials" section
1475 * fixed engine change that broke 3.0.8 levels like "Walpurgis Gardens"
1476 * fixed the above fix because it broke level set "machine" (*sigh*)
1477 * fixed random element placement in level editor to work as expected
1478 * fixed undefined graphic of runtime element "EL_AMOEBA_TO_DIAMOND"
1481 * re-recorded tape for BD2K3, level 010 (broken due to bugfix)
1484 * fixed bug (missing array boundary check) which caused broken tapes
1485 * fixed bug (when loading level template) which caused broken levels
1486 * fixed bug with new block last field code when using non-yellow player
1489 * fixed bug when pressing "stop, pause, stop, play" on tape recorder
1490 * internal change of how the player blocks the last field when moving
1491 * fixed blocking delay of last field for EM and SP style block delay
1492 * fixed bug where the player had to wait for the usual move delay after
1493 unsuccessfully trying to move, when he directly could move after that
1494 * the last two changes should make original Supaplex level 93 solvable
1495 * improved use of random number generator to make it less predictable
1496 * fixed behaviour of slippery SP elements to let slip left, then right
1499 * fixed bug with wrong door state after trying to quickload empty tape
1500 * fixed waste of static memory usage of the binary, making it smaller
1501 * fixed very little graphical bug in Supaplex explosion
1504 * version number set to 3.1.1
1507 * version 3.1.0 released
1510 * fixed bug with crash when writing user levelinfo.conf the first time
1513 * added option "convert LEVELDIR [NR]" to command line batch commands
1514 * re-converted Supaplex levels to apply latest engine fixes
1515 * changed "use graphic/sound of element" to "use graphic of element"
1516 due to compatibility problems with some levels ("bug machine" etc.)
1519 * fixed bug with CE change replacing player with same or other player
1522 * fixed bug with opaque font in envelope with background graphic when
1523 background graphic is not transparent itself
1526 * added "gravity on" and "gravity off" ports for Supaplex compatibility
1527 * corrected original Supaplex level loading code to use these new ports
1528 * also corrected Supaplex loader to auto-count infotrons if set to zero
1531 * fixed bug with missing initialization of "modified" flag for GEs
1534 * fixed bug that caused endless recursion loop when relocating player
1535 * fixed tape recorder bug in "step mode" when using "pause before end"
1536 * fixed tape recorder bug when changing from "warp forward" mode
1539 * fixed bug with "when touching" for pushed elements at last position
1542 * fixed bug that caused two activated toolbox buttons in level editor
1543 * fixed bug with exploding dynabomb under player due to other explosion
1546 * fixed bug with creating walkable custom element under player (again)
1547 * fixed bug with not copying explosion type when copying CEs in editor
1548 * fixed graphical bug when drawing player in setup menu (input devices)
1549 * fixed graphical bug when the player is pushing an accessible element
1550 * fixed bug with classic switchable elements triggering CE changes
1551 * fixed bug with entering/leaving walkable element in RelocatePlayer()
1552 * fixed crash bug when CE leaves behind the trigger player element
1555 * fixed bug with broken tubes after placing/exploding dynamite in them
1556 * fixed bug with exploding dynamite under player due to other explosion
1557 * fixed bug with not resetting push delay under certain circumstances
1560 * added option "handicap" for "levelinfo.conf" (thanks to Niko Böhm)
1561 * added network multiplayer code for Windows (thanks to Niko Böhm)
1564 * added option "reachable despite gravity" for gravity movement
1565 * changed gravity movement of most classic walkable and passable
1566 elements back to "not reachable" (for compatibility reasons)
1569 * fixed (removed) "indestructible" / "can explode" dependency in editor
1570 * fixed (removed) "accessible inside" / "protected" dependency
1571 * fixed (removed) "step mode" / "shield time" dependency
1574 * fixed dynabombs exploding now into anything diggable
1575 * fixed Supaplex style gravity movement into buggy base now impossible
1576 * added pressing key "space" as valid action to select menu options
