2 * fixed wrong argument order in DrawTextBuffer() in gadgets.c
5 * fixed some problems with half tile size and even tile sized playfields
8 * added level selection screen (when clicking on main menu level number)
9 * added level tracing (played, solved) for use in level selection screen
10 (to display already played or solved levels in different font color)
13 * added alternative game mode for playing with half size playfield tiles
14 * fixed another memory violation bug in the native Supaplex game engine
15 (this potential memory bug was also in the original Megaplex code, but
16 apparently only occured under rare conditions triggered by using the
17 additional added preceding playfield memory area to make a few strange
18 levels using dirty off-playfield tricks (bugs) like "12s033.sp" also
19 solvable (this all worked fine in the classic DOS version, of course))
22 * added graphics performance optimization to native Supaplex game engine
23 * fixed bug with accidentally removing preceding buffer in SP engine
24 * moved some editor graphics from "RocksDoor.pcx" to "RocksMore.pcx"
25 (to prevent compatibility mapping of these newer graphics to older
26 (custom) versions of "RocksDoor.pcx" which did not contain them yet)
29 * added separately configurable game panel background to graphics config
30 * fixed displaying Supaplex time (now based on 35 fps instead of 50 fps)
33 * added tape panel graphics and screen positions to graphics config
36 * added compatibility stuff for redefined "global.door" (which affects
37 all parts of that image that have their own graphics definition now)
40 * added sound button graphics to graphics config
43 * added tape button graphics and screen positions to graphics config
46 * improved single step mode in R'n'D, EM and SP engines
49 * version number set to 3.3.0.2
52 * version 3.3.0.1 released
55 * added configurable key shortcuts for snap+direction player actions
56 (probably most useful for recording tool-assisted speedrun (TAS)
57 tapes using the single-step mode of the tape recorder)
60 * version number set to 3.3.0.1
63 * version 3.3.0.0 released
66 * fixed missing memory allocation in SP engine when saving engine data
67 for non-SP game engine snapshots (which also stores SP engine part)
70 * fixed problem with scrolling in native EM engine in multi-user mode
71 (this bug was just introduced with the experimental viewport stuff)
72 * fixed animation of splashing acid in EM engine with classic artwork
73 * fixed animation of cracking nut in EM engine with classic artwork
74 * fixed (implemented) single step mode in native EM and SP engines
75 * fixed "latest_engine" flag in classic levels (moved to single sets)
76 * updated SDL library DLLs for Windows to the latest release versions
77 (this fixed some mysterious crashes of the game on Windows systems)
78 * replaced EM and SP set in classic level set with native level files
79 * finally added a newly written "CREDITS" file to the game package
80 * removed sampled music loops from classic music set
83 * changed native Emerald Mine engine to support different viewport sizes
86 * changed native Supaplex engine to support different viewport sizes
89 * added initial, experimental support for different viewport properties
90 (with "viewports" being menu/playfield area and doors; currently the
91 size of the menu/playfield area and door positions can be redefined)
94 * added initial, experimental support for different window sizes
97 * added support for native Sokoban solution files in pure 'udlrUDLR'
98 format with extension ".sln" instead of ".tape" for solution tapes
101 * added image config suffix ".class" to be able to define classes of
102 crumbled elements which are then separated against each others when
103 drawing crumbled borders (class names can freely be defined)
104 (Example: "sand.CRUMBLED.class: sand" and "emc_grass.CRUMBLED.class:
105 emc_grass" results in sand and emc_grass being crumbled separately,
106 even if directly adjacent on the playfield.)
107 * added image config suffix ".style" to use two new features for
109 - "accurate_borders": try to draw correctly crumbled corners (which
110 means that a row of crumbled elements does not have two crumbled
111 corners for each element in the row, but only at the "real" corners
112 at the start and the end of the row of elements)
113 - "inner_corners": also draw inner corners in concave constructions
114 of several crumbled elements -- this is currently a big kludge: the
115 number of frames for crumbled graphic must be "2", with the first
116 frame as usual (crumbled graphic), while the second frame contains
117 the graphic with inner (crumbled) corners for the crumbled graphic
118 (These two features are mainly intended for bevelled walls, not for
119 diggable elements like sand; "inner_corners" only works reliably for
120 static walls, not for in-game dynamically changing walls using CEs.)
