2 * added compatibility stuff for redefined "global.door" (which affects
3 all parts of that image that have their own graphics definition now)
6 * added sound button graphics to graphics config
9 * added tape button graphics and screen positions to graphics config
12 * improved single step mode in R'n'D, EM and SP engines
15 * version number set to 3.3.0.2
18 * version 3.3.0.1 released
21 * added configurable key shortcuts for snap+direction player actions
22 (probably most useful for recording tool-assisted speedrun (TAS)
23 tapes using the single-step mode of the tape recorder)
26 * version number set to 3.3.0.1
29 * version 3.3.0.0 released
32 * fixed missing memory allocation in SP engine when saving engine data
33 for non-SP game engine snapshots (which also stores SP engine part)
36 * fixed problem with scrolling in native EM engine in multi-user mode
37 (this bug was just introduced with the experimental viewport stuff)
38 * fixed animation of splashing acid in EM engine with classic artwork
39 * fixed animation of cracking nut in EM engine with classic artwork
40 * fixed (implemented) single step mode in native EM and SP engines
41 * fixed "latest_engine" flag in classic levels (moved to single sets)
42 * updated SDL library DLLs for Windows to the latest release versions
43 (this fixed some mysterious crashes of the game on Windows systems)
44 * replaced EM and SP set in classic level set with native level files
45 * finally added a newly written "CREDITS" file to the game package
46 * removed sampled music loops from classic music set
49 * changed native Emerald Mine engine to support different viewport sizes
52 * changed native Supaplex engine to support different viewport sizes
55 * added initial, experimental support for different viewport properties
56 (with "viewports" being menu/playfield area and doors; currently the
57 size of the menu/playfield area and door positions can be redefined)
60 * added initial, experimental support for different window sizes
63 * added support for native Sokoban solution files in pure 'udlrUDLR'
64 format with extension ".sln" instead of ".tape" for solution tapes
67 * added image config suffix ".class" to be able to define classes of
68 crumbled elements which are then separated against each others when
69 drawing crumbled borders (class names can freely be defined)
70 (Example: "sand.CRUMBLED.class: sand" and "emc_grass.CRUMBLED.class:
71 emc_grass" results in sand and emc_grass being crumbled separately,
72 even if directly adjacent on the playfield.)
73 * added image config suffix ".style" to use two new features for
75 - "accurate_borders": try to draw correctly crumbled corners (which
76 means that a row of crumbled elements does not have two crumbled
77 corners for each element in the row, but only at the "real" corners
78 at the start and the end of the row of elements)
79 - "inner_corners": also draw inner corners in concave constructions
80 of several crumbled elements -- this is currently a big kludge: the
81 number of frames for crumbled graphic must be "2", with the first
82 frame as usual (crumbled graphic), while the second frame contains
83 the graphic with inner (crumbled) corners for the crumbled graphic
84 (These two features are mainly intended for bevelled walls, not for
85 diggable elements like sand; "inner_corners" only works reliably for
86 static walls, not for in-game dynamically changing walls using CEs.)
89 * finished code cleanup of native Supaplex game engine
92 * started code cleanup of native Supaplex game engine
95 * integrated playing sound effects into native Supaplex game engine
98 * added configurable key shortcuts for the tape recorder buttons
101 * added (hidden) function to save native Supaplex levels with tape as
102 native *.sp file containing level with demo (saved with a file name
103 similar to native R'n'D levels, but with ".sp" extension instead of
104 ".level"); to use this functionality, enter ":save-native-level" or
105 ":snl" from the main menu with the native Supaplex level loaded and
106 the appropriate tape loaded to the tape recorder
107 * fixed potential crash bug caused by illegal array access in engine
108 snapshot loading and saving code
109 * changed setting permissions of score files to be world-writable if
110 the program is not installed and running setgid to allow the program
111 to modify existing score files when run as a different user (which
112 allows cheating, of course, as the score files are not protected
113 against modification in this case)
114 * added (commented out) suggestions for RO_GAME_DIR and RW_GAME_DIR to
115 the top level Makefile for Debian / Ubuntu installations
116 * added saving read-only levels from editor into personal level set
117 (thanks to Bela Lubkin for the above four patches)
120 * added updating of game values on the panel to Supaplex game engine
123 * finished integrating R'n'D graphics engine into Supaplex game engine
124 (although some animations do not support full customizability yet)
127 * done integrating R'n'D graphics engine into file "Infotron.c"
128 * done integrating R'n'D graphics engine into file "OrangeDisk.c"
131 * integrated engine snapshot functionality into Supaplex game engine
134 * fixed bug in native Supaplex engine that broke several demo solutions
135 * fixed bug with re-initializing already existing elements in function
136 RelocatePlayer() in src/game.c (causing problems with Sokoban fields
137 counted a second time, making the currently playing level unsolvable)
138 * done integrating R'n'D graphics engine into file "SnikSnaks.c"
139 * done integrating R'n'D graphics engine into file "Electrons.c"
140 * done integrating R'n'D graphics engine into file "Zonk.c"
143 * done integrating R'n'D graphics engine into file "Murphy.c"
144 * done integrating R'n'D graphics engine into file "BugsTerminals.c"
147 * started integrating R'n'D graphics engine into Supaplex game engine
150 * added small kludge that allows transparent pushing animation over
151 non-black background (by using "game.use_masked_pushing: true")
152 * added editor flag to Sokoban field/object elements to automatically
153 finish solved Sokoban style levels (even if they contain non-Sokoban
154 elements, which prevents auto-enabling this feature for such levels)
157 * added new element "from_level_template" which is replaced by element
158 from level template at same playfield position when loaded (currently
159 not accessible from level editor, but only used for special Sokoban
160 level conversion when using "special_flags: load_xsb_to_ces")
161 * added special behaviour for "special_flags: load_xsb_to_ces": global
162 settings of individual level files are overwritten by template level
163 (except playfield size, level name, level author and template flag)
166 * added handling of gravity ports when converting Supaplex style R'n'D
167 levels to native Supaplex levels for playing with Supaplex engine
170 * fixed bug in Supaplex engine regarding initial screen scroll position
173 * fixed EMC style pushing animations in the R'n'D graphics engine (when
174 using ".2nd_movement_tile" for animations having start and end tile)
175 * for this to work (look) properly for two-tile pushing animations with
176 non-black (i.e. opaque) background, the pushing graphics drawing order
177 was changed to first draw the pushed element, then the player (maybe
178 this should be controlled by an ".anim_mode" flag yet to be added)
179 * two-tile animations for moving or pushing should have 7 frames for
180 normal speed, 15 frames for half speed etc. to display correct frames
181 * two-tile animations are also displayed correctly with different speed
182 settings for the player (for pushing animations) or moving elements
185 * added searching for template level (file "template.level") not only
186 inside the level set directory, but also in above level directories;
187 this makes is possible to use the same single template level file
188 (placed in a level group directory) for many level sub-directories
191 * fixed bug with steel exit being destructible during opening phase
192 * added token "special_flags" to "levelinfo.conf" (currently with the
193 only recognized value "load_xsb_to_ces", doing the same as the flag
194 "-Dload_xsb_to_ces" on the command line, but as a permanent flag for
195 converting all elements in native (XSB) Sokoban level files to CEs)
198 * fixed some problems with Supaplex engine when compiling for Windows
201 * added special mode to convert elements of Sokoban XSB levels to CEs
202 by adding "-Dload_xsb_to_ces" to the command line starting the game
203 (also adding a dependency to a template level file "template.level")
206 * added reading native Sokoban levels and level packages (XSB files)
209 * fixed bugs in (auto)scrolling behaviour when passing ports or when
210 wrapping around the playfield through "holes" in the playfield border
213 * changed internal playfield bitmap handling from playfield sized bitmap
214 to screen sized bitmap (visible scrolling area), therefore speeding up
215 graphics operations (by eliminating bitmap updates in invisible areas)
216 and removing playfield size limitations due to increasing bitmap size
217 for larger playfield sizes (while the new implementation always uses
218 a fixed playfield bitmap size for arbitrary internal playfield sizes)
221 * fixed bug with single step mode (there were some cases where the game
222 did not automatically return to pause mode, e.g. when trying to push
223 things that cannot be pushed or when trying to run against a wall)
226 * added support for loading Supaplex levels in MPX level file format
229 * fixed SP engine to set "game over" not before lead out counter done
232 * fixed (potential) compile error when using GCC option "-std=gnu99"
233 (thanks to Tom "spot" Callaway)
236 * fixed array allocation in native Supaplex engine to correctly handle
237 preceding scratch buffers (needed because of missing border checking)
238 * fixed playfield initialization to correctly add raw header bytes as
239 subsequent scratch buffer (needed because of missing border checking)
242 * most important parts of native Supaplex engine integration working:
243 - native Supaplex levels can be played in native Supaplex engine
244 - native Supaplex level/demo files ("*.sp" files) can be re-played
245 - all 111 classic original Supaplex levels automatically solvable
246 - native Supaplex engine can be selected and used from level editor
247 - logic of re-playing Supaplex demos migrated to R'n'D tape logic
250 * fixed another translation problem from VisualBasic to C (where "int"
251 should be "short") causing unsolvable demos with bugs and terminals
252 ("bugs" being related to the Supaplex "buggy base" element here ;-) )
255 * fixed bug when reading Supaplex single level files (preventing loader
256 from seeking to level position like in Supaplex level package files)
259 * first classic Supaplex level running and solved by solution/demo tape
262 * started with integration of native Supaplex engine, using source code
263 of Megaplex from Frank Schindler, based on original Supaplex engine
266 * version number set to 3.2.6.2
269 * version 3.2.6.1 released
272 * fixed bug with element_info[e].gfx_element not being initialized in
273 early game stage, causing native graphics in EMC level sets to be
274 mapped completely to EL_EMPTY (causing a blank screen when playing)
275 (this only happened when starting the program with an EMC set with
276 native graphics, but not when switching to such a set at runtime)
279 * deactivated blit-to-same-surface workaround again (see 2009-03-24)
280 and using self-compiled, patched SDL.dll that solves this problem
281 (interim solution until release of SDL 1.2.14 that should fix this)
284 * extended backwards compatibility mode to allow already fixed bug with
285 change actions (see "2008-02-05") for existing levels (especially the
286 Zelda and Zelda II levels and other cool stuff by Alan Bond like FMV)
289 * reactivated workaround to prevent program crashes due to blitting to
290 the same SDL surface that apparently only occurs on Windows systems
291 (this is no final solution; this problem needs further investigation)
294 * version number set to 3.2.6.1
297 * version 3.2.6.0 released
300 * fixed behaviour of player option "no centering when relocating" which
301 was incorrect when disabled and relocation target inside visible area
302 and "no scrolling when relocating" enabled at the same time
305 * fixed problems with re-mapping players on playfield to input devices:
306 previously, players found on the level playfield were changed to the
307 players connected to input devices (for example, player 3 in the level
308 was changed to player 1 (using artwork of player 3, to be able to use
309 a player with a different color)); this had the disadvantage that CE
310 conditions using player elements did not work (because the players in
311 the level definition are different to those effectively used in-game);
312 the new system uses the same player elements as defined in the level
313 playfield and re-maps the input devices of connected players to the