1579 * added "replace when walkable" to relocate player to walkable element
1580 * added "enter"/"leave" event for elements affected by relocation
1581 * fixed "direct"/"indirect" change order also for "when change" event
1582 * fixed graphical bug when pushing things from elements walkable inside
1585 * fixed graphic bug when player is snapping while moving in old levels
1586 * fixed bug when a moving custom element leaves a player element behind
1587 * fixed bug with mole not disappearing when moving into acid pool
1588 * fixed bug with incomplete path setting when using "--basepath" option
1589 * moving CE can now leave walkable elements behind under the player
1590 * when relocating, player can be set on walkable element now
1591 * fixed another gravity movement bug
1594 * uploaded pre-release (test) version 3.1.0-2 binary and source code
1597 * added "collectible" and "removable" to extended replacement types
1598 (where "removable" replaces "diggable" and "collectible" elements)
1599 * added "collectible & throwable" (to throw element to the next field)
1600 * fixed bug with CEs digging elements that are just about to explode
1601 * changed mouse cursor now always being visible when game is paused
1604 * added possibility to push/press accessible elements from a side that
1606 * fixed bug with not setting actual date when appending to tape
1609 * fixed bug with incorrectly initialized custom element editor graphics
1612 * corrected set "Contributions_1995-2000/rnd_kjell_kristiansson":
1613 - number of levels corrected from 18 to 17 in "levelinfo.conf"
1616 * fixed bug with destroyed robot wheel still attracting robots forever
1617 * fixed bug with time gate switch deactivating after robot wheel time
1618 (while the time gate itself is not affected by this misbehaviour)
1619 * changed behaviour of BD style amoeba to always get blocked by player
1620 (before it was different when there were non-BD elements in level)
1621 * fixed bug with player destroying indestructable elements with shield
1624 * added option to make growing elements grow into anything diggable
1625 (for the various amoeba types, biomaze and "game of life")
1628 * fixed bug with movable elements not moving after left behind by CEs
1629 * changed gravity movement to anything diggable, not only sand/base
1630 * optionally allowing passing to walkable element, not only empty space
1631 * added option "can pass to walkable element" for players
1632 * finally fixed gravity movement (hopefully)
1635 * fixed bug with movable elements not moving anymore after falling down
1638 * fixed another bug with custom elements digging and leaving elements
1639 * fixed bug with "along left/right side" and automatic start direction
1640 * trigger elements now also displayed when "more custom" deactivated
1641 * fixed bug with clipboard element initialized when loading new level
1642 * added option "drop delay" to set delay before dropping next element
1645 * uploaded pre-release (test) version 3.1.0-1 binary and source code
1648 * added copy and paste functions for custom change pages
1649 * enhanced graphical display and functionality of tape recorder
1650 * fixed bug with custom elements digging and leaving elements
1653 * added move speed faster than "very fast" for custom elements
1654 * fixed bug with 3+3 style explosions and missing border content
1655 * fixed little bug when copying custom elements in the editor
1656 * enhanced custom element changes by more side trigger actions
1659 * added option "no scrolling when relocating" for instant teleporting
1660 * uploaded pre-release (test) version 3.1.0-0 binary and source code
1663 * added trigger element and trigger player to use as target elements
1664 * added copy and paste functions for custom and group elements
1667 * fixed graphical bug when displaying explosion animations
1668 * fixed bug when appending to tapes, resulting in broken tapes
1669 * re-recorded a few tapes broken by fixing gravity checking bug
1672 * "can move into acid" property now for all elements independently
1673 * "can fall into acid" property for player stored in same bitfield now
1674 * added option for deadliness of Supaplex 'sniksnak' and 'electron'
1675 * version number set to 3.1.0 (finally!)