123 * finished code cleanup of native Supaplex game engine
126 * started code cleanup of native Supaplex game engine
129 * integrated playing sound effects into native Supaplex game engine
132 * added configurable key shortcuts for the tape recorder buttons
135 * added (hidden) function to save native Supaplex levels with tape as
136 native *.sp file containing level with demo (saved with a file name
137 similar to native R'n'D levels, but with ".sp" extension instead of
138 ".level"); to use this functionality, enter ":save-native-level" or
139 ":snl" from the main menu with the native Supaplex level loaded and
140 the appropriate tape loaded to the tape recorder
141 * fixed potential crash bug caused by illegal array access in engine
142 snapshot loading and saving code
143 * changed setting permissions of score files to be world-writable if
144 the program is not installed and running setgid to allow the program
145 to modify existing score files when run as a different user (which
146 allows cheating, of course, as the score files are not protected
147 against modification in this case)
148 * added (commented out) suggestions for RO_GAME_DIR and RW_GAME_DIR to
149 the top level Makefile for Debian / Ubuntu installations
150 * added saving read-only levels from editor into personal level set
151 (thanks to Bela Lubkin for the above four patches)
154 * added updating of game values on the panel to Supaplex game engine
157 * finished integrating R'n'D graphics engine into Supaplex game engine
158 (although some animations do not support full customizability yet)
161 * done integrating R'n'D graphics engine into file "Infotron.c"
162 * done integrating R'n'D graphics engine into file "OrangeDisk.c"
165 * integrated engine snapshot functionality into Supaplex game engine
168 * fixed bug in native Supaplex engine that broke several demo solutions
169 * fixed bug with re-initializing already existing elements in function
170 RelocatePlayer() in src/game.c (causing problems with Sokoban fields
171 counted a second time, making the currently playing level unsolvable)
172 * done integrating R'n'D graphics engine into file "SnikSnaks.c"
173 * done integrating R'n'D graphics engine into file "Electrons.c"
174 * done integrating R'n'D graphics engine into file "Zonk.c"
177 * done integrating R'n'D graphics engine into file "Murphy.c"
178 * done integrating R'n'D graphics engine into file "BugsTerminals.c"
181 * started integrating R'n'D graphics engine into Supaplex game engine
184 * added small kludge that allows transparent pushing animation over
185 non-black background (by using "game.use_masked_pushing: true")
186 * added editor flag to Sokoban field/object elements to automatically
187 finish solved Sokoban style levels (even if they contain non-Sokoban
188 elements, which prevents auto-enabling this feature for such levels)
191 * added new element "from_level_template" which is replaced by element
192 from level template at same playfield position when loaded (currently
193 not accessible from level editor, but only used for special Sokoban
194 level conversion when using "special_flags: load_xsb_to_ces")
195 * added special behaviour for "special_flags: load_xsb_to_ces": global
196 settings of individual level files are overwritten by template level
197 (except playfield size, level name, level author and template flag)
200 * added handling of gravity ports when converting Supaplex style R'n'D
201 levels to native Supaplex levels for playing with Supaplex engine
204 * fixed bug in Supaplex engine regarding initial screen scroll position
207 * fixed EMC style pushing animations in the R'n'D graphics engine (when
208 using ".2nd_movement_tile" for animations having start and end tile)
209 * for this to work (look) properly for two-tile pushing animations with
210 non-black (i.e. opaque) background, the pushing graphics drawing order
211 was changed to first draw the pushed element, then the player (maybe
212 this should be controlled by an ".anim_mode" flag yet to be added)
213 * two-tile animations for moving or pushing should have 7 frames for
214 normal speed, 15 frames for half speed etc. to display correct frames
215 * two-tile animations are also displayed correctly with different speed
216 settings for the player (for pushing animations) or moving elements
219 * added searching for template level (file "template.level") not only
220 inside the level set directory, but also in above level directories;
221 this makes is possible to use the same single template level file
222 (placed in a level group directory) for many level sub-directories
225 * fixed bug with steel exit being destructible during opening phase
226 * added token "special_flags" to "levelinfo.conf" (currently with the
227 only recognized value "load_xsb_to_ces", doing the same as the flag
228 "-Dload_xsb_to_ces" on the command line, but as a permanent flag for
229 converting all elements in native (XSB) Sokoban level files to CEs)
232 * fixed some problems with Supaplex engine when compiling for Windows
235 * added special mode to convert elements of Sokoban XSB levels to CEs
236 by adding "-Dload_xsb_to_ces" to the command line starting the game
237 (also adding a dependency to a template level file "template.level")
240 * added reading native Sokoban levels and level packages (XSB files)
243 * fixed bugs in (auto)scrolling behaviour when passing ports or when
244 wrapping around the playfield through "holes" in the playfield border
247 * changed internal playfield bitmap handling from playfield sized bitmap
248 to screen sized bitmap (visible scrolling area), therefore speeding up
249 graphics operations (by eliminating bitmap updates in invisible areas)
250 and removing playfield size limitations due to increasing bitmap size
251 for larger playfield sizes (while the new implementation always uses
252 a fixed playfield bitmap size for arbitrary internal playfield sizes)
255 * fixed bug with single step mode (there were some cases where the game
256 did not automatically return to pause mode, e.g. when trying to push
257 things that cannot be pushed or when trying to run against a wall)
260 * added support for loading Supaplex levels in MPX level file format
263 * fixed SP engine to set "game over" not before lead out counter done
266 * fixed (potential) compile error when using GCC option "-std=gnu99"
267 (thanks to Tom "spot" Callaway)
270 * fixed array allocation in native Supaplex engine to correctly handle
271 preceding scratch buffers (needed because of missing border checking)
272 * fixed playfield initialization to correctly add raw header bytes as
273 subsequent scratch buffer (needed because of missing border checking)
276 * most important parts of native Supaplex engine integration working:
277 - native Supaplex levels can be played in native Supaplex engine
278 - native Supaplex level/demo files ("*.sp" files) can be re-played
279 - all 111 classic original Supaplex levels automatically solvable
280 - native Supaplex engine can be selected and used from level editor
281 - logic of re-playing Supaplex demos migrated to R'n'D tape logic
284 * fixed another translation problem from VisualBasic to C (where "int"
285 should be "short") causing unsolvable demos with bugs and terminals
286 ("bugs" being related to the Supaplex "buggy base" element here ;-) )
289 * fixed bug when reading Supaplex single level files (preventing loader
290 from seeking to level position like in Supaplex level package files)
293 * first classic Supaplex level running and solved by solution/demo tape
296 * started with integration of native Supaplex engine, using source code