314 corresponding player elements when playing the level (in the above
315 example, player 3 now really exists in the game and is moved using the
316 events from input device 1); level tapes still store the events from
317 input devices 1 to 4, which are then re-mapped to players accordingly
318 when re-playing the tape (just as it is done when playing the level)
321 * fixed bug with player relocation while the player switches an element
324 * fixed bug with EM/DC style exit and EM/DC style steel exit which was
325 not walkable (and did not let the player enter) when in process of
326 opening, but not fully open yet (which can cause the player not being
327 able to enter the exit in EM/DC style levels in time)
330 * fixed some bugs regarding the new level/CE random seed reset options
333 * moved "level settings" and "editor settings" to two tabbed screens in
334 level editor to gain space for additional level property settings
335 * added level setting to start a level with always the same random seed
336 * added CE action "set random seed" to re-initialize random seed in game
337 (this is the only CE action that gets executed before the CE changes,
338 which is needed to use the newly set random seed during the CE change)
341 * fixed redraw problem of special editor door when playing from editor
344 * fixed initialization of gfx_element for level sketch image creation
347 * added switch for EM style dynamite "[ ] explodes with chain reaction"
348 (with default set to "on" for existing levels, but "off" for all new
349 levels), as EM style dynamite does not chain-explode in original EM
352 * added optional initial inventory for players (pre-collected elements)
353 * added change page actions "set player inventory" and "set CE artwork"
354 * added recognition of "player" parameter on change pages when player
355 actions are defined, but no trigger player in corresponding condition
356 (this resulted in actions that only affected the first player before)
357 * fixed bug with change actions being executed for newly created custom
358 elements resulting from custom element changes, when the intention was
359 only to check for change actions for the previous custom element
362 * changed design and size of element drawing area in level editor
363 * added "element used as action parameter" to element change actions
366 * added possibility to reanimate player immediately after his death
367 (for example, by "change to <player> when explosion of <player>")
370 * fixed bug with "gray" white door not being uncovered by magnifier
371 * added score for collecting (any) key to the white key config page
374 * added condition "deadly when <getting hit by>" for custom elements
375 that behaves a bit like the existing "deadly when <colliding with>",
376 but with the following differences:
377 - it only kills players or friends when it was moving before it hits
378 - it does not kill players or friends that try to run into it
381 * fixed the following change conditions where a player element is used
382 as the "element that is triggering the custom element change":
385 - explosion of <element>
387 (the last two conditions already worked partially, but only for the
388 first player, and not for the "Murphy" player when using "move of")
391 * fixed crash bug caused by accessing invalid element (with value -1)
392 in UpdateGameControlValues()
393 * fixed graphical bug when using two-tile movement animations with EMC
394 game engine without explicitly using native EMC graphics engine
397 * fixed bug in new "can dig" feature (see below) so that an unsuccessful
398 try to push something (due to push delay) does not cause a dig action
401 * fixed bug with reference elements used as trigger elements on custom
402 element change pages not being recognized
403 * fixed bug with reference elements not being removed from the playfield
404 * added engine functionality that allows custom elements that "can dig"
405 other elements not only to do so when moving by themselves, but also
406 when being pushed by the player (therefore adding the functionality to
407 push one element over another element, replacing it with the new one)
410 * added command line function to write level sketch images to directory
413 * merged override and auto-override options into new override options
414 with a new data type than can take the values "no", "yes" and "auto"
417 * fixed growing steel wall to also leave behind steel wall instead of
418 normal, destructible wall
419 * fixed handling of rocks falling through stacks of quicksand with
420 different speed (before, the rocks just got stuck in the quicksand)
423 * fixed nasty bug with auto-override and normal override not working on
424 program startup (especially when current level set has custom artwork)
427 * version 3.2.5 released as special edition "R'n'D jue"
430 * fixed X11 crash bug when blitting masked title screens over background
433 * changed build system to support special editions (like "R'n'D jue")
434 * added (hardcoded) loading graphics for "R'n'D jue" special edition
435 * fixed X11 crash bug when scaling images with width/height less than 32
438 * added "background.PLAYING" (only visible as two-pixel border in game)
439 * added default level set for first start of special R'n'D version
440 * changed door animations for editor always behaving like "quick doors"
443 * added new custom artwork setup option "auto-override non-CE sets" for
444 automatic artwork override that is only used for level sets without
445 custom element artwork (as it does not make much sense to override
446 any artwork that redefines custom element artwork for sets using CEs)
447 * fixed default artwork for "special" R'n'D versions always using the
448 "classic" artwork as the base if base artwork is not explicitly
449 defined in "levelinfo.conf", regardless of different default artwork
450 used by the special R'n'D version -- this is needed because any such
451 custom artwork is designed using the "classic" artwork definitions as
452 the base (including menu definitions and screen positions etc., which
453 would otherwise be taken from the different special default artwork)
456 * fixed drawing of animated "quicksand.filling" and "quicksand.emptying"
457 for both EMC and R'n'D graphics engine (heavy workarounds needed due
458 to massively broken handling of quicksand in R'n'D game engine)
459 * fixed off-limits access to array in DrawLevelFieldCrumbledSandExt()
460 * fixed crash bug (hopefully) when scrolling with cursor keys in editor
463 * fixed small bug in toon drawing (introduced when fixing the crash bug)
466 * added graphics definition "game.panel.highscore" to display the
467 current levels current high score in the game panel
470 * version number set to 3.2.5
473 * version 3.2.4 released
476 * fixed crash bug in toon drawing functions for large step offset values
479 * fixed some problems with displaying game panel when quick-loading tape
482 * fixed (experimental only) redrawing of every tile per frame (even if
483 unneeded) for the extended (R'n'D based) EMC graphics engine
484 * added optimization to only calculate element count for panel display
485 if really needed (that is, if element count values defined on panel)
486 * fixed problem with special editor door redraw when entering main menu
489 * fixed bug with displaying background for title messages on info screen
490 * some code cleanup for the extended (R'n'D based) EMC graphics engine
493 * fixed bug with CE action "move player" always resulting in player 4
494 if there was a CE action with no trigger player (because the player
495 element was calculated by using log_2() from trigger player bits with
496 the value PLAYER_BITS_ANY) -- this is now fixed by also storing the
497 triggering player bit mask and handling all players in "move player"
498 * fixed bug when defined artwork cannot be found for artwork that has
499 default artwork cloned from other artwork (without default filename)
500 * added several fixes to the extended (R'n'D based) EMC graphics engine
503 * fixed broken editor copy and paste for custom elements between levels
506 * title messages are now also searched in graphics artwork directory;
507 those found in graphics directory have precendence over those found
508 in level directory -- this handles title messages stored in graphics
509 directories as part of the artwork set, just like title images; this
510 makes sense, as corresponding special font definitions for messages
511 are usually defined in the same graphics artwork directory, and also
512 because title images and title messages that are combined in a level
513 set introduction should usually not be separated when the level set
514 is used with a different artwork set (e.g. using "override graphics")
515 * fixed problem with door borders on main screen by first drawing doors
516 and then the corresponding border masks, but not vice versa
517 * fixed problem with artwork config entries using the value "[DEFAULT]";
518 this does not what one might expect, but sets the value to an invalid
519 value -- solution: simply ignore such entries, which results in this
520 value keeping its previous (real) default value (in general, entries
521 that should use their default value should just not be defined here)
522 * fixed problem with wrong fading area size from main menu to setup menu
525 * fixed problem with broken crumbled graphics after level set changes
526 when using R'n'D custom artwork with level sets using the EMC engine
529 * fixed invisible "joysticks deactivated ..." text on setup input screen
532 * added use of hashes created from static lists (element tokens, image
533 config, font tokens) to speed up lookup of configuration parameters
534 * fixed bug where element and graphic config token lookup was mixed up
537 * added "busy" animation when initializing program and loading artwork
538 * added initialization profiling for program startup (debugging only)
541 * fixed(?) very strange bug apparently triggered by memset() when code
542 was cross-compiled with MinGW cross-compiler for Windows XP platform
543 (this only happened when using SDL.dll also self-compiled with MinGW)
546 * added graphics engine directive "border.draw_masked_when_fading" that
547 enables/disables drawing of border mask over screen that is just faded
550 * fixed small problem with separate fading definition for game screen
553 * added additional configuration directives for setup screen draw offset
554 menu.draw_xoffset.SETUP[XXX] and menu.draw_yoffset.SETUP[XXX] with XXX
555 in GAME, EDITOR, GRAPHICS, SOUND, ARTWORK, INPUT, SHORTCUTS_1,
556 SHORTCUTS_2, CHOOSE_ARTWORK, CHOOSE_OTHER (where "CHOOSE_ARTWORK" is
557 used to define draw offset on custom artwork selection screens and
558 "CHOOSE_OTHER" is used on all other list style selection screens, like
559 choosing game speed or screen mode for fullscreen mode)
560 * added additional configuration directives to define main menu buttons:
561 - menu.button_name and menu.button_name.active
562 - menu.button_levels and menu.button_levels.active
563 - menu.button_scores and menu.button_scores.active
564 - menu.button_editor and menu.button_editor.active
565 - menu.button_info and menu.button_info.active
566 - menu.button_game and menu.button_game.active
567 - menu.button_setup and menu.button_setup.active
568 - menu.button_quit and menu.button_quit.active
569 * added eight pure decoration graphic definitions for the game panel
572 * added support for accessing native Diamond Caves II level packages
573 * fixed displaying of game panel values for Emerald Mine game engine
574 * fixed displaying end-of-level time and score values on new game panel
577 * added game panel control to display arbitrary elements on game panel
578 * added game panel control to display custom element score (globally
579 unique for identical custom elements) either as value or as element
580 * added ".draw_masked" and ".draw_order" to game panel control drawing
583 * fixed some general bugs with handling of ".active" elements and fonts
586 * cleanup of game panel elements (some elements were not really needed)
587 * added displaying of gravity state (on/off) as new game panel control
588 * added animation for game panel elements (similar to game elements)
591 * added new pseudo game mode "PANEL" to define panel fonts and graphics
592 - panel fonts now use ".PANEL" suffix instead of ".PLAYING" suffix
593 - panel graphics now use ".PANEL" suffix instead of ".DOOR" suffix
594 (else graphics would have to use ".PLAYING", which would be confusing)
595 * fixed bug when fading out to game screen with border mask defined
598 * added attribute ".tile_size" for element style game panel controls
601 * added <space> key as additional valid key to use for confirm requester
604 * improved menu fading, adding separate fading definitions for entering
605 and leaving a "content" screen (in general), and optional definitions
606 for the special "content" screens SCORES, EDITOR, INFO and PLAYING
609 * added (currently invisible) setup option to define scroll delay value
610 * fixed small bug in priority handling when auto-detecting level start
611 position in levels without player element (but player from CE etc.)