1678 * changed tape recording to only record input, not programmed actions
1681 * fixed totally broken (every 8th frame skipped) step-by-step recording
1682 * fixed bug with requester not displayed when quick-loading interrupted
1683 * added option "can fall into acid (with gravity)" for players
1684 * fixed bug with player not falling when snapping down with gravity
1687 * fixed bug which messed up key config when using keypad number keys
1690 * fixed bug which allowed moving upwards even when gravity was active
1691 * fixed bug with missing error handling when dumping levels or tapes
1694 * added different colored editor graphics for Supaplex gravity tubes
1697 * fixed bug that allowed solvable tapes for unsolvable levels
1700 * use unlimited number of droppable elements when "count" set to zero
1701 * added option to use step limit instead of time limit for level
1704 * added player and change page as trigger for custom element change
1707 * fixed bug with exploding amoeba (explosion 3x3 instead of 1x1)
1710 * fixed bug with dark yamyam changing to acid when moving over acid
1711 * fixed handling of levels with more than 999 seconds level time
1712 (example: level 76 of "Denmine")
1715 * "spring push bug" reintroduced as configurable element property
1716 * fixed bug with missing properties for "mole"
1717 * fixed bug that showed up when fixing the above "mole" properties bug
1718 * added option "can move into acid" for all movable elements
1719 * fixed graphical bug for elements moving into acid
1720 * changed event handling to handle all pending events before going on
1723 * fixed bug which caused all CE change pages to be ignored which had
1724 the same change event, but used a different element side
1725 (reported by Simon Forsberg)
1727 * fixed bug which caused elements that can move and fall and that are
1728 transported by a conveyor belt to continue moving into that direction
1729 after leaving the conveyor belt, regardless of their own movement
1730 type; only elements which can not move are transported now
1731 (reported by Simon Forsberg)
1733 * fixed bug which could cause an array overflow in RelocatePlayer()
1734 (reported by Niko Böhm)
1736 * changed Emerald Mine style "passable / over" elements to "protected"
1737 (fixing unsolvable level 10 of "Bondmine 9" with bug beside gate)
1739 * added new option to select from which side a "walkable/passable"
1740 element can be entered
1743 * added explosion and ignition delay for elements that can explode
1746 * fixed bug which caused player not being protected against enemies
1747 when a CE was "walkable / inside" and was not "indestructible"
1748 * added "walkable/passable" fields to be "protected/unprotected"
1749 against enemies, even if not accessible "inside" but "over/under"
1752 * corrected move pattern to 32 bit and initial move direction to 8 bit
1755 * added second custom element base configuration page
1758 * added some special EMC mappings to Emerald Mine level loader
1759 (also covering previously unknown element in level 0 of "Bondmine 8")
1762 * added option to block last field when player is moving (for Supaplex)
1763 * adjusted push delay of Supaplex elements
1764 * removed delays for envelopes etc. when replaying with maximum speed
1765 * fixed bug when dropping element on a field that just changed to empty
1768 * fixed bug: infotrons can now smash yellow disks
1769 * fixed bug: when gravity active, port above player can now be entered
1770 * removed "one white dot" mouse pointer which irritated some people
1773 * added "choice type" for group element selection
1776 * fixed bug with initial invulnerability of non-yellow player
1779 * added level loader for loading native Supaplex packed levels
1780 (including multi-part levels like the "splvls99" levels)
1783 * fixed bug which allowed creating emeralds by escaping explosions
1786 * custom elements can change (limited) or leave (unlimited) elements
1787 * finally added multiple matches using group elements
1788 * added shortcut to dump brush (type ":DB" in editor) for use in forum
1791 * added new start movement type "previous" for continued CE movement
1792 * added new start movement type "random" for random CE movement start
1795 * added new element "sokoban_field_player" needed for Sokoban levels
1796 (thanks to Ed Booker for pointing this out!)
1799 * added elements that can be digged or left behind by custom elements
1802 * added group elements for multiple matches and random element creation
1805 * fixed some graphical errors displayed in old levels
1808 * fixed wrong double speed movement after passing closing gates
1811 * added level loader for loading native Emerald Mine levels
1814 * changes for "shooting" style CE movement
1817 * Happy New Year! ;-)
1820 * changed default snap/drop keys from left/right Shift to Control keys
1823 * fixed bug with dead player getting reanimated from custom element
1826 * fixed bug with wrong penguin graphics (when entering exit)
1829 * fixed bug with wrong "Murphy" graphics (when digging etc.)