297 of Megaplex from Frank Schindler, based on original Supaplex engine
300 * version number set to 3.2.6.2
303 * version 3.2.6.1 released
306 * fixed bug with element_info[e].gfx_element not being initialized in
307 early game stage, causing native graphics in EMC level sets to be
308 mapped completely to EL_EMPTY (causing a blank screen when playing)
309 (this only happened when starting the program with an EMC set with
310 native graphics, but not when switching to such a set at runtime)
313 * deactivated blit-to-same-surface workaround again (see 2009-03-24)
314 and using self-compiled, patched SDL.dll that solves this problem
315 (interim solution until release of SDL 1.2.14 that should fix this)
318 * extended backwards compatibility mode to allow already fixed bug with
319 change actions (see "2008-02-05") for existing levels (especially the
320 Zelda and Zelda II levels and other cool stuff by Alan Bond like FMV)
323 * reactivated workaround to prevent program crashes due to blitting to
324 the same SDL surface that apparently only occurs on Windows systems
325 (this is no final solution; this problem needs further investigation)
328 * version number set to 3.2.6.1
331 * version 3.2.6.0 released
334 * fixed behaviour of player option "no centering when relocating" which
335 was incorrect when disabled and relocation target inside visible area
336 and "no scrolling when relocating" enabled at the same time
339 * fixed problems with re-mapping players on playfield to input devices:
340 previously, players found on the level playfield were changed to the
341 players connected to input devices (for example, player 3 in the level
342 was changed to player 1 (using artwork of player 3, to be able to use
343 a player with a different color)); this had the disadvantage that CE
344 conditions using player elements did not work (because the players in
345 the level definition are different to those effectively used in-game);
346 the new system uses the same player elements as defined in the level
347 playfield and re-maps the input devices of connected players to the
348 corresponding player elements when playing the level (in the above
349 example, player 3 now really exists in the game and is moved using the
350 events from input device 1); level tapes still store the events from
351 input devices 1 to 4, which are then re-mapped to players accordingly
352 when re-playing the tape (just as it is done when playing the level)
355 * fixed bug with player relocation while the player switches an element
358 * fixed bug with EM/DC style exit and EM/DC style steel exit which was
359 not walkable (and did not let the player enter) when in process of
360 opening, but not fully open yet (which can cause the player not being
361 able to enter the exit in EM/DC style levels in time)
364 * fixed some bugs regarding the new level/CE random seed reset options
367 * moved "level settings" and "editor settings" to two tabbed screens in
368 level editor to gain space for additional level property settings
369 * added level setting to start a level with always the same random seed
370 * added CE action "set random seed" to re-initialize random seed in game
371 (this is the only CE action that gets executed before the CE changes,
372 which is needed to use the newly set random seed during the CE change)
375 * fixed redraw problem of special editor door when playing from editor
378 * fixed initialization of gfx_element for level sketch image creation
381 * added switch for EM style dynamite "[ ] explodes with chain reaction"
382 (with default set to "on" for existing levels, but "off" for all new
383 levels), as EM style dynamite does not chain-explode in original EM
386 * added optional initial inventory for players (pre-collected elements)
387 * added change page actions "set player inventory" and "set CE artwork"
388 * added recognition of "player" parameter on change pages when player
389 actions are defined, but no trigger player in corresponding condition
390 (this resulted in actions that only affected the first player before)
391 * fixed bug with change actions being executed for newly created custom
392 elements resulting from custom element changes, when the intention was
393 only to check for change actions for the previous custom element
396 * changed design and size of element drawing area in level editor
397 * added "element used as action parameter" to element change actions
400 * added possibility to reanimate player immediately after his death
401 (for example, by "change to <player> when explosion of <player>")
404 * fixed bug with "gray" white door not being uncovered by magnifier
405 * added score for collecting (any) key to the white key config page
408 * added condition "deadly when <getting hit by>" for custom elements
409 that behaves a bit like the existing "deadly when <colliding with>",
410 but with the following differences:
411 - it only kills players or friends when it was moving before it hits
412 - it does not kill players or friends that try to run into it
415 * fixed the following change conditions where a player element is used
416 as the "element that is triggering the custom element change":
419 - explosion of <element>
421 (the last two conditions already worked partially, but only for the
422 first player, and not for the "Murphy" player when using "move of")
425 * fixed crash bug caused by accessing invalid element (with value -1)
426 in UpdateGameControlValues()
427 * fixed graphical bug when using two-tile movement animations with EMC
428 game engine without explicitly using native EMC graphics engine
431 * fixed bug in new "can dig" feature (see below) so that an unsuccessful
432 try to push something (due to push delay) does not cause a dig action
435 * fixed bug with reference elements used as trigger elements on custom
436 element change pages not being recognized
437 * fixed bug with reference elements not being removed from the playfield
438 * added engine functionality that allows custom elements that "can dig"
439 other elements not only to do so when moving by themselves, but also
440 when being pushed by the player (therefore adding the functionality to
441 push one element over another element, replacing it with the new one)
444 * added command line function to write level sketch images to directory
447 * merged override and auto-override options into new override options
448 with a new data type than can take the values "no", "yes" and "auto"
451 * fixed growing steel wall to also leave behind steel wall instead of
452 normal, destructible wall
453 * fixed handling of rocks falling through stacks of quicksand with
454 different speed (before, the rocks just got stuck in the quicksand)
457 * fixed nasty bug with auto-override and normal override not working on
458 program startup (especially when current level set has custom artwork)
461 * version 3.2.5 released as special edition "R'n'D jue"
464 * fixed X11 crash bug when blitting masked title screens over background
467 * changed build system to support special editions (like "R'n'D jue")
468 * added (hardcoded) loading graphics for "R'n'D jue" special edition
469 * fixed X11 crash bug when scaling images with width/height less than 32
472 * added "background.PLAYING" (only visible as two-pixel border in game)
473 * added default level set for first start of special R'n'D version
474 * changed door animations for editor always behaving like "quick doors"
477 * added new custom artwork setup option "auto-override non-CE sets" for
478 automatic artwork override that is only used for level sets without
479 custom element artwork (as it does not make much sense to override