612 * added option "game.forced_scroll_delay_value" to override user choice
613 of scroll delay value for certain level sets with "graphicsinfo.conf"
614 * replaced setup option "scroll delay: on/off" by new setup option that
615 directly allows selecting the desired scroll delay value from 0 to 8
618 * added displaying of most game panel control elements (not animated)
621 * added new configuration directives to display additional game engine
622 values on the game control panel, like the following examples:
623 - game.panel.time_hh/time_mm/time_ss - level time in HH/MM/SS format
624 - game.panel.penguins - number of penguins to rescue
625 - game.panel.level_name - level name of current level
628 * added support for preview tile sizes "1" and "2" (1x1 and 2x2 pixels)
631 * added new player option "no centering when relocating" for "invisible"
632 teleportations to level areas that look exactly the same, giving the
633 illusion that the player did not relocate at all (this was the default
634 since 3.2.3, but caused visual problems with room creation in "Zelda")
635 * added new menu fading effect "melt", shamelessly stolen from "DOOM"
638 * improved menu fading, adding separate fading definitions for entering
639 and leaving a menu and for fading between menu and "content" screens
640 * fixed small bug with recognizing also ".font_xyz" style definitions
643 * improved menu fading, adding separate fading definitions for fading
644 between menu screens and fading between menu and "destination" screens
647 * titlemessage_initial_x and titlemessage_x set to "[DEFAULT]" in static
648 configuration (set from "[titlemessage_initial]" and "[titlemessage]")
649 * fading settings of "[titlemessage_initial]" and "[titlemessage]" set
650 to "[DEFAULT]" in static configuration (set from "[title_initial]" and
652 * improved title fading, allowing fading animation types "none", "fade"
653 and "crossfade" (including cross-fading of last title to main menu)
656 * added configurability of graphics, sounds and music for title screens,
657 which are separated into initial title screens (only shown once at
658 program startup) and title screens shown for a given level set; these
659 title screens can be composed of up to five title images and up to
660 five title text messages (each drawn using an optional background
661 image), also using background music and/or sounds; aspects like
662 background images, sounds and music of title screens can either be
663 defined generally (valid for all title screens) or specifically (and
664 therefore differently for each title screen) using these directives:
666 to define a background image, sound or music file for all screens:
667 - background.TITLE_INITIAL (for all title screens for game startup)
668 - background.TITLE (for all title screens for level sets)
670 to define a background image, sound or music file for a single screen:
671 - background.titlescreen_initial_x (with x in 1,2,3,4,5)
672 - background.titlescreen_x (with x in 1,2,3,4,5)
673 - background.titlemessage_initial_x (with x in 1,2,3,4,5)
674 - background.titlemessage_x (with x in 1,2,3,4,5)
676 to define the title screen images:
677 - titlescreen_initial_x (with x in 1,2,3,4,5)
678 - titlescreen_x (with x in 1,2,3,4,5)
680 to define the title text messages, place text files into the level set
681 directory that have the following file names:
682 - titlemessage_initial_x.txt (with x in 1,2,3,4,5)
683 - titlemessage_x.txt (with x in 1,2,3,4,5)
685 to define the properties of the text messages, either use directives
686 that affect all text messages:
687 - [titlemessage_initial].<suffix>
688 - [titlemessage].<suffix>
689 or use directives that affect single text messages:
690 - titlemessage_initial_x.<suffix> (with x in 1,2,3,4,5)
691 - titlemessage_x.<suffix> (with x in 1,2,3,4,5)
693 valid values for <suffix> are the same as for readme.<suffix> below;
694 use ".sort_priority" (default: 0) to define an arbitrary order for
695 title images and title messages (which can therefore be mixed)
698 * added full configurability of "readme.txt" screen appearance:
699 - readme.x: <left position used with alignment>
700 - readme.y: <top position>
701 - readme.width: <maximim text width in pixels>
702 - readme.height: <maximum text height in pixels>
703 - readme.chars: <maximum number of chars per line>
704 - readme.lines: <maximum number of lines displayed>
705 - readme.align: left,center,right (default: center)
706 - readme.top: top,middle,bottom (default: top)
707 - readme.font: font name
708 - readme.autowrap: true,false (default: true)
709 - readme.centered: true,false (default: false)
710 - readme.parse_comments: true,false (default: true)
711 - readme.sort_priority: (not used here, but only for title screens)
712 when "readme.chars" and/or "readme.lines" is set to "-1" (this is the
713 default), they are automatically determined from "readme.width" and
714 "readme.height" accordingly; when they are not "-1", they have
715 precedence over "readme.width" and "readme.height"
716 * added internal ad-hoc config settings for displaying text files like
717 title messages or "readme.txt" style level set info files:
718 - .font: font name (default: readme.font)
719 - .autowrap: true,false (default: readme.autowrap)
720 - .centered: true,false (default: readme.centered)
721 - .parse_comments: true,false (default: readme.parse_comments)
722 (the leading '.' and the separating ':' are mandatory here); to use
723 these ad-hoc settings, they have to be written inside a comment, like
724 "# .autowrap: false" or "# .centered: true"; these settings then
725 override the above global settings (they can even be used more than
726 once, like "# .centered: true", then some text that should be drawn
727 centered, then "# .centered: false" to go back to non-centered text;
728 important note: after using "# .parse_comments: false", or when using
729 "readme.parse_comments: false", detecting and parsing comments inside
730 the file is disabled and comments are just printed like normal text;
731 also be aware that all automatic text size calculations are done with
732 the font defined in "readme.font", while using different fonts using
733 "# .font: <font>" inside the text file may cause unexpected results
736 * changed some numerical limits in the level editor from 255 to 999
739 * added option "system.sdl_videodriver" to select SDL video driver
740 * added output of SDL video and audio driver to "version info" page
743 * added group element drawing to IntelliDraw drawing functions
744 * fixed animation resetting problem again (last try broke Snake Bite)
745 * fixed diagonal scrolling in screen scrolling (last try broke Pac Man)
748 * added new (special) "include: <filename>" directive that works in all
749 configuration files (like "graphicsinfo.conf") and that has the same
750 effect as if that directive would be replaced with the content of the
751 specified file (this can be useful to split large configuration files
752 into several smaller ones and include them from one main file, or to
753 store configuration settings that always stay the same into a separate
754 file, while including it and only add those parts that really change)
757 * fixed minor bug (screen redraw of player tiles) in EMC graphics engine
760 * fixed bug in "InitMovingField()" where treating an integer array as
761 boolean caused wrong resetting of animations while elements are moving
762 * fixed problem with resetting animations when starting element change
765 * added sort priority for order of title screens and title messages
768 * changed end of game again: do not wait for the user to press a key
769 anymore, but directly ask/confirm tape saving and go to hall of fame
770 * re-enabled quitting of lost game by pressing space or return again
771 * added blanking of mouse pointer when displaying title screens
772 * added remaining menu draw offset definitions for info sub-screens
775 * added setup option to select game speed (from very slow to very fast)
776 * improved handling of title text messages (initial and for level set)
779 * added new options "auto-wrap" and "centered" for DC2 style envelopes
782 * fixed displaying and typing of player name when it is centered
783 * added special characters to be allowed for player name (not only A-Z)
786 * fixed blit in ScrollLevel() to same bitmap to not overlap anymore
787 (newer versions of the SDL library seem to not like this anymore)
790 * added code for configuration directives for control of game panel
793 * fixed small cosmetical bug with underlining property tabs in editor
796 * fixed small drawing bug in X11FadeRectangle
797 * added new elements for newly supported Diamond Caves II levels:
798 - EM/DC style exits that disappear after passing
799 - white key and gate (one white key needed for each white gate)
800 - fake gate (there is no key to open/pass this kind of gate!)