1832 * version number set to 3.0.9
1835 * version 3.0.8 released
1838 * added function checked_free()
1841 * fixed bug with double nut cracking sound
1842 (by eliminating "default element action sound" assignment in init.c)
1845 * fixed crash when no music info files are available
1848 * fixed boring and sleeping sounds
1851 * added "maze runner" and "maze hunter" movement types
1852 * added extended collision conditions for custom elements
1855 * added warnings for undefined token values in artwork config files
1858 * added menu entry for level set information to the info screen
1861 * fixed bug with wrong default impact sound for colored emeralds
1864 * added several sub-screens for the info screen
1865 * menu text now also clickable (not only blue/red sphere left of it)
1868 * added configurable "bored" and "sleeping" animations for the player
1869 * added "awakening" sound for player when waking up after sleeping
1872 * added "copy" and "exchange" functions for custom elements to editor
1875 * added configurable element animations for info screen
1878 * added configurable music credits for info screen
1881 * finally fixed tape recording when player is created from CE change
1884 * added "editorsetup.conf" for editor element list configuration
1887 * added "musicinfo.conf" for menu and level music configuration
1890 * fixed a very nasty bug in dragon turning code in TurnRoundExt()
1891 (that only showed up on Linux, but not on Windows systems)
1894 * fixed turning movement of butterflies and fireflies (no frame reset)
1895 * enhanced sniksnak turning movement (two steps instead of only one)
1898 * version number set to 3.0.8
1901 * version 3.0.7 released
1904 * fixed reset of player animation frame when, for example,
1905 walking, digging or collecting share the same animation
1906 * fixed CE with "deadly when touching" exploding when touching amoeba
1909 * fixed tape recording when player is created from CE element change
1912 * introduced "turning..." action graphic for elements with move delay
1913 (non-CE: bug, spaceship, sniksnak, mole, pacman, yamyam)
1914 * added turning animations for bug, spaceship and sniksnak
1917 * prevent "extended" changed elements from delay change in same frame
1920 * fixed bug when pushing element that can move away to the side
1921 (like pushing falling elements, but now with moving elements)
1924 * finally fixed serious bug in code for delayed element pushing (again)
1927 * unavailable setup options now marked as "n/a" instead of "off"
1928 * new boolean directive "latest_engine" for "levelinfo.conf": when set
1929 to "true", levels are always played with the latest game engine,
1930 which is desired for levels that are imported from other games; all
1931 other levels are played with the engine version stored in level file
1932 (which is normally the engine version the level was created with)
1935 * fixed serious bug in code for delayed element pushing
1936 * fixed little bug in animation frame selection for pushed elements
1937 * speed-up of reading config file for verbose output
1940 * added configuration option for opening and closing Supaplex exit
1941 * added configuration option for moving up/down animation for Murphy
1942 * fixed incorrectly displayed animation for attacking dragon
1943 * fixed bug with not setting initial gravity for each new game
1944 * fixed bug with teleportation of player by custom element change
1945 * fixed bug with player not getting smashed by rock sometimes
1948 * version number set to 3.0.7
1951 * version 3.0.6 released
1954 * added support for MP3 music for SDL version through SMPEG library
1957 * fixed bug when initializing font graphic structure
1958 * fixed bug with animation mode "pingpong" when using only 1 frame
1959 * fixed bug with extended change target introduced in 3.0.5
1960 * fixed bug where passing over moving element doubles player speed
1961 * fixed bug with elements continuing to move into push direction
1962 * fixed bug with duplicated player when dropping bomb with shield on
1963 * added "switching" event for custom elements ("pressing" only once)
1964 * fixed switching bug (resetting flag when not switching but not idle)
1967 * fixed element tokens for certain file elements with ".active" etc.
1970 * version number set to 3.0.6
1973 * version 3.0.5 released
1976 * now four envelope elements available
1977 * font, background, animation and sound for envelope now configurable
1978 * main menu doors opening/closing animation type now configurable
1981 * active/inactive sides configurable for custom element changes
1982 * new movement type "move when pushed" available for custom elements
1985 * fixed bug in multiple config pages loader code that caused crashes
1988 * enhanced (remaining low-resolution) Supaplex graphics
1991 * version number set to 3.0.5
1994 * version 3.0.4 released
1996 2003-09-12 src/tools.c