480 any artwork that redefines custom element artwork for sets using CEs)
481 * fixed default artwork for "special" R'n'D versions always using the
482 "classic" artwork as the base if base artwork is not explicitly
483 defined in "levelinfo.conf", regardless of different default artwork
484 used by the special R'n'D version -- this is needed because any such
485 custom artwork is designed using the "classic" artwork definitions as
486 the base (including menu definitions and screen positions etc., which
487 would otherwise be taken from the different special default artwork)
490 * fixed drawing of animated "quicksand.filling" and "quicksand.emptying"
491 for both EMC and R'n'D graphics engine (heavy workarounds needed due
492 to massively broken handling of quicksand in R'n'D game engine)
493 * fixed off-limits access to array in DrawLevelFieldCrumbledSandExt()
494 * fixed crash bug (hopefully) when scrolling with cursor keys in editor
497 * fixed small bug in toon drawing (introduced when fixing the crash bug)
500 * added graphics definition "game.panel.highscore" to display the
501 current levels current high score in the game panel
504 * version number set to 3.2.5
507 * version 3.2.4 released
510 * fixed crash bug in toon drawing functions for large step offset values
513 * fixed some problems with displaying game panel when quick-loading tape
516 * fixed (experimental only) redrawing of every tile per frame (even if
517 unneeded) for the extended (R'n'D based) EMC graphics engine
518 * added optimization to only calculate element count for panel display
519 if really needed (that is, if element count values defined on panel)
520 * fixed problem with special editor door redraw when entering main menu
523 * fixed bug with displaying background for title messages on info screen
524 * some code cleanup for the extended (R'n'D based) EMC graphics engine
527 * fixed bug with CE action "move player" always resulting in player 4
528 if there was a CE action with no trigger player (because the player
529 element was calculated by using log_2() from trigger player bits with
530 the value PLAYER_BITS_ANY) -- this is now fixed by also storing the
531 triggering player bit mask and handling all players in "move player"
532 * fixed bug when defined artwork cannot be found for artwork that has
533 default artwork cloned from other artwork (without default filename)
534 * added several fixes to the extended (R'n'D based) EMC graphics engine
537 * fixed broken editor copy and paste for custom elements between levels
540 * title messages are now also searched in graphics artwork directory;
541 those found in graphics directory have precendence over those found
542 in level directory -- this handles title messages stored in graphics
543 directories as part of the artwork set, just like title images; this
544 makes sense, as corresponding special font definitions for messages
545 are usually defined in the same graphics artwork directory, and also
546 because title images and title messages that are combined in a level
547 set introduction should usually not be separated when the level set
548 is used with a different artwork set (e.g. using "override graphics")
549 * fixed problem with door borders on main screen by first drawing doors
550 and then the corresponding border masks, but not vice versa
551 * fixed problem with artwork config entries using the value "[DEFAULT]";
552 this does not what one might expect, but sets the value to an invalid
553 value -- solution: simply ignore such entries, which results in this
554 value keeping its previous (real) default value (in general, entries
555 that should use their default value should just not be defined here)
556 * fixed problem with wrong fading area size from main menu to setup menu
559 * fixed problem with broken crumbled graphics after level set changes
560 when using R'n'D custom artwork with level sets using the EMC engine
563 * fixed invisible "joysticks deactivated ..." text on setup input screen
566 * added use of hashes created from static lists (element tokens, image
567 config, font tokens) to speed up lookup of configuration parameters
568 * fixed bug where element and graphic config token lookup was mixed up
571 * added "busy" animation when initializing program and loading artwork
572 * added initialization profiling for program startup (debugging only)
575 * fixed(?) very strange bug apparently triggered by memset() when code
576 was cross-compiled with MinGW cross-compiler for Windows XP platform
577 (this only happened when using SDL.dll also self-compiled with MinGW)
580 * added graphics engine directive "border.draw_masked_when_fading" that
581 enables/disables drawing of border mask over screen that is just faded
584 * fixed small problem with separate fading definition for game screen
587 * added additional configuration directives for setup screen draw offset
588 menu.draw_xoffset.SETUP[XXX] and menu.draw_yoffset.SETUP[XXX] with XXX
589 in GAME, EDITOR, GRAPHICS, SOUND, ARTWORK, INPUT, SHORTCUTS_1,
590 SHORTCUTS_2, CHOOSE_ARTWORK, CHOOSE_OTHER (where "CHOOSE_ARTWORK" is
591 used to define draw offset on custom artwork selection screens and
592 "CHOOSE_OTHER" is used on all other list style selection screens, like
593 choosing game speed or screen mode for fullscreen mode)
594 * added additional configuration directives to define main menu buttons:
595 - menu.button_name and menu.button_name.active
596 - menu.button_levels and menu.button_levels.active
597 - menu.button_scores and menu.button_scores.active
598 - menu.button_editor and menu.button_editor.active
599 - menu.button_info and menu.button_info.active
600 - menu.button_game and menu.button_game.active
601 - menu.button_setup and menu.button_setup.active
602 - menu.button_quit and menu.button_quit.active
603 * added eight pure decoration graphic definitions for the game panel
606 * added support for accessing native Diamond Caves II level packages
607 * fixed displaying of game panel values for Emerald Mine game engine
608 * fixed displaying end-of-level time and score values on new game panel
611 * added game panel control to display arbitrary elements on game panel
612 * added game panel control to display custom element score (globally
613 unique for identical custom elements) either as value or as element
614 * added ".draw_masked" and ".draw_order" to game panel control drawing
617 * fixed some general bugs with handling of ".active" elements and fonts
620 * cleanup of game panel elements (some elements were not really needed)
621 * added displaying of gravity state (on/off) as new game panel control
622 * added animation for game panel elements (similar to game elements)
625 * added new pseudo game mode "PANEL" to define panel fonts and graphics
626 - panel fonts now use ".PANEL" suffix instead of ".PLAYING" suffix
627 - panel graphics now use ".PANEL" suffix instead of ".DOOR" suffix
628 (else graphics would have to use ".PLAYING", which would be confusing)
629 * fixed bug when fading out to game screen with border mask defined
632 * added attribute ".tile_size" for element style game panel controls
635 * added <space> key as additional valid key to use for confirm requester
638 * improved menu fading, adding separate fading definitions for entering
639 and leaving a "content" screen (in general), and optional definitions
640 for the special "content" screens SCORES, EDITOR, INFO and PLAYING
643 * added (currently invisible) setup option to define scroll delay value
644 * fixed small bug in priority handling when auto-detecting level start
645 position in levels without player element (but player from CE etc.)