801 - extended magic wall which also handles pearls and crystals
805 * changed maximum value for endless loop detection to a higher value
806 (some levels really used very deep recursion without being endless)
809 * added new elements for newly supported Diamond Caves II levels:
810 - growing steel walls
811 - snappable land mine
814 * added new elements for newly supported Diamond Caves II levels:
815 - steel text elements
818 * added level file loader for native Diamond Caves II levels
821 * version number set to 3.2.4
824 * version 3.2.3 released
827 * fixed malloc/free bug when updating EMC artwork entries in level list
828 * added workaround (warning and request to quit the current game) when
829 changing elements cause endless recursion loop (which would otherwise
830 freeze the game, causing a crash-like program exit on some systems)
833 * fixed nasty string overflow bug when entering too long envelope text
836 * added feedback sounds for menu navigation "menu.item.activating" and
837 "menu.item.selecting" (for highlighting and executing menu entries)
840 * improved "no scrolling when relocating" to also consider scroll delay
841 (meaning that the player is not automatically centered in this case;
842 this makes it possible to "invisibly" relocate the player to a region
843 of the level playfield which looks the same as the old level region)
844 * fixed bug with not recognizing "main.input.name.align" when active
847 * fixed bug with displaying masked borders over title screens when
848 screen fading is disabled
851 * fixed infinite loop / crash bug when killing the player while having
852 a CE with the setting "kill player X when explosion of <player X>"
853 * added special editor graphic for "char_space" to distinguish it from
854 "empty_space" when editing a level (in-game graphics still the same)
857 * fixed nasty bug with initialization only done for the first player
860 * small change to handle loading empty element/content list micro chunks
863 * uploaded pre-release (test) version 3.2.3-0 binary and source code
866 * some optimizations on startup speed by reducing initial text output
869 * added caching of custom artwork information for faster startup times
872 * fixed graphical bug when using fewer menu entries on level selection
873 screen than usual (with "menu.list_size.LEVELS" directive)
874 * fixed crash bug (Windows/SDL only) caused by BlitBitmap blitting from
875 the backbuffer to the backbuffer by error (with identical rectangle)
878 * fixed bug when displaying titlescreen with size less than element tile
879 * fixed bug that caused elements with "change when digging <e>" event
880 to change for _every_ digged element, not only those specified in <e>
881 * fixed bug that caused impact style collision when dropping element one
882 tile over the player that can both fall down and smash players
883 * fixed bug that caused impact style collision when element changed to
884 falling/smashing element over the player immediately after movement
887 * fixed bug that allowed making engine snapshots from the level editor
890 * fixed bugs with player name and current level positions on main screen
893 * added configuration directives for control of title screens:
894 - "title.fade_delay" for fading time
895 - "title.post_delay" for pause between screens (when not crossfading)
896 - "title.auto_delay" to automatically continue after some time
897 these settings can each be overridden by specifying them with titles:
898 - "titlescreen_initial_{1-5}.{fade_delay,post_delay,auto_delay}"
899 - "titlescreen_{1-5}.{fade_delay,post_delay,auto_delay}"
900 fading mode can also be specified:
901 - "titlescreen_initial_{1-5}.anim_mode: {fade,crossfade}
902 - "titlescreen_{1-5}.anim_mode: {fade,crossfade}
903 default is using normal fading for menues and initial title screens,
904 while using cross-fading for level set title screens
905 * fixed bug with background not drawn in Hall of Fame after game was won
908 * added configuration directives for the remaining main menu items
911 * added additional configuration directives for info screen draw offset:
912 menu.draw_{x,y}offset.INFO[{ELEMENTS,MUSIC,CREDITS,PROGRAM,LEVELSET}]
913 * added additional configuration directives for preview info text
914 * limited mouse wheel sensitive screen area to scrollable screen area
917 * added highlighted menu text entries to menu navigation when selected
920 * fixed bug that prevented player from correctly being created in the
921 top left corner by a custom element change in a level without player
922 * fixed bug that prevented player from being killed when indestructible,
923 non-walkable element is placed on player position by extended change
924 * added configurable menu button, text and input positions to main menu
927 * added page fading effects for remaining info sub-screens
928 * fixed small bug that caused some delays when answering door request
931 * added directives "border.draw_masked.*" for menu/playfield area and
932 door areas to display overlapping/masked borders from "global.border"
935 * fixed bug with CE with move speed "not moving" not being animated
936 * when changing player artwork by CE action, reset animation frame
939 * fixed bug with not unmapping main menu screen gadgets on other screens
940 * fixed bug with un-pausing a paused game by releasing still pressed key
941 * fixed bug with not redrawing screen when toggling to/from fullscreen
942 mode while fast reloading tape (without redrawing playfield contents)
943 * fixed bug with quick-saving tape snapshot despite answering with "no"
946 * version number set to 3.2.3
949 * version 3.2.2 released
952 * fixed bug with redrawing screen in fullscreen mode after quick tape
953 reloading when using the EMC game engine
954 * changed token names from "last_ce_[1-8]" to "prev_ce_[1-8]"
957 * fixed bug in GameWon() when level contains no exit (like in Sokoban)
960 * added engine snapshot functionality for instant tape reloading (this
961 only works for the last tape saved using "quick save", and does not
962 work across program restarts, because it completely works in memory)
965 * version number set to 3.2.2
968 * version 3.2.1 released
971 * fixed nasty bugs with handling error message file on Mac OS X systems
974 * general code cleanup (removing many annoying "#if 0" blocks etc.)
977 * fixed bug that caused broken tapes when manually appending to tapes
978 using the "pause before death" functionality, followed by recording
979 * added setup option to disable fading of screens for faster testing
982 * code cleanup of new fading functions
985 * changed behaviour after solved game -- do not immediately stop engine
986 * added some more smooth screen fadings (game start, hall of fame etc.)
989 * fixed bug with displaying pushed CE with value/score/delay anim_mode
992 * added configurable level preview position, tile size and dimensions
993 * added configurable game panel value positions (gems, time, score etc.)
996 * fixed small bug with time displayed incorrectly when collecting CEs
999 * fixed bug with bumpy scrolling with EM engine in double player mode
1002 * added compatibility code to fix "Snake Bite" style levels that were
1003 broken due to a bugfix regarding EL_SOKOBAN_FIELD_PLAYER in 3.2.0
1006 * fixed bug with scrollbars inside editor when using the Windows mouse
1007 enhancement tool "True X-Mouse" (which injects key events to the event
1008 queue to insert selected stuff into the Windows clipboard, which gets
1009 confused with the "Insert" key for jumping to the last editor cascade
1010 block in the element list)
1011 * added Rocks'n'Diamonds icon for use as window icon to SDL version
1012 * added key shortcut "Alt + Enter" to toggle fullscreen mode at any time
1015 * added selection of preferred fullscreen mode to setup / graphics menu
1016 (useful if default mode 800 x 600 does not match screen aspect ratio)
1019 * improved down-scaling of images for better editor and preview graphics
1020 * changed user data directory for Mac OS X from Unix style to new place
1023 * improved level number selection in main menu and player selection in
1024 setup menu (input devices section) by using standard button gadgets
1025 * added support for mouse scroll wheel (caused buggy behaviour before)
1026 * added support for scrolling horizontal scrollbars with mouse wheel by
1027 holding "Shift" key pressed while scrolling the wheel
1028 * added support for single step mouse wheel scrolling by holding "Alt"
1029 key pressed while scrolling the wheel (can be combined with "Shift")
1030 * changed output file "stderr.txt" on Windows platform now always to be
1031 created in the R'n'D sub-directory of the personal documents directory
1032 * added Windows message box to direct to "stderr.txt" after error aborts
1035 * improved general scrollbar handling (when jump-scrolling scrollbars)
1038 * changed scrollbars to always show last line as first after scrolling
1039 (that means jumping n - 1 screen lines instead of n screen lines)
1042 * fixed level versions of EMC level loader (from V4 to V1, V2 and V3)
1043 * fixed level time for EMC levels for V2 engine (V2 and V5 levels)
1044 * fixed special handling of vertically stacked acid becoming fake acid
1047 * fixed bug (very special case) with CE_SCORE_GETS_ZERO, which can
1048 affect multiple instances of the same CE, although this kind of
1049 change condition usually only affects one single custom element
1052 * version number set to 3.2.1
1055 * version 3.2.0 released
1058 * reorganized level editor element list a bit to match engines better
1061 * fixed newly introduced bug with wrongly initializing clipboard element
1064 * fixed bug with displaying visible/invisible level border in editor
1067 * reorganized some elements in the level editor element list
1070 * fixed bug with displaying any player as "yellow" when moving into acid
1071 * fixed bug with displaying running player when player stopped at border
1074 * fixed bug with player exploding when moving into acid
1075 * fixed bug with level settings being reset in editor and when playing
1076 (some compatibility settings being set not only after level loading)
1077 * fixed crash bug when number of custom graphic frames was set to zero
1078 * fixed bug with teleporting player on walkable tile not working anymore
1079 * added partial compatibility support for pre-release-only "CONF" chunk
1080 (to make Alan Bond's "color cycle" demo work again :-) )
1083 * fixed some bugs when displaying title screens from info screen menu
1084 * fixed bug which caused EMC doors #5 to #8 to be passable without keys
1087 * changed file major version to 3 to reflect level file format changes
1088 * uploaded pre-release (test) version 3.2.0-8 binary and source code
1091 * added new chunk "NAME" to level file format for level name settings
1092 * added new chunk "NOTE" to level file format for envelope settings
1093 * changed name of chunk "CONF" to "ELEM" (for normal element settings)
1094 * updated magic(5) file to recognize changed and new level file chunks
1095 * removed change events "change when CE value/score changes" as unneeded
1098 * changed gravity (which only affects the player) from level property
1099 to player property (only makes a difference in multi-player levels)
1100 * added change events "change when CE value/score changes"
1101 * added change events "change when CE value/score changes of <element>"
1104 * added new chunk "INFO" to level file format for global level settings
1105 * added all element settings from "HEAD" chunk to "CONF" chunk
1106 * added all global level settings from "HEAD" chunk to "INFO" chunk
1109 * changed level file format by adding two new chunks "CUSX" (for custom
1110 elements, replacing the previous "CUS4" chunk) and "GRPX" (for group
1111 elements, replacing the previous "GRP1" chunk); these new IFF style
1112 chunks use the new and flexible "micro chunks inside chunks" technique
1113 already used with the new "CONF" chunk (for normal element properties)
1114 which makes it possible to easily extend the existing level format
1115 (instead of using fixed-length chunks like before, which are either
1116 too big due to reserved bytes for future use, or too small when those
1117 reserved bytes have all been used and even more data should be stored,
1118 requiring the replacement by new and larger chunks just like it went
1119 with "CUS1" to "CUS4"); this whole problem now does not exist anymore
1122 * added credits pages to the "credits" section that were really missing
1123 * added some missing element descriptions to the level editor
1124 * added down position of switchgate switch to the level editor
1125 and allowed the use of both switch positions at the same time
1126 * changed use of "Insert" and "Delete" keys to navigate element list in
1127 level editor to start of previous or next cascading block of elements