1997 * fixed bug in custom definition of crumbled element graphics
1999 2003-09-11 src/files.c
2000 * fixed bug in multiple config pages code that caused crashes
2003 * version number set to 3.0.4
2006 * version 3.0.3 released
2009 * added music to Supaplex classic level set
2011 2003-09-07 src/libgame/misc.c
2012 * added support for loading various music formats through SDL_mixer
2014 2003-09-06 (various source files)
2015 * fixed several nasty bugs that may have caused crashes on some systems
2016 * added envelope content which gets displayed when collecting envelope
2017 * added multiple change event pages for custom elements
2019 2003-08-24 src/game.c
2020 * fixed problem with player animation when snapping and moving
2022 2003-08-23 src/screens.c, src/cartoons.c, src/libgame/toons.c
2023 * fixed problem with flickering when drawing toon animations
2025 2003-08-23 src/libgame/sdl.c
2026 * fixed problem with setting mouse cursor in SDL version in fullscreen
2028 2003-08-23 src/game.c
2029 * fixed bug (missing array boundary check) which could crash the game
2032 * version number set to 3.0.3
2035 * version 3.0.2 released
2037 2003-08-21 src/game.c
2038 * fixed bug with creating inaccessible elements at player position
2040 2003-08-20 src/init.c
2041 * fixed bug with not finding current level artwork directory
2043 2003-08-20 src/files.c
2044 * fixed bug with choosing wrong engine version when playing tapes
2045 * fixed bug with messing up custom element properties in 3.0.0 levels
2048 * version number set to 3.0.2
2051 * version 3.0.1 released
2053 2003-08-17 (no source files affected)
2054 * changed all "classic" PCX image files with 16 colors or less to
2055 256 color (8 bit) storage format, because the Allegro game library
2056 cannot handle PCX files with less than 256 colors (contributed
2057 graphics are not affected and might look wrong in the DOS version)
2059 2003-08-16 src/init.c
2060 * fixed bug which (for example) crashed the level editor when defining
2061 "dynamite.EDITOR: [NONE]", because graphics may not be undefined
2062 (only set to default) -- invalid graphics now set to default graphic
2064 2003-08-16 src/init.c
2065 * fixed graphical bug of player digging/collecting/snapping element
2066 when no corresponding graphic/animation is defined for this action,
2067 resulting in player being drawn as EL_EMPTY (which should only be
2068 done to elements being collected, but not to the player)
2070 2003-08-16 src/game.c
2071 * fixed small graphical bug of player not totally moving into exit
2073 2003-08-16 src/libgame/setup.c
2074 * fixed bug with wrong MS-DOS 8.3 filename conversion
2076 2003-08-16 src/tools.c
2077 * fixed bug with invisible mouse cursor when pressing ESC while playing
2079 2003-08-16 (various source files)
2080 * added another 128 custom elements (disabled in editor by default)
2082 2003-08-16 src/editor.c
2083 * fixed NULL string bug causing Solaris to crash in sprintf()
2085 2003-08-16 src/screen.c
2086 * fixed drawing over scrollbar on level selection with custom fonts
2088 2003-08-15 src/game.c
2089 * cleanup of simple sounds / loop sounds / music settings
2091 2003-08-08 (various source files)
2092 * added custom element property for dropping collected elements
2094 2003-08-08 src/conf_gfx.c
2095 * fixed bug with missing graphic for active red disk bomb
2097 2003-08-07 src/files.c, src/editor.c src/game.c, src/main.h
2098 * extended variable "level.gravity" to "level.initial_gravity" and
2099 "game.current_gravity" to prevent level setting from being changed
2100 by playing the level (keeping the runtime value after playing)
2102 * fixed graphics bug when digging element that has 'crumbled' graphic
2103 definition, but not 'diggable' graphic definition
2106 * version number set to 3.0.1
2109 * version 3.0.0 released
2112 * various bug fixes; among others:
2113 - fixed bug with pushing spring over empty space
2114 - fixed bug with leaving tube while placing dynamite
2115 - fixed bug with explosion of smashed penguins
2116 - allow Murphy player graphic in levels with non-Supaplex elements
2120 * I have forgotten to document changes for some time
2123 * pre-release version 2.2.0rc1 released
2126 * version number set to 2.1.2
2129 * version 2.1.1 released
2132 * version number set to 2.1.1
2135 * version 2.1.0 released
2138 * version number set to 2.1.0
2140 2002-04-03 to 2002-05-19 (various source files)
2141 * graphics, sounds and music now fully configurable
2142 * bug fixed that prevented walking through tubes when gravity on
2144 2002-04-02 src/events.c, src/editor.c
2145 * Make Escape key less aggressive when playing or when editing level.
2146 This can be configured as an option in the setup menu. (Default is
2147 "less aggressive" which means "ask user if something can be lost"
2148 when pressing the Escape key.)
2150 2002-04-02 src/screen.c
2151 * Added "graphics setup" screen.