646 * added option "game.forced_scroll_delay_value" to override user choice
647 of scroll delay value for certain level sets with "graphicsinfo.conf"
648 * replaced setup option "scroll delay: on/off" by new setup option that
649 directly allows selecting the desired scroll delay value from 0 to 8
652 * added displaying of most game panel control elements (not animated)
655 * added new configuration directives to display additional game engine
656 values on the game control panel, like the following examples:
657 - game.panel.time_hh/time_mm/time_ss - level time in HH/MM/SS format
658 - game.panel.penguins - number of penguins to rescue
659 - game.panel.level_name - level name of current level
662 * added support for preview tile sizes "1" and "2" (1x1 and 2x2 pixels)
665 * added new player option "no centering when relocating" for "invisible"
666 teleportations to level areas that look exactly the same, giving the
667 illusion that the player did not relocate at all (this was the default
668 since 3.2.3, but caused visual problems with room creation in "Zelda")
669 * added new menu fading effect "melt", shamelessly stolen from "DOOM"
672 * improved menu fading, adding separate fading definitions for entering
673 and leaving a menu and for fading between menu and "content" screens
674 * fixed small bug with recognizing also ".font_xyz" style definitions
677 * improved menu fading, adding separate fading definitions for fading
678 between menu screens and fading between menu and "destination" screens
681 * titlemessage_initial_x and titlemessage_x set to "[DEFAULT]" in static
682 configuration (set from "[titlemessage_initial]" and "[titlemessage]")
683 * fading settings of "[titlemessage_initial]" and "[titlemessage]" set
684 to "[DEFAULT]" in static configuration (set from "[title_initial]" and
686 * improved title fading, allowing fading animation types "none", "fade"
687 and "crossfade" (including cross-fading of last title to main menu)
690 * added configurability of graphics, sounds and music for title screens,
691 which are separated into initial title screens (only shown once at
692 program startup) and title screens shown for a given level set; these
693 title screens can be composed of up to five title images and up to
694 five title text messages (each drawn using an optional background
695 image), also using background music and/or sounds; aspects like
696 background images, sounds and music of title screens can either be
697 defined generally (valid for all title screens) or specifically (and
698 therefore differently for each title screen) using these directives:
700 to define a background image, sound or music file for all screens:
701 - background.TITLE_INITIAL (for all title screens for game startup)
702 - background.TITLE (for all title screens for level sets)
704 to define a background image, sound or music file for a single screen:
705 - background.titlescreen_initial_x (with x in 1,2,3,4,5)
706 - background.titlescreen_x (with x in 1,2,3,4,5)
707 - background.titlemessage_initial_x (with x in 1,2,3,4,5)
708 - background.titlemessage_x (with x in 1,2,3,4,5)
710 to define the title screen images:
711 - titlescreen_initial_x (with x in 1,2,3,4,5)
712 - titlescreen_x (with x in 1,2,3,4,5)
714 to define the title text messages, place text files into the level set
715 directory that have the following file names:
716 - titlemessage_initial_x.txt (with x in 1,2,3,4,5)
717 - titlemessage_x.txt (with x in 1,2,3,4,5)
719 to define the properties of the text messages, either use directives
720 that affect all text messages:
721 - [titlemessage_initial].<suffix>
722 - [titlemessage].<suffix>
723 or use directives that affect single text messages:
724 - titlemessage_initial_x.<suffix> (with x in 1,2,3,4,5)
725 - titlemessage_x.<suffix> (with x in 1,2,3,4,5)
727 valid values for <suffix> are the same as for readme.<suffix> below;
728 use ".sort_priority" (default: 0) to define an arbitrary order for
729 title images and title messages (which can therefore be mixed)
732 * added full configurability of "readme.txt" screen appearance:
733 - readme.x: <left position used with alignment>
734 - readme.y: <top position>
735 - readme.width: <maximim text width in pixels>
736 - readme.height: <maximum text height in pixels>
737 - readme.chars: <maximum number of chars per line>
738 - readme.lines: <maximum number of lines displayed>
739 - readme.align: left,center,right (default: center)
740 - readme.top: top,middle,bottom (default: top)
741 - readme.font: font name
742 - readme.autowrap: true,false (default: true)
743 - readme.centered: true,false (default: false)
744 - readme.parse_comments: true,false (default: true)
745 - readme.sort_priority: (not used here, but only for title screens)
746 when "readme.chars" and/or "readme.lines" is set to "-1" (this is the
747 default), they are automatically determined from "readme.width" and
748 "readme.height" accordingly; when they are not "-1", they have
749 precedence over "readme.width" and "readme.height"
750 * added internal ad-hoc config settings for displaying text files like
751 title messages or "readme.txt" style level set info files:
752 - .font: font name (default: readme.font)
753 - .autowrap: true,false (default: readme.autowrap)
754 - .centered: true,false (default: readme.centered)
755 - .parse_comments: true,false (default: readme.parse_comments)
756 (the leading '.' and the separating ':' are mandatory here); to use
757 these ad-hoc settings, they have to be written inside a comment, like
758 "# .autowrap: false" or "# .centered: true"; these settings then
759 override the above global settings (they can even be used more than
760 once, like "# .centered: true", then some text that should be drawn
761 centered, then "# .centered: false" to go back to non-centered text;
762 important note: after using "# .parse_comments: false", or when using
763 "readme.parse_comments: false", detecting and parsing comments inside
764 the file is disabled and comments are just printed like normal text;
765 also be aware that all automatic text size calculations are done with
766 the font defined in "readme.font", while using different fonts using
767 "# .font: <font>" inside the text file may cause unexpected results
770 * changed some numerical limits in the level editor from 255 to 999
773 * added option "system.sdl_videodriver" to select SDL video driver
774 * added output of SDL video and audio driver to "version info" page
777 * added group element drawing to IntelliDraw drawing functions
778 * fixed animation resetting problem again (last try broke Snake Bite)
779 * fixed diagonal scrolling in screen scrolling (last try broke Pac Man)
782 * added new (special) "include: <filename>" directive that works in all
783 configuration files (like "graphicsinfo.conf") and that has the same
784 effect as if that directive would be replaced with the content of the
785 specified file (this can be useful to split large configuration files
786 into several smaller ones and include them from one main file, or to
787 store configuration settings that always stay the same into a separate
788 file, while including it and only add those parts that really change)
791 * fixed minor bug (screen redraw of player tiles) in EMC graphics engine
794 * fixed bug in "InitMovingField()" where treating an integer array as
795 boolean caused wrong resetting of animations while elements are moving
796 * fixed problem with resetting animations when starting element change
799 * added sort priority for order of title screens and title messages
802 * changed end of game again: do not wait for the user to press a key
803 anymore, but directly ask/confirm tape saving and go to hall of fame
804 * re-enabled quitting of lost game by pressing space or return again
805 * added blanking of mouse pointer when displaying title screens
806 * added remaining menu draw offset definitions for info sub-screens
809 * added setup option to select game speed (from very slow to very fast)
810 * improved handling of title text messages (initial and for level set)
813 * added new options "auto-wrap" and "centered" for DC2 style envelopes
816 * fixed displaying and typing of player name when it is centered
817 * added special characters to be allowed for player name (not only A-Z)
820 * fixed blit in ScrollLevel() to same bitmap to not overlap anymore
821 (newer versions of the SDL library seem to not like this anymore)
824 * added code for configuration directives for control of game panel
827 * fixed small cosmetical bug with underlining property tabs in editor
830 * fixed small drawing bug in X11FadeRectangle
831 * added new elements for newly supported Diamond Caves II levels:
832 - EM/DC style exits that disappear after passing
833 - white key and gate (one white key needed for each white gate)
834 - fake gate (there is no key to open/pass this kind of gate!)