1130 * added the possibility to view the title screen to the info screen menu
1131 * fixed some minor bugs with viewing title screens
1134 * fixed bug with title (cross)fading in/out when using fullscreen mode
1137 * fixed bug that forced re-defining of menu settings in local graphics
1138 config file which are already defined in existing base config file
1139 * fixed small bug that caused door sounds playing when music is enabled
1142 * added the possibility to define up to five title screens for each
1143 level set that are displayed after loading using (cross)fading in/out
1144 (this was added to display the various start images of the EMC sets)
1147 * added "CE score gets zero [of]" to custom element trigger conditions
1148 * added setup option to display element token name in level editor
1151 * added compatibility code for Juergen Bonhagen's menu artwork settings
1154 * fixed bug with displaying wrong animation frame 0 after CE changes
1155 * fixed bug with creating invisible elements when light switch is on
1158 * added selection between ECS and AGA graphics for EMC levels to setup
1161 * adjusted font handling for various narrow EMC style fonts
1164 * changed EM engine behaviour back to re-allow initial rolling springs
1167 * fixed handling of over-large selectboxes (less error-prone now)
1168 * fixed bug when creating GE with walkable element under the player
1171 * added use of "Insert" and "Delete" keys to navigate element list in
1172 level editor to start of custom elements or start of group elements
1173 * added virtual elements to access CE value and CE score of elements:
1174 - "CE value of triggering element"
1175 - "CE score of triggering element"
1176 - "CE value of current element"
1177 - "CE score of current element"
1180 * fixed "grass" to "sand" in older EM levels (up to file version V4)
1183 * changed behaviour of network games with internal errors (because of
1184 different client frame counters) from immediately terminating R'n'D
1185 to displaying an error message requester and stopping only the game
1186 (also to prevent impression of crashes under non command-line runs)
1187 * fixed playing network games with the EMC engine (did not work before)
1188 * fixed bug with not scrolling the screen in multi-player mode with the
1189 focus on player 1 when all players are moving in different directions
1190 * fixed bug with keeping pointer to gadget even after its deallocation
1191 * fixed bug with allowing "focus on all players" in network games
1192 * fixed bug with player focus when playing tapes from network games
1195 * uploaded pre-release (test) version 3.2.0-7 binary and source code
1198 * code cleanup for game action control for R'n'D and EMC game engine
1201 * fixed bug in multi-player movement with focus on both players
1202 * added option to control only the focussed player with all input
1205 * added player focus switching to level tape recording and re-playing
1208 * fixed some bugs in player focus switching in EMC and RND game engine
1211 * added special Supaplex animations for Murphy digging and snapping
1212 * added special Supaplex animations for Murphy being bored and sleeping
1215 * added four new yam yams with explicit start direction for EMC engine
1216 * fixed bug in src/libgame/text.c with printing text outside the window
1219 * fixed small bug in EMC level loader (copyright sign in EM II levels)
1222 * added delayed ignition of EM style dynamite when used in R'n'D engine
1223 * added limited movement range to EMC engine when focus on all players
1226 * fixed bug with missing (zero) score values for native Supaplex levels
1229 * added "continuous snapping" (snapping many elements while holding the
1230 snap key pressed, without releasing the snap key after each element)
1231 as a new player setting for more compatibility with the classic games
1234 * finished scrolling for "focus on all players" in EMC graphics engine
1237 * level sets with "levels: 0" are ignored for levels, but not artwork
1238 * fixed bug when scanning empty level group directories (endless loop)
1241 * fixed bug with explosion graphic for player using "Murphy" graphic
1242 * fixed bug with explosion graphic if player leaves explosion in time
1243 * changed some descriptive text in setup menu to use medium-width font
1244 * added key shortcut settings for switching player focus to setup menu
1247 * fixed bug with random value initialization when recording tapes
1248 * fixed bug with playing single player tapes when team mode activated
1251 * fixed little bug when trying to switch to player that does not exist
1254 * added player switching (visual and quick) to R'n'D and EM game engine
1255 * added setup option to select visual or quick in-game player switching
1258 * added use of "Home" and "End" keys to handle element list in editor
1261 * fixed bug with adding score when playing tape with EMC game engine
1262 * added steel wall border for levels using EMC engine without border
1263 * finally fixed delayed scrolling in EMC engine also for small levels
1266 * fixed potential crash bug in WarnBuggyBase() (missing boundary check)
1269 * fixed bug with CE change order in TestIfElementTouchesCustomElement()
1270 * fixed bug when displaying info element without action, but direction
1273 * fixed minor graphical problems with springs smashing and slurping
1274 (when using R'n'D style graphics instead of EMC style graphics)
1277 * added scroll delay (as configured in setup) to EMC graphics engine
1280 * improved screen redraw for EMC graphics engine (faster and smoother)
1281 * when not scrolling, do not redraw the whole playfield if not needed
1284 * added multi-player mode for EMC game engine (with up to four players)
1287 * added android (can clone elements) from EMC engine to R'n'D engine
1290 * added spring bumper (reflects spring) from EMC engine to R'n'D engine
1293 * added selectbox for initial player speed to player settings in editor
1296 * version 3.1.2 created that is basically version 3.1.1, but with a
1297 major bug fixed that prevented editing your own private levels
1298 * version 3.1.2 released
1301 * added magic ball (creates elements) from EMC engine to R'n'D engine
1304 * uploaded fixed pre-release version 3.2.0-6 binary and source code
1307 * fixed bug when using "CE can leave behind <trigger element>"
1308 * added new change condition "(after/when) creation of <element>"
1309 * added new change condition "(after/when) digging <element>"
1310 * fixed bug accessing invalid gadget that caused crashes under Windows
1311 * deactivated new possibility for multiple CE changes per frame
1314 * uploaded pre-release (test) version 3.2.0-6 binary and source code
1317 * added animation types "ce_value" and "ce_score" to graphicsinfo.conf
1318 * fixed bug with not keeping CE value for moving CEs with only action
1319 * changed CE action selectboxes in editor to be only reset when needed
1322 * added option "use artwork from element" for custom player artwork
1323 * added option "use explosion from element" for player explosions
1326 * added cascaded element lists in the level editor
1327 * added persistence for cascaded element lists by "editorcascade.conf"
1328 * added dynamic element list with all elements used in current level
1329 * added possibility for multiple CE changes per frame (experimental)
1332 * uploaded pre-release (test) version 3.2.0-5 binary and source code
1335 * changed "score for each 10 seconds/steps left" to "1 second/step"
1336 * added own score for collecting "extra time" instead of sharing it
1337 * added change events "switched by player" and "player switches <e>"
1338 * added change events "snapped by player" and "player snaps <e>"
1339 * added "set player artwork: <element choice>" to CE action options
1340 * added change event "move of <element>"
1343 * added "set player shield: off / normal / deadly" to CE action options
1344 * added new player option "use level start element" in level editor
1345 to set the correct focus at level start to elements from which the
1346 player is created later (this did not work before for cascaded CE
1347 changes resulting in creation of the player; it is now also possible
1348 to create the player from a yam yam which is smashed at level start)
1351 * added "set player speed: frozen (not moving)" to CE action options
1352 * added "move player: l/r/u/d/trigger/-trigger" to CE action options
1355 * added new player option "block snap field" (enabled by default) to
1356 make it possible to show a snapping animation like in Emerald Mine
1359 * added dynamic selectboxes to custom element action settings in editor
1360 * added "CE value" counter for custom elements (instead of "CE count")
1361 * added option to use the last "CE value" after custom element change
1362 * added option to use the "CE value" of other elements in CE actions
1363 * fixed odd behaviour when pressing time orb in levels w/o time limit
1364 * added checkbox "use time orb bug" for older levels that use this bug
1367 * added missing configuration settings for the following elements:
1368 - EL_TIMEGATE_SWITCH (time of open time gate)
1369 - EL_LIGHT_SWITCH_ACTIVE (time of light switched on)
1370 - EL_SHIELD_NORMAL (time of shield duration)
1371 - EL_SHIELD_DEADLY (time of shield duration)
1372 - EL_EXTRA_TIME (time added to level time)
1373 - EL_TIME_ORB_FULL (time added to level time)
1376 * added "wind direction" as a movement pattern for custom elements
1377 * added initial wind direction for balloon / custom elements to editor
1378 * added functionality for EL_BALLOON_SWITCH_NONE to R'n'D game engine
1381 * added parameters for "game of life" and "biomaze" elements to editor
1384 * added level file chunk "CONF" for generic level and element settings
1387 * uploaded pre-release (test) version 3.2.0-4 binary and source code
1390 * skip empty level sets (with "levels: 0"; may be artwork base sets)
1391 * added sound action ".page[1]" to ".page[32]" for each CE change page
1394 * added image config suffix ".clone_from" to copy whole image settings
1395 * fixed bug with invalid ("undefined") CE settings in old level files
1398 * fixed graphical bug with smashing elements falling faster than player
1401 * fixed major bug which prevented private levels from being edited
1402 * fixed bug with precedence of general and special font definitions
1405 * fixed graphical bug with player animation when player moves slowly
1408 * uploaded pre-release (test) version 3.2.0-3 binary and source code
1411 * fixed bug which prevented "global.num_toons: 0" from working
1414 * major code cleanup (removed all these annoying "#if 0" blocks)
1417 * added custom element actions for CE change page in level editor
1420 * fixed music initialization bug in init.c (thanks to David Binderman)
1421 * fixed mouse wheel "button" bug in editor (thanks to Tomi Belan)
1422 (this bug must probably be fixed at other places, too)
1425 * fixed buggy '#include "SDL.h"' statements in src/libgame/sdl.h
1426 (should be '#include <SDL.h>' instead)
1429 * fixed bug which prevented "walkable from no direction" from working
1430 (due to compatibility code overwriting this setting after loading)
1433 * fixed bug on Mac OS X (use of reserved name "Random") in EM engine
1436 * version number temporarily set to 3.1.1 (intermediate bugfix release)
1437 * version 3.1.1 released
1440 * changed some va_arg() arguments from 'long' to 'int', fixing problems
1441 on 64-bit architecture systems with LP64 data model
1444 * fixed bug with bombs not exploding when hitting the last level line
1445 (introduced after the release of 3.1.0)
1448 * added support for dumping small-sized level sketches from editor
1451 * added recognition of "trigger element" for "change digged element to"
1452 (this is not really what the "trigger element" was made for, but its
1453 use may seem obvious for leaving back digged elements unchanged)
1456 * fixed multiple warnings about failed joystick device initialization
1459 * fixed bug with dynamite dropped on top of just dropped custom element
1460 (collect dynamite, collect CE, drop CE => dynamite was also dropped);
1461 dynamite can still be dropped, but drop key must be released before
1464 * fixed bug with wrong start directory when started from file browser
1465 (due to this bug, R'n'D could not be started from KDE's Konqueror)
1468 * fixed bug causing "change when impact" on player not working
1469 * fixed wrong priority of "hitting something" over "hitting <element>"
1470 * fixed wrong priority of "hit by something" over "hit by <element>"
1473 * fixed graphical bug which caused the player (being Murphy) to show
1474 collecting animations although the element was collected by penguin
1477 * fixed two bugs causing wrong door background graphics in system.c
1478 (in functions "SetBackgroundBitmap()" and "DrawingOnBackground()")