2153 2002-04-01 src/screen.c
2154 * Changed "choose level" setup screen stuff to be more generic (to
2155 make it easier to add more "choose from generic tree" setup screens).
2157 2002-04-01 src/config.c, src/timestamp.h
2158 * Added source files "src/config.[ch]" and "src/timestamp.h" (which
2159 automatically gets created by "src/Makefile" and contains an actual
2160 compile-time timestamp to identify development versions of the game).
2162 2002-03-31 src/tape.c, src/events.c
2163 * Added quick game/tape save/load functions to tape stuff which can be
2164 invoked by a keyboard shortcut. Default: "F1" saves game/tape, "F2"
2165 loads previously recorded tape and directly goes into recording mode
2166 from the end of the tape (therefore appending to the tape).
2168 2002-03-31 src/tape.c
2169 * Added "index mark" function to tape recorder. When playing or
2170 recording, "eject" button changes to "index" button. Setting index
2171 mark is not yet implemented, but pressing index button when playing
2172 allows very quick advancing to end of tape (when normal playing),
2173 very fast forward mode (when playing with normal fast forward) or
2174 very fast reaching of "pause before end of tape" (when playing with
2175 "pause before end" playing mode).
2177 2002-03-30 src/cartoons.c
2178 * Moved some stuff from cartoons.c to the new "src/libgame/toons.c".
2180 2002-03-29 src/screen.c
2181 * Changed setup screen stuff to be more generic (to make it easier
2182 to add more setup screens).
2184 2002-03-23 src/main.c, src/main.h
2185 * Various changes due to the introduction of the new libgame files
2186 "setup.c" and "joystick.c".
2188 2002-03-23 src/files.c
2189 * Generic parts of "src/files.c" (mainly setup and level directory
2190 stuff) moved to new libgame file "src/libgame/setup.c".
2192 2002-03-23 src/joystick.c
2193 * File "src/joystick.c" moved to libgame source tree, with
2194 correspondig changes.
2196 2002-03-22 src/screens.c
2197 * "HandleChooseLevel()": Another bug in level series navigation fixed.
2198 (Wrong level series information displayed when entering main group.)
2200 2002-03-22 src/editor.c
2201 * Slight change to support new gadget event "GD_EVENT_INFO_LEAVING".
2203 2002-03-22 src/editor.c
2204 * Changed behaviour of "Escape" key in level editor to be more
2205 intuitive: When in "Element Properties" or "Level Info" mode,
2206 return to "Drawing Mode" instead of leaving the level editor.
2208 2002-03-21 src/game.c, src/editor.c, src/files.c
2209 * 2.0.1 introduced the corrected "Emerald Mine" style behaviour of
2210 gems (emeralds, diamonds, ...) slipping down from normal wall,
2211 steel wall and growing wall (as in E.M.C. style levels). Although
2212 the behaviour of contributed and private levels wasn't changed (due
2213 to the use of "level.game_version"; see previous entry), editing
2214 those levels will (of course) change the behaviour accordingly.
2216 This change seems a bit too hard after thinking about it, because
2217 the EM style behaviour is not the "expected" behaviour (gems would
2218 normally only slip down from "rounded" walls). Therefore this was
2219 now changed to an element property for gem style elements, with the
2220 default setting "off" (which means: no special EM style behaviour).
2221 To fix older converted levels, this flag is set to "on" for pre-2.0
2222 levels that are neither contributed nor private levels.
2224 2002-03-20 src/files.h
2225 * Corrected settings for "level.game_version" depending of level type.
2226 (Contributed and private levels always get played with game engine
2227 version they were created with, while converted levels always get
2228 played with the most recent version of the game engine, to let new
2229 corrections of the emulation behaviour take effect.)
2231 2002-03-20 src/main.h
2232 * Added "#include <time.h>". This seems to be needed by "tape.c" for
2233 compiling the SDL version on some systems.
2234 Thanks to the several people who pointed this out.
2237 * Version number set to 2.0.2.
2240 * Version 2.0.1 released.
2242 2002-03-18 src/screens.c
2243 * "HandleChooseLevel()": Small bug in level series navigation fixed.
2245 2002-03-18 src/files.c [src/libgame/misc.c]
2246 * Moved some common functions from src/files.c to src/libgame/misc.c.
2248 2002-03-18 src/files.c [src/libgame/misc.c]
2249 * Changed permissions for new directories and saved files (especially
2250 score files) according to suggestions of Debian users and mantainers.