835 - extended magic wall which also handles pearls and crystals
839 * changed maximum value for endless loop detection to a higher value
840 (some levels really used very deep recursion without being endless)
843 * added new elements for newly supported Diamond Caves II levels:
844 - growing steel walls
845 - snappable land mine
848 * added new elements for newly supported Diamond Caves II levels:
849 - steel text elements
852 * added level file loader for native Diamond Caves II levels
855 * version number set to 3.2.4
858 * version 3.2.3 released
861 * fixed malloc/free bug when updating EMC artwork entries in level list
862 * added workaround (warning and request to quit the current game) when
863 changing elements cause endless recursion loop (which would otherwise
864 freeze the game, causing a crash-like program exit on some systems)
867 * fixed nasty string overflow bug when entering too long envelope text
870 * added feedback sounds for menu navigation "menu.item.activating" and
871 "menu.item.selecting" (for highlighting and executing menu entries)
874 * improved "no scrolling when relocating" to also consider scroll delay
875 (meaning that the player is not automatically centered in this case;
876 this makes it possible to "invisibly" relocate the player to a region
877 of the level playfield which looks the same as the old level region)
878 * fixed bug with not recognizing "main.input.name.align" when active
881 * fixed bug with displaying masked borders over title screens when
882 screen fading is disabled
885 * fixed infinite loop / crash bug when killing the player while having
886 a CE with the setting "kill player X when explosion of <player X>"
887 * added special editor graphic for "char_space" to distinguish it from
888 "empty_space" when editing a level (in-game graphics still the same)
891 * fixed nasty bug with initialization only done for the first player
894 * small change to handle loading empty element/content list micro chunks
897 * uploaded pre-release (test) version 3.2.3-0 binary and source code
900 * some optimizations on startup speed by reducing initial text output
903 * added caching of custom artwork information for faster startup times
906 * fixed graphical bug when using fewer menu entries on level selection
907 screen than usual (with "menu.list_size.LEVELS" directive)
908 * fixed crash bug (Windows/SDL only) caused by BlitBitmap blitting from
909 the backbuffer to the backbuffer by error (with identical rectangle)
912 * fixed bug when displaying titlescreen with size less than element tile
913 * fixed bug that caused elements with "change when digging <e>" event
914 to change for _every_ digged element, not only those specified in <e>
915 * fixed bug that caused impact style collision when dropping element one
916 tile over the player that can both fall down and smash players
917 * fixed bug that caused impact style collision when element changed to
918 falling/smashing element over the player immediately after movement
921 * fixed bug that allowed making engine snapshots from the level editor
924 * fixed bugs with player name and current level positions on main screen
927 * added configuration directives for control of title screens:
928 - "title.fade_delay" for fading time
929 - "title.post_delay" for pause between screens (when not crossfading)
930 - "title.auto_delay" to automatically continue after some time
931 these settings can each be overridden by specifying them with titles:
932 - "titlescreen_initial_{1-5}.{fade_delay,post_delay,auto_delay}"
933 - "titlescreen_{1-5}.{fade_delay,post_delay,auto_delay}"
934 fading mode can also be specified:
935 - "titlescreen_initial_{1-5}.anim_mode: {fade,crossfade}
936 - "titlescreen_{1-5}.anim_mode: {fade,crossfade}
937 default is using normal fading for menues and initial title screens,
938 while using cross-fading for level set title screens
939 * fixed bug with background not drawn in Hall of Fame after game was won
942 * added configuration directives for the remaining main menu items
945 * added additional configuration directives for info screen draw offset:
946 menu.draw_{x,y}offset.INFO[{ELEMENTS,MUSIC,CREDITS,PROGRAM,LEVELSET}]
947 * added additional configuration directives for preview info text
948 * limited mouse wheel sensitive screen area to scrollable screen area
951 * added highlighted menu text entries to menu navigation when selected
954 * fixed bug that prevented player from correctly being created in the
955 top left corner by a custom element change in a level without player
956 * fixed bug that prevented player from being killed when indestructible,
957 non-walkable element is placed on player position by extended change
958 * added configurable menu button, text and input positions to main menu
961 * added page fading effects for remaining info sub-screens
962 * fixed small bug that caused some delays when answering door request
965 * added directives "border.draw_masked.*" for menu/playfield area and
966 door areas to display overlapping/masked borders from "global.border"
969 * fixed bug with CE with move speed "not moving" not being animated
970 * when changing player artwork by CE action, reset animation frame
973 * fixed bug with not unmapping main menu screen gadgets on other screens
974 * fixed bug with un-pausing a paused game by releasing still pressed key
975 * fixed bug with not redrawing screen when toggling to/from fullscreen
976 mode while fast reloading tape (without redrawing playfield contents)
977 * fixed bug with quick-saving tape snapshot despite answering with "no"
980 * version number set to 3.2.3
983 * version 3.2.2 released
986 * fixed bug with redrawing screen in fullscreen mode after quick tape
987 reloading when using the EMC game engine
988 * changed token names from "last_ce_[1-8]" to "prev_ce_[1-8]"
991 * fixed bug in GameWon() when level contains no exit (like in Sokoban)
994 * added engine snapshot functionality for instant tape reloading (this
995 only works for the last tape saved using "quick save", and does not
996 work across program restarts, because it completely works in memory)
999 * version number set to 3.2.2
1002 * version 3.2.1 released
1005 * fixed nasty bugs with handling error message file on Mac OS X systems
1008 * general code cleanup (removing many annoying "#if 0" blocks etc.)