1481 * fixed graphic bug with exploding bomb and R'n'D graphics in EM engine
1482 * added "no direction" to "walkable/passable from" selectbox options
1485 * enhanced tape autoplay to accept "autoplay <set> [<nr> ...]" format
1486 * in tape autoplay, not only report broken, but also missing tapes
1489 * uploaded pre-release (test) version 3.2.0-2 binary and source code
1492 * fixed small bug with "linear" animation not working for active lamp
1495 * fixed bug with moving up despite gravity due to "block last field"
1496 * fixed small bug with wrong draw offset when typing name in main menu
1497 * when reading user names from "passwd", ignore data after first comma
1498 * when creating new "levelinfo.conf", only write some selected entries
1501 * fixed displaying "imported from/by" on preview with empty string
1502 * fixed ignoring draw offset for fonts used for level preview texts
1505 * fixed a delay problem with SDL and too many mouse motion events
1506 * added setup option "skip levels" and level skipping functionality
1509 * added move speed "not moving" for non-moving CEs, but with direction
1512 * fixed mapping of obsolete element token names in "editorsetup.conf"
1513 * fixed bug with sound "acid.splashing" treated as a loop sound
1514 * fixed some little sound bugs in native EM engine
1517 * fixed small bug when dragging scrollbars to end positions
1520 * added editor element descriptions written by Aaron Davidson
1523 * improved fallback handling when configured artwork is not available
1524 (now using default artwork instead of exiting when files not found)
1527 * fixed bug on level selection screen when dragging scrollbar
1530 * fixed bug which caused broken tapes when appending to EM engine tapes
1533 * uploaded pre-release (test) version 3.2.0-1 binary and source code
1536 * added code to replace changed artwork config tokens with other tokens
1537 (needed for backwards compatibility, so that older tokens still work)
1540 * added native R'n'D graphics for some new EMC elements in EM engine
1543 * fixed some bugs in the EM engine integration code
1544 * changed EM engine code to allow diagonal movement
1545 * changed EM engine code to allow use of separate snap and drop keys
1548 * fixed some redraw bugs when using EM engine
1551 * fixed bug with not converting RND levels which are set to use native
1552 engine to native level structure when loading
1555 * uploaded pre-release (test) version 3.2.0-0 binary and source code
1558 * version number set to 3.2.0
1561 * level data now reset to defaults after attempt to load invalid file
1564 * added use of "editorsetup.conf" for different level sets
1567 * added auto-detection for various types of Emerald Mine level files
1570 * fixed bug with scrollbars getting too small when list is very large
1573 * fixed bug with 3+3 (cross) sized explosion not making explosion sound
1576 * added most level editor configuration gadgets for new EMC elements
1579 * added more element and graphic definitions for new EMC elements
1582 * modified native EM engine to use integrated R'n'D sound system
1585 * added SDL support to graphics functions in native EM engine
1586 (by always using generic libgame interface functions)
1589 * fixed bug in frame synchronization in native EM engine
1592 * added code to convert levels between R'n'D and native EM engine
1595 * new Emerald Mine engine can now play levels selected in main menu
1598 * fixed big memory leak in function "CreateBitmapWithSmallBitmaps()"
1599 (which creates scaled down graphics for level editor and preview);
1600 there's still a memory leak somewhere in the artwork handling code
1601 * added "scale image up" functionality to X11 version of zoom function
1604 * first attempts to integrate new, native Emerald Mine Club engine
1607 * fixed bug in gadget code which caused reset of CEs in level editor
1608 (example: pressing 'b' [grab brush] on CE config page erased values)
1609 (solution: check if gadgets in ClickOnGadget() are really mapped)
1610 * improved level change detection in editor (settings now also checked)
1611 * fixed bug with "can move into acid" and "don't collide with" state
1614 * fixed maze runner style CEs to use the configured move delay value
1617 * added Aaron Davidson's tutorial level set to the "Tutorials" section
1620 * fixed engine change that broke 3.0.8 levels like "Walpurgis Gardens"
1621 * fixed the above fix because it broke level set "machine" (*sigh*)
1622 * fixed random element placement in level editor to work as expected
1623 * fixed undefined graphic of runtime element "EL_AMOEBA_TO_DIAMOND"
1626 * re-recorded tape for BD2K3, level 010 (broken due to bugfix)
1629 * fixed bug (missing array boundary check) which caused broken tapes
1630 * fixed bug (when loading level template) which caused broken levels
1631 * fixed bug with new block last field code when using non-yellow player
1634 * fixed bug when pressing "stop, pause, stop, play" on tape recorder
1635 * internal change of how the player blocks the last field when moving
1636 * fixed blocking delay of last field for EM and SP style block delay
1637 * fixed bug where the player had to wait for the usual move delay after
1638 unsuccessfully trying to move, when he directly could move after that
1639 * the last two changes should make original Supaplex level 93 solvable
1640 * improved use of random number generator to make it less predictable
1641 * fixed behaviour of slippery SP elements to let slip left, then right
1644 * fixed bug with wrong door state after trying to quickload empty tape
1645 * fixed waste of static memory usage of the binary, making it smaller
1646 * fixed very little graphical bug in Supaplex explosion
1649 * version number set to 3.1.1
1652 * version 3.1.0 released
1655 * fixed bug with crash when writing user levelinfo.conf the first time
1658 * added option "convert LEVELDIR [NR]" to command line batch commands
1659 * re-converted Supaplex levels to apply latest engine fixes
1660 * changed "use graphic/sound of element" to "use graphic of element"
1661 due to compatibility problems with some levels ("bug machine" etc.)
1664 * fixed bug with CE change replacing player with same or other player
1667 * fixed bug with opaque font in envelope with background graphic when
1668 background graphic is not transparent itself
1671 * added "gravity on" and "gravity off" ports for Supaplex compatibility
1672 * corrected original Supaplex level loading code to use these new ports
1673 * also corrected Supaplex loader to auto-count infotrons if set to zero
1676 * fixed bug with missing initialization of "modified" flag for GEs
1679 * fixed bug that caused endless recursion loop when relocating player
1680 * fixed tape recorder bug in "step mode" when using "pause before end"
1681 * fixed tape recorder bug when changing from "warp forward" mode
1684 * fixed bug with "when touching" for pushed elements at last position
1687 * fixed bug that caused two activated toolbox buttons in level editor
1688 * fixed bug with exploding dynabomb under player due to other explosion
1691 * fixed bug with creating walkable custom element under player (again)
1692 * fixed bug with not copying explosion type when copying CEs in editor
1693 * fixed graphical bug when drawing player in setup menu (input devices)
1694 * fixed graphical bug when the player is pushing an accessible element
1695 * fixed bug with classic switchable elements triggering CE changes
1696 * fixed bug with entering/leaving walkable element in RelocatePlayer()
1697 * fixed crash bug when CE leaves behind the trigger player element
1700 * fixed bug with broken tubes after placing/exploding dynamite in them
1701 * fixed bug with exploding dynamite under player due to other explosion
1702 * fixed bug with not resetting push delay under certain circumstances
1705 * added option "handicap" for "levelinfo.conf" (thanks to Niko Böhm)
1706 * added network multiplayer code for Windows (thanks to Niko Böhm)
1709 * added option "reachable despite gravity" for gravity movement
1710 * changed gravity movement of most classic walkable and passable
1711 elements back to "not reachable" (for compatibility reasons)
1714 * fixed (removed) "indestructible" / "can explode" dependency in editor
1715 * fixed (removed) "accessible inside" / "protected" dependency
1716 * fixed (removed) "step mode" / "shield time" dependency
1719 * fixed dynabombs exploding now into anything diggable
1720 * fixed Supaplex style gravity movement into buggy base now impossible
1721 * added pressing key "space" as valid action to select menu options
1724 * added "replace when walkable" to relocate player to walkable element
1725 * added "enter"/"leave" event for elements affected by relocation
1726 * fixed "direct"/"indirect" change order also for "when change" event
1727 * fixed graphical bug when pushing things from elements walkable inside
1730 * fixed graphic bug when player is snapping while moving in old levels
1731 * fixed bug when a moving custom element leaves a player element behind
1732 * fixed bug with mole not disappearing when moving into acid pool
1733 * fixed bug with incomplete path setting when using "--basepath" option
1734 * moving CE can now leave walkable elements behind under the player
1735 * when relocating, player can be set on walkable element now
1736 * fixed another gravity movement bug
1739 * uploaded pre-release (test) version 3.1.0-2 binary and source code
1742 * added "collectible" and "removable" to extended replacement types
1743 (where "removable" replaces "diggable" and "collectible" elements)
1744 * added "collectible & throwable" (to throw element to the next field)
1745 * fixed bug with CEs digging elements that are just about to explode
1746 * changed mouse cursor now always being visible when game is paused
1749 * added possibility to push/press accessible elements from a side that
1751 * fixed bug with not setting actual date when appending to tape
1754 * fixed bug with incorrectly initialized custom element editor graphics
1757 * corrected set "Contributions_1995-2000/rnd_kjell_kristiansson":
1758 - number of levels corrected from 18 to 17 in "levelinfo.conf"
1761 * fixed bug with destroyed robot wheel still attracting robots forever
1762 * fixed bug with time gate switch deactivating after robot wheel time
1763 (while the time gate itself is not affected by this misbehaviour)
1764 * changed behaviour of BD style amoeba to always get blocked by player
1765 (before it was different when there were non-BD elements in level)
1766 * fixed bug with player destroying indestructable elements with shield
1769 * added option to make growing elements grow into anything diggable
1770 (for the various amoeba types, biomaze and "game of life")
1773 * fixed bug with movable elements not moving after left behind by CEs
1774 * changed gravity movement to anything diggable, not only sand/base
1775 * optionally allowing passing to walkable element, not only empty space
1776 * added option "can pass to walkable element" for players
1777 * finally fixed gravity movement (hopefully)
1780 * fixed bug with movable elements not moving anymore after falling down
1783 * fixed another bug with custom elements digging and leaving elements
1784 * fixed bug with "along left/right side" and automatic start direction
1785 * trigger elements now also displayed when "more custom" deactivated
1786 * fixed bug with clipboard element initialized when loading new level
1787 * added option "drop delay" to set delay before dropping next element
1790 * uploaded pre-release (test) version 3.1.0-1 binary and source code
1793 * added copy and paste functions for custom change pages
1794 * enhanced graphical display and functionality of tape recorder
1795 * fixed bug with custom elements digging and leaving elements
1798 * added move speed faster than "very fast" for custom elements
1799 * fixed bug with 3+3 style explosions and missing border content
1800 * fixed little bug when copying custom elements in the editor
1801 * enhanced custom element changes by more side trigger actions
1804 * added option "no scrolling when relocating" for instant teleporting
1805 * uploaded pre-release (test) version 3.1.0-0 binary and source code
1808 * added trigger element and trigger player to use as target elements
1809 * added copy and paste functions for custom and group elements
1812 * fixed graphical bug when displaying explosion animations
1813 * fixed bug when appending to tapes, resulting in broken tapes
1814 * re-recorded a few tapes broken by fixing gravity checking bug
1817 * "can move into acid" property now for all elements independently
1818 * "can fall into acid" property for player stored in same bitfield now
1819 * added option for deadliness of Supaplex 'sniksnak' and 'electron'
1820 * version number set to 3.1.0 (finally!)