2251 Thanks to Drew Parsons <dparsons@emerall.com> for the patch.
2253 2002-03-17 src/files.c
2254 * Changed "{Load|Save}{Level|Tape}()" to IFF style file format:
2255 Replaced "cookie" header string ("ROCKSNDIAMONDS_...\n") with
2256 real IFF style header "RND1....XXXX" (where "XXXX" is "CAVE"
2257 for levels and "TAPE" for tapes). Old "cookie" style format is
2258 still supported for reading. New level and tape files are written
2261 * New IFF chunk "VERS" contains version numbers for file and game
2262 (where "game version" is the version of the program that wrote the
2263 file, and "file version" is a version number to distinguish files
2264 with different format, for example after adding new features).
2266 2002-03-15 src/screen.c
2267 * "DrawHallOfFame()": "FadeSounds()" when entering the hall of fame.
2268 (Before, you heard a mixture of the in-game music and the
2269 hall-of-fame music.)
2271 2002-03-14 src/events.c
2272 * Function "DumpTape()" (files.c) now available by pressing 't' from
2273 main menu (when in DEBUG mode).
2275 2002-03-14 src/game.c
2276 * "GameWon()": When game was won playing a tape, now there is no delay
2277 raising the score and no corresponding sound is played.
2279 2002-03-14 src/files.c
2280 * Changed "LoadTape()" for real chunk support and also adjusted
2281 "SaveTape()" accordingly.
2283 2002-03-14 src/game.c, src/tape.c, src/files.c
2284 * Important changes to tape format: The old tape format stored all
2285 actions with a real effect with a corresponding delay between the
2286 stored actions. This had some major disadvantages (for example,
2287 push delays had to be ignored, pressing a button for some seconds
2288 mutated to several single button presses because of the non-action
2289 delays between two action frames etc.). The new tape format just
2290 stupidly records all device actions and replays them later. I really
2291 don't know why I haven't solved it that way before?! Old-style tapes
2292 (with tape file version less than 2.0) get converted to the new
2293 format on-the-fly when loading and can therefore still be played;
2294 only some minor parts of the old-style tape handling code was needed.
2295 (A perfect conversion is not possible, because there is information
2296 missing about the device actions between two action frames.)
2298 2002-03-14 src/files.c
2299 * New function "DumpTape()" to dump the contents of the current tape
2300 in a human readable format.
2302 2002-03-14 src/game.c
2303 * Small tape bug fixed: When automatically advancing to next level
2304 after a game was won, the tape from the previous level still was
2305 loaded as a tape for the new level.
2307 2002-03-14 src/tape.c
2308 * Small graphical bug fixed: When pressing ""Record" or "Play" on
2309 tape, cartoons did not get completely removed because
2310 StopAnimation() was not called.
2312 2002-03-13 src/files.c
2313 * Changed "LoadLevel()" and "SaveLevel()" to add new chunk "CNT2".
2314 Fixed bug of "CONT" and "BODY" (chunk size was set to 8-bit element
2315 size even when using 16-bit elements). Added new chunk "CNT2" for
2316 16-bit amoeba content (previously written in 8-bit field in "HEAD"
2317 chunk even when content was 16-bit element). "CNT2" should now be
2318 able to store content for arbitrary elements (up to eight blocks of
2319 3 x 3 element arrays). All "CNT2" elements will always be stored as
2320 16-bit elements. "CONT" (with 8/16-bit elements) now obsolete.
2322 2002-03-13 src/files.c
2323 * Changed "LoadLevel()" for real chunk support.
2325 2002-03-12 src/game.c
2326 * Fixed problem (introduced after 2.0.0 release) with penguins
2327 not getting killed by enemies
2329 2002-02-24 src/game.c, src/main.h
2330 * Added "player->is_moving"; now "player->last_move_dir" does
2331 not contain any information if the player is just moving at
2333 Before, "player->last_move_dir" was misused for this purpose
2334 for the robot stuff (robots don't kill players when they are
2335 moving). But setting "player->last_move_dir" to MV_NO_MOVING
2336 broke tapes when walking through pipes!
2337 ("IS_MOVING()" uses "MovPos[][]", but this fails when it is 0
2338 in a continuous movement. This fact is ignored for friends and