1011 * fixed bug that caused broken tapes when manually appending to tapes
1012 using the "pause before death" functionality, followed by recording
1013 * added setup option to disable fading of screens for faster testing
1016 * code cleanup of new fading functions
1019 * changed behaviour after solved game -- do not immediately stop engine
1020 * added some more smooth screen fadings (game start, hall of fame etc.)
1023 * fixed bug with displaying pushed CE with value/score/delay anim_mode
1026 * added configurable level preview position, tile size and dimensions
1027 * added configurable game panel value positions (gems, time, score etc.)
1030 * fixed small bug with time displayed incorrectly when collecting CEs
1033 * fixed bug with bumpy scrolling with EM engine in double player mode
1036 * added compatibility code to fix "Snake Bite" style levels that were
1037 broken due to a bugfix regarding EL_SOKOBAN_FIELD_PLAYER in 3.2.0
1040 * fixed bug with scrollbars inside editor when using the Windows mouse
1041 enhancement tool "True X-Mouse" (which injects key events to the event
1042 queue to insert selected stuff into the Windows clipboard, which gets
1043 confused with the "Insert" key for jumping to the last editor cascade
1044 block in the element list)
1045 * added Rocks'n'Diamonds icon for use as window icon to SDL version
1046 * added key shortcut "Alt + Enter" to toggle fullscreen mode at any time
1049 * added selection of preferred fullscreen mode to setup / graphics menu
1050 (useful if default mode 800 x 600 does not match screen aspect ratio)
1053 * improved down-scaling of images for better editor and preview graphics
1054 * changed user data directory for Mac OS X from Unix style to new place
1057 * improved level number selection in main menu and player selection in
1058 setup menu (input devices section) by using standard button gadgets
1059 * added support for mouse scroll wheel (caused buggy behaviour before)
1060 * added support for scrolling horizontal scrollbars with mouse wheel by
1061 holding "Shift" key pressed while scrolling the wheel
1062 * added support for single step mouse wheel scrolling by holding "Alt"
1063 key pressed while scrolling the wheel (can be combined with "Shift")
1064 * changed output file "stderr.txt" on Windows platform now always to be
1065 created in the R'n'D sub-directory of the personal documents directory
1066 * added Windows message box to direct to "stderr.txt" after error aborts
1069 * improved general scrollbar handling (when jump-scrolling scrollbars)
1072 * changed scrollbars to always show last line as first after scrolling
1073 (that means jumping n - 1 screen lines instead of n screen lines)
1076 * fixed level versions of EMC level loader (from V4 to V1, V2 and V3)
1077 * fixed level time for EMC levels for V2 engine (V2 and V5 levels)
1078 * fixed special handling of vertically stacked acid becoming fake acid
1081 * fixed bug (very special case) with CE_SCORE_GETS_ZERO, which can
1082 affect multiple instances of the same CE, although this kind of
1083 change condition usually only affects one single custom element
1086 * version number set to 3.2.1
1089 * version 3.2.0 released
1092 * reorganized level editor element list a bit to match engines better
1095 * fixed newly introduced bug with wrongly initializing clipboard element
1098 * fixed bug with displaying visible/invisible level border in editor
1101 * reorganized some elements in the level editor element list
1104 * fixed bug with displaying any player as "yellow" when moving into acid
1105 * fixed bug with displaying running player when player stopped at border
1108 * fixed bug with player exploding when moving into acid
1109 * fixed bug with level settings being reset in editor and when playing
1110 (some compatibility settings being set not only after level loading)
1111 * fixed crash bug when number of custom graphic frames was set to zero
1112 * fixed bug with teleporting player on walkable tile not working anymore
1113 * added partial compatibility support for pre-release-only "CONF" chunk
1114 (to make Alan Bond's "color cycle" demo work again :-) )
1117 * fixed some bugs when displaying title screens from info screen menu
1118 * fixed bug which caused EMC doors #5 to #8 to be passable without keys
1121 * changed file major version to 3 to reflect level file format changes
1122 * uploaded pre-release (test) version 3.2.0-8 binary and source code
1125 * added new chunk "NAME" to level file format for level name settings
1126 * added new chunk "NOTE" to level file format for envelope settings
1127 * changed name of chunk "CONF" to "ELEM" (for normal element settings)
1128 * updated magic(5) file to recognize changed and new level file chunks
1129 * removed change events "change when CE value/score changes" as unneeded
1132 * changed gravity (which only affects the player) from level property
1133 to player property (only makes a difference in multi-player levels)
1134 * added change events "change when CE value/score changes"
1135 * added change events "change when CE value/score changes of <element>"
1138 * added new chunk "INFO" to level file format for global level settings
1139 * added all element settings from "HEAD" chunk to "CONF" chunk
1140 * added all global level settings from "HEAD" chunk to "INFO" chunk
1143 * changed level file format by adding two new chunks "CUSX" (for custom
1144 elements, replacing the previous "CUS4" chunk) and "GRPX" (for group
1145 elements, replacing the previous "GRP1" chunk); these new IFF style
1146 chunks use the new and flexible "micro chunks inside chunks" technique
1147 already used with the new "CONF" chunk (for normal element properties)
1148 which makes it possible to easily extend the existing level format
1149 (instead of using fixed-length chunks like before, which are either
1150 too big due to reserved bytes for future use, or too small when those
1151 reserved bytes have all been used and even more data should be stored,
1152 requiring the replacement by new and larger chunks just like it went
1153 with "CUS1" to "CUS4"); this whole problem now does not exist anymore
1156 * added credits pages to the "credits" section that were really missing
1157 * added some missing element descriptions to the level editor
1158 * added down position of switchgate switch to the level editor
1159 and allowed the use of both switch positions at the same time
1160 * changed use of "Insert" and "Delete" keys to navigate element list in
1161 level editor to start of previous or next cascading block of elements
1164 * added the possibility to view the title screen to the info screen menu
1165 * fixed some minor bugs with viewing title screens
1168 * fixed bug with title (cross)fading in/out when using fullscreen mode
1171 * fixed bug that forced re-defining of menu settings in local graphics
1172 config file which are already defined in existing base config file
1173 * fixed small bug that caused door sounds playing when music is enabled
1176 * added the possibility to define up to five title screens for each
1177 level set that are displayed after loading using (cross)fading in/out
1178 (this was added to display the various start images of the EMC sets)
1181 * added "CE score gets zero [of]" to custom element trigger conditions
1182 * added setup option to display element token name in level editor
1185 * added compatibility code for Juergen Bonhagen's menu artwork settings
1188 * fixed bug with displaying wrong animation frame 0 after CE changes
1189 * fixed bug with creating invisible elements when light switch is on
1192 * added selection between ECS and AGA graphics for EMC levels to setup
1195 * adjusted font handling for various narrow EMC style fonts
1198 * changed EM engine behaviour back to re-allow initial rolling springs
1201 * fixed handling of over-large selectboxes (less error-prone now)
1202 * fixed bug when creating GE with walkable element under the player
1205 * added use of "Insert" and "Delete" keys to navigate element list in
1206 level editor to start of custom elements or start of group elements
1207 * added virtual elements to access CE value and CE score of elements:
1208 - "CE value of triggering element"
1209 - "CE score of triggering element"
1210 - "CE value of current element"
1211 - "CE score of current element"
1214 * fixed "grass" to "sand" in older EM levels (up to file version V4)
1217 * changed behaviour of network games with internal errors (because of
1218 different client frame counters) from immediately terminating R'n'D
1219 to displaying an error message requester and stopping only the game
1220 (also to prevent impression of crashes under non command-line runs)
1221 * fixed playing network games with the EMC engine (did not work before)
1222 * fixed bug with not scrolling the screen in multi-player mode with the
1223 focus on player 1 when all players are moving in different directions
1224 * fixed bug with keeping pointer to gadget even after its deallocation
1225 * fixed bug with allowing "focus on all players" in network games
1226 * fixed bug with player focus when playing tapes from network games
1229 * uploaded pre-release (test) version 3.2.0-7 binary and source code
1232 * code cleanup for game action control for R'n'D and EMC game engine
1235 * fixed bug in multi-player movement with focus on both players
1236 * added option to control only the focussed player with all input
1239 * added player focus switching to level tape recording and re-playing
1242 * fixed some bugs in player focus switching in EMC and RND game engine
1245 * added special Supaplex animations for Murphy digging and snapping
1246 * added special Supaplex animations for Murphy being bored and sleeping
1249 * added four new yam yams with explicit start direction for EMC engine
1250 * fixed bug in src/libgame/text.c with printing text outside the window
1253 * fixed small bug in EMC level loader (copyright sign in EM II levels)
1256 * added delayed ignition of EM style dynamite when used in R'n'D engine
1257 * added limited movement range to EMC engine when focus on all players
1260 * fixed bug with missing (zero) score values for native Supaplex levels
1263 * added "continuous snapping" (snapping many elements while holding the
1264 snap key pressed, without releasing the snap key after each element)
1265 as a new player setting for more compatibility with the classic games
1268 * finished scrolling for "focus on all players" in EMC graphics engine
1271 * level sets with "levels: 0" are ignored for levels, but not artwork
1272 * fixed bug when scanning empty level group directories (endless loop)
1275 * fixed bug with explosion graphic for player using "Murphy" graphic
1276 * fixed bug with explosion graphic if player leaves explosion in time
1277 * changed some descriptive text in setup menu to use medium-width font
1278 * added key shortcut settings for switching player focus to setup menu
1281 * fixed bug with random value initialization when recording tapes
1282 * fixed bug with playing single player tapes when team mode activated
1285 * fixed little bug when trying to switch to player that does not exist
1288 * added player switching (visual and quick) to R'n'D and EM game engine
1289 * added setup option to select visual or quick in-game player switching
1292 * added use of "Home" and "End" keys to handle element list in editor
1295 * fixed bug with adding score when playing tape with EMC game engine
1296 * added steel wall border for levels using EMC engine without border
1297 * finally fixed delayed scrolling in EMC engine also for small levels
1300 * fixed potential crash bug in WarnBuggyBase() (missing boundary check)
1303 * fixed bug with CE change order in TestIfElementTouchesCustomElement()
1304 * fixed bug when displaying info element without action, but direction
1307 * fixed minor graphical problems with springs smashing and slurping
1308 (when using R'n'D style graphics instead of EMC style graphics)
1311 * added scroll delay (as configured in setup) to EMC graphics engine