1823 * changed tape recording to only record input, not programmed actions
1826 * fixed totally broken (every 8th frame skipped) step-by-step recording
1827 * fixed bug with requester not displayed when quick-loading interrupted
1828 * added option "can fall into acid (with gravity)" for players
1829 * fixed bug with player not falling when snapping down with gravity
1832 * fixed bug which messed up key config when using keypad number keys
1835 * fixed bug which allowed moving upwards even when gravity was active
1836 * fixed bug with missing error handling when dumping levels or tapes
1839 * added different colored editor graphics for Supaplex gravity tubes
1842 * fixed bug that allowed solvable tapes for unsolvable levels
1845 * use unlimited number of droppable elements when "count" set to zero
1846 * added option to use step limit instead of time limit for level
1849 * added player and change page as trigger for custom element change
1852 * fixed bug with exploding amoeba (explosion 3x3 instead of 1x1)
1855 * fixed bug with dark yamyam changing to acid when moving over acid
1856 * fixed handling of levels with more than 999 seconds level time
1857 (example: level 76 of "Denmine")
1860 * "spring push bug" reintroduced as configurable element property
1861 * fixed bug with missing properties for "mole"
1862 * fixed bug that showed up when fixing the above "mole" properties bug
1863 * added option "can move into acid" for all movable elements
1864 * fixed graphical bug for elements moving into acid
1865 * changed event handling to handle all pending events before going on
1868 * fixed bug which caused all CE change pages to be ignored which had
1869 the same change event, but used a different element side
1870 (reported by Simon Forsberg)
1872 * fixed bug which caused elements that can move and fall and that are
1873 transported by a conveyor belt to continue moving into that direction
1874 after leaving the conveyor belt, regardless of their own movement
1875 type; only elements which can not move are transported now
1876 (reported by Simon Forsberg)
1878 * fixed bug which could cause an array overflow in RelocatePlayer()
1879 (reported by Niko Böhm)
1881 * changed Emerald Mine style "passable / over" elements to "protected"
1882 (fixing unsolvable level 10 of "Bondmine 9" with bug beside gate)
1884 * added new option to select from which side a "walkable/passable"
1885 element can be entered
1888 * added explosion and ignition delay for elements that can explode
1891 * fixed bug which caused player not being protected against enemies
1892 when a CE was "walkable / inside" and was not "indestructible"
1893 * added "walkable/passable" fields to be "protected/unprotected"
1894 against enemies, even if not accessible "inside" but "over/under"
1897 * corrected move pattern to 32 bit and initial move direction to 8 bit
1900 * added second custom element base configuration page
1903 * added some special EMC mappings to Emerald Mine level loader
1904 (also covering previously unknown element in level 0 of "Bondmine 8")
1907 * added option to block last field when player is moving (for Supaplex)
1908 * adjusted push delay of Supaplex elements
1909 * removed delays for envelopes etc. when replaying with maximum speed
1910 * fixed bug when dropping element on a field that just changed to empty
1913 * fixed bug: infotrons can now smash yellow disks
1914 * fixed bug: when gravity active, port above player can now be entered
1915 * removed "one white dot" mouse pointer which irritated some people
1918 * added "choice type" for group element selection
1921 * fixed bug with initial invulnerability of non-yellow player
1924 * added level loader for loading native Supaplex packed levels
1925 (including multi-part levels like the "splvls99" levels)
1928 * fixed bug which allowed creating emeralds by escaping explosions
1931 * custom elements can change (limited) or leave (unlimited) elements
1932 * finally added multiple matches using group elements
1933 * added shortcut to dump brush (type ":DB" in editor) for use in forum
1936 * added new start movement type "previous" for continued CE movement
1937 * added new start movement type "random" for random CE movement start
1940 * added new element "sokoban_field_player" needed for Sokoban levels
1941 (thanks to Ed Booker for pointing this out!)
1944 * added elements that can be digged or left behind by custom elements
1947 * added group elements for multiple matches and random element creation
1950 * fixed some graphical errors displayed in old levels
1953 * fixed wrong double speed movement after passing closing gates
1956 * added level loader for loading native Emerald Mine levels
1959 * changes for "shooting" style CE movement
1962 * Happy New Year! ;-)
1965 * changed default snap/drop keys from left/right Shift to Control keys
1968 * fixed bug with dead player getting reanimated from custom element
1971 * fixed bug with wrong penguin graphics (when entering exit)
1974 * fixed bug with wrong "Murphy" graphics (when digging etc.)
1977 * version number set to 3.0.9
1980 * version 3.0.8 released
1983 * added function checked_free()
1986 * fixed bug with double nut cracking sound
1987 (by eliminating "default element action sound" assignment in init.c)
1990 * fixed crash when no music info files are available
1993 * fixed boring and sleeping sounds
1996 * added "maze runner" and "maze hunter" movement types
1997 * added extended collision conditions for custom elements
2000 * added warnings for undefined token values in artwork config files
2003 * added menu entry for level set information to the info screen
2006 * fixed bug with wrong default impact sound for colored emeralds
2009 * added several sub-screens for the info screen
2010 * menu text now also clickable (not only blue/red sphere left of it)
2013 * added configurable "bored" and "sleeping" animations for the player
2014 * added "awakening" sound for player when waking up after sleeping
2017 * added "copy" and "exchange" functions for custom elements to editor
2020 * added configurable element animations for info screen
2023 * added configurable music credits for info screen
2026 * finally fixed tape recording when player is created from CE change
2029 * added "editorsetup.conf" for editor element list configuration
2032 * added "musicinfo.conf" for menu and level music configuration
2035 * fixed a very nasty bug in dragon turning code in TurnRoundExt()
2036 (that only showed up on Linux, but not on Windows systems)
2039 * fixed turning movement of butterflies and fireflies (no frame reset)
2040 * enhanced sniksnak turning movement (two steps instead of only one)
2043 * version number set to 3.0.8
2046 * version 3.0.7 released
2049 * fixed reset of player animation frame when, for example,
2050 walking, digging or collecting share the same animation
2051 * fixed CE with "deadly when touching" exploding when touching amoeba
2054 * fixed tape recording when player is created from CE element change
2057 * introduced "turning..." action graphic for elements with move delay
2058 (non-CE: bug, spaceship, sniksnak, mole, pacman, yamyam)
2059 * added turning animations for bug, spaceship and sniksnak
2062 * prevent "extended" changed elements from delay change in same frame
2065 * fixed bug when pushing element that can move away to the side
2066 (like pushing falling elements, but now with moving elements)
2069 * finally fixed serious bug in code for delayed element pushing (again)
2072 * unavailable setup options now marked as "n/a" instead of "off"
2073 * new boolean directive "latest_engine" for "levelinfo.conf": when set
2074 to "true", levels are always played with the latest game engine,
2075 which is desired for levels that are imported from other games; all
2076 other levels are played with the engine version stored in level file
2077 (which is normally the engine version the level was created with)
2080 * fixed serious bug in code for delayed element pushing
2081 * fixed little bug in animation frame selection for pushed elements
2082 * speed-up of reading config file for verbose output
2085 * added configuration option for opening and closing Supaplex exit
2086 * added configuration option for moving up/down animation for Murphy
2087 * fixed incorrectly displayed animation for attacking dragon
2088 * fixed bug with not setting initial gravity for each new game
2089 * fixed bug with teleportation of player by custom element change
2090 * fixed bug with player not getting smashed by rock sometimes
2093 * version number set to 3.0.7
2096 * version 3.0.6 released
2099 * added support for MP3 music for SDL version through SMPEG library
2102 * fixed bug when initializing font graphic structure
2103 * fixed bug with animation mode "pingpong" when using only 1 frame
2104 * fixed bug with extended change target introduced in 3.0.5
2105 * fixed bug where passing over moving element doubles player speed
2106 * fixed bug with elements continuing to move into push direction
2107 * fixed bug with duplicated player when dropping bomb with shield on
2108 * added "switching" event for custom elements ("pressing" only once)
2109 * fixed switching bug (resetting flag when not switching but not idle)
2112 * fixed element tokens for certain file elements with ".active" etc.
2115 * version number set to 3.0.6
2118 * version 3.0.5 released
2121 * now four envelope elements available
2122 * font, background, animation and sound for envelope now configurable
2123 * main menu doors opening/closing animation type now configurable
2126 * active/inactive sides configurable for custom element changes
2127 * new movement type "move when pushed" available for custom elements
2130 * fixed bug in multiple config pages loader code that caused crashes
2133 * enhanced (remaining low-resolution) Supaplex graphics
2136 * version number set to 3.0.5
2139 * version 3.0.4 released
2141 2003-09-12 src/tools.c
2142 * fixed bug in custom definition of crumbled element graphics
2144 2003-09-11 src/files.c
2145 * fixed bug in multiple config pages code that caused crashes
2148 * version number set to 3.0.4
2151 * version 3.0.3 released
2154 * added music to Supaplex classic level set
2156 2003-09-07 src/libgame/misc.c
2157 * added support for loading various music formats through SDL_mixer
2159 2003-09-06 (various source files)
2160 * fixed several nasty bugs that may have caused crashes on some systems
2161 * added envelope content which gets displayed when collecting envelope
2162 * added multiple change event pages for custom elements
2164 2003-08-24 src/game.c
2165 * fixed problem with player animation when snapping and moving
2167 2003-08-23 src/screens.c, src/cartoons.c, src/libgame/toons.c
2168 * fixed problem with flickering when drawing toon animations
2170 2003-08-23 src/libgame/sdl.c
2171 * fixed problem with setting mouse cursor in SDL version in fullscreen
2173 2003-08-23 src/game.c
2174 * fixed bug (missing array boundary check) which could crash the game
2177 * version number set to 3.0.3
2180 * version 3.0.2 released
2182 2003-08-21 src/game.c
2183 * fixed bug with creating inaccessible elements at player position
2185 2003-08-20 src/init.c
2186 * fixed bug with not finding current level artwork directory
2188 2003-08-20 src/files.c
2189 * fixed bug with choosing wrong engine version when playing tapes
2190 * fixed bug with messing up custom element properties in 3.0.0 levels
2193 * version number set to 3.0.2
2196 * version 3.0.1 released
2198 2003-08-17 (no source files affected)
2199 * changed all "classic" PCX image files with 16 colors or less to
2200 256 color (8 bit) storage format, because the Allegro game library
2201 cannot handle PCX files with less than 256 colors (contributed
2202 graphics are not affected and might look wrong in the DOS version)
2204 2003-08-16 src/init.c
2205 * fixed bug which (for example) crashed the level editor when defining
2206 "dynamite.EDITOR: [NONE]", because graphics may not be undefined
2207 (only set to default) -- invalid graphics now set to default graphic
2209 2003-08-16 src/init.c
2210 * fixed graphical bug of player digging/collecting/snapping element
2211 when no corresponding graphic/animation is defined for this action,
2212 resulting in player being drawn as EL_EMPTY (which should only be
2213 done to elements being collected, but not to the player)
2215 2003-08-16 src/game.c
2216 * fixed small graphical bug of player not totally moving into exit
2218 2003-08-16 src/libgame/setup.c
2219 * fixed bug with wrong MS-DOS 8.3 filename conversion
2221 2003-08-16 src/tools.c
2222 * fixed bug with invisible mouse cursor when pressing ESC while playing
2224 2003-08-16 (various source files)
2225 * added another 128 custom elements (disabled in editor by default)
2227 2003-08-16 src/editor.c
2228 * fixed NULL string bug causing Solaris to crash in sprintf()
2230 2003-08-16 src/screen.c
2231 * fixed drawing over scrollbar on level selection with custom fonts
2233 2003-08-15 src/game.c
2234 * cleanup of simple sounds / loop sounds / music settings
2236 2003-08-08 (various source files)
2237 * added custom element property for dropping collected elements
2239 2003-08-08 src/conf_gfx.c
2240 * fixed bug with missing graphic for active red disk bomb
2242 2003-08-07 src/files.c, src/editor.c src/game.c, src/main.h
2243 * extended variable "level.gravity" to "level.initial_gravity" and
2244 "game.current_gravity" to prevent level setting from being changed
2245 by playing the level (keeping the runtime value after playing)
2247 * fixed graphics bug when digging element that has 'crumbled' graphic
2248 definition, but not 'diggable' graphic definition
2251 * version number set to 3.0.1
2254 * version 3.0.0 released
2257 * various bug fixes; among others:
2258 - fixed bug with pushing spring over empty space
2259 - fixed bug with leaving tube while placing dynamite
2260 - fixed bug with explosion of smashed penguins
2261 - allow Murphy player graphic in levels with non-Supaplex elements
2265 * I have forgotten to document changes for some time
2268 * pre-release version 2.2.0rc1 released
2271 * version number set to 2.1.2
2274 * version 2.1.1 released
2277 * version number set to 2.1.1
2280 * version 2.1.0 released
2283 * version number set to 2.1.0
2285 2002-04-03 to 2002-05-19 (various source files)
2286 * graphics, sounds and music now fully configurable
2287 * bug fixed that prevented walking through tubes when gravity on
2289 2002-04-02 src/events.c, src/editor.c
2290 * Make Escape key less aggressive when playing or when editing level.
2291 This can be configured as an option in the setup menu. (Default is
2292 "less aggressive" which means "ask user if something can be lost"
2293 when pressing the Escape key.)
2295 2002-04-02 src/screen.c
2296 * Added "graphics setup" screen.
2298 2002-04-01 src/screen.c
2299 * Changed "choose level" setup screen stuff to be more generic (to
2300 make it easier to add more "choose from generic tree" setup screens).
2302 2002-04-01 src/config.c, src/timestamp.h
2303 * Added source files "src/config.[ch]" and "src/timestamp.h" (which
2304 automatically gets created by "src/Makefile" and contains an actual
2305 compile-time timestamp to identify development versions of the game).
2307 2002-03-31 src/tape.c, src/events.c
2308 * Added quick game/tape save/load functions to tape stuff which can be
2309 invoked by a keyboard shortcut. Default: "F1" saves game/tape, "F2"
2310 loads previously recorded tape and directly goes into recording mode
2311 from the end of the tape (therefore appending to the tape).
2313 2002-03-31 src/tape.c
2314 * Added "index mark" function to tape recorder. When playing or
2315 recording, "eject" button changes to "index" button. Setting index
2316 mark is not yet implemented, but pressing index button when playing
2317 allows very quick advancing to end of tape (when normal playing),
2318 very fast forward mode (when playing with normal fast forward) or
2319 very fast reaching of "pause before end of tape" (when playing with
2320 "pause before end" playing mode).
2322 2002-03-30 src/cartoons.c
2323 * Moved some stuff from cartoons.c to the new "src/libgame/toons.c".
2325 2002-03-29 src/screen.c
2326 * Changed setup screen stuff to be more generic (to make it easier
2327 to add more setup screens).
2329 2002-03-23 src/main.c, src/main.h
2330 * Various changes due to the introduction of the new libgame files
2331 "setup.c" and "joystick.c".
2333 2002-03-23 src/files.c
2334 * Generic parts of "src/files.c" (mainly setup and level directory
2335 stuff) moved to new libgame file "src/libgame/setup.c".
2337 2002-03-23 src/joystick.c
2338 * File "src/joystick.c" moved to libgame source tree, with
2339 correspondig changes.
2341 2002-03-22 src/screens.c
2342 * "HandleChooseLevel()": Another bug in level series navigation fixed.
2343 (Wrong level series information displayed when entering main group.)
2345 2002-03-22 src/editor.c
2346 * Slight change to support new gadget event "GD_EVENT_INFO_LEAVING".
2348 2002-03-22 src/editor.c
2349 * Changed behaviour of "Escape" key in level editor to be more
2350 intuitive: When in "Element Properties" or "Level Info" mode,
2351 return to "Drawing Mode" instead of leaving the level editor.
2353 2002-03-21 src/game.c, src/editor.c, src/files.c
2354 * 2.0.1 introduced the corrected "Emerald Mine" style behaviour of
2355 gems (emeralds, diamonds, ...) slipping down from normal wall,
2356 steel wall and growing wall (as in E.M.C. style levels). Although
2357 the behaviour of contributed and private levels wasn't changed (due
2358 to the use of "level.game_version"; see previous entry), editing
2359 those levels will (of course) change the behaviour accordingly.
2361 This change seems a bit too hard after thinking about it, because
2362 the EM style behaviour is not the "expected" behaviour (gems would
2363 normally only slip down from "rounded" walls). Therefore this was
2364 now changed to an element property for gem style elements, with the
2365 default setting "off" (which means: no special EM style behaviour).
2366 To fix older converted levels, this flag is set to "on" for pre-2.0
2367 levels that are neither contributed nor private levels.
2369 2002-03-20 src/files.h
2370 * Corrected settings for "level.game_version" depending of level type.
2371 (Contributed and private levels always get played with game engine
2372 version they were created with, while converted levels always get
2373 played with the most recent version of the game engine, to let new
2374 corrections of the emulation behaviour take effect.)
2376 2002-03-20 src/main.h
2377 * Added "#include <time.h>". This seems to be needed by "tape.c" for
2378 compiling the SDL version on some systems.
2379 Thanks to the several people who pointed this out.
2382 * Version number set to 2.0.2.
2385 * Version 2.0.1 released.
2387 2002-03-18 src/screens.c
2388 * "HandleChooseLevel()": Small bug in level series navigation fixed.
2390 2002-03-18 src/files.c [src/libgame/misc.c]
2391 * Moved some common functions from src/files.c to src/libgame/misc.c.
2393 2002-03-18 src/files.c [src/libgame/misc.c]
2394 * Changed permissions for new directories and saved files (especially
2395 score files) according to suggestions of Debian users and mantainers.
2396 Thanks to Drew Parsons <dparsons@emerall.com> for the patch.
2398 2002-03-17 src/files.c
2399 * Changed "{Load|Save}{Level|Tape}()" to IFF style file format:
2400 Replaced "cookie" header string ("ROCKSNDIAMONDS_...\n") with
2401 real IFF style header "RND1....XXXX" (where "XXXX" is "CAVE"
2402 for levels and "TAPE" for tapes). Old "cookie" style format is
2403 still supported for reading. New level and tape files are written
2406 * New IFF chunk "VERS" contains version numbers for file and game
2407 (where "game version" is the version of the program that wrote the
2408 file, and "file version" is a version number to distinguish files
2409 with different format, for example after adding new features).
2411 2002-03-15 src/screen.c
2412 * "DrawHallOfFame()": "FadeSounds()" when entering the hall of fame.
2413 (Before, you heard a mixture of the in-game music and the
2414 hall-of-fame music.)
2416 2002-03-14 src/events.c
2417 * Function "DumpTape()" (files.c) now available by pressing 't' from
2418 main menu (when in DEBUG mode).
2420 2002-03-14 src/game.c
2421 * "GameWon()": When game was won playing a tape, now there is no delay
2422 raising the score and no corresponding sound is played.
2424 2002-03-14 src/files.c
2425 * Changed "LoadTape()" for real chunk support and also adjusted
2426 "SaveTape()" accordingly.
2428 2002-03-14 src/game.c, src/tape.c, src/files.c
2429 * Important changes to tape format: The old tape format stored all
2430 actions with a real effect with a corresponding delay between the
2431 stored actions. This had some major disadvantages (for example,
2432 push delays had to be ignored, pressing a button for some seconds
2433 mutated to several single button presses because of the non-action
2434 delays between two action frames etc.). The new tape format just
2435 stupidly records all device actions and replays them later. I really
2436 don't know why I haven't solved it that way before?! Old-style tapes
2437 (with tape file version less than 2.0) get converted to the new
2438 format on-the-fly when loading and can therefore still be played;
2439 only some minor parts of the old-style tape handling code was needed.
2440 (A perfect conversion is not possible, because there is information
2441 missing about the device actions between two action frames.)
2443 2002-03-14 src/files.c
2444 * New function "DumpTape()" to dump the contents of the current tape
2445 in a human readable format.
2447 2002-03-14 src/game.c
2448 * Small tape bug fixed: When automatically advancing to next level
2449 after a game was won, the tape from the previous level still was
2450 loaded as a tape for the new level.
2452 2002-03-14 src/tape.c
2453 * Small graphical bug fixed: When pressing ""Record" or "Play" on
2454 tape, cartoons did not get completely removed because
2455 StopAnimation() was not called.
2457 2002-03-13 src/files.c
2458 * Changed "LoadLevel()" and "SaveLevel()" to add new chunk "CNT2".
2459 Fixed bug of "CONT" and "BODY" (chunk size was set to 8-bit element
2460 size even when using 16-bit elements). Added new chunk "CNT2" for
2461 16-bit amoeba content (previously written in 8-bit field in "HEAD"
2462 chunk even when content was 16-bit element). "CNT2" should now be
2463 able to store content for arbitrary elements (up to eight blocks of
2464 3 x 3 element arrays). All "CNT2" elements will always be stored as
2465 16-bit elements. "CONT" (with 8/16-bit elements) now obsolete.
2467 2002-03-13 src/files.c
2468 * Changed "LoadLevel()" for real chunk support.
2470 2002-03-12 src/game.c
2471 * Fixed problem (introduced after 2.0.0 release) with penguins
2472 not getting killed by enemies
2474 2002-02-24 src/game.c, src/main.h
2475 * Added "player->is_moving"; now "player->last_move_dir" does
2476 not contain any information if the player is just moving at
2478 Before, "player->last_move_dir" was misused for this purpose
2479 for the robot stuff (robots don't kill players when they are
2480 moving). But setting "player->last_move_dir" to MV_NO_MOVING
2481 broke tapes when walking through pipes!
2482 ("IS_MOVING()" uses "MovPos[][]", but this fails when it is 0
2483 in a continuous movement. This fact is ignored for friends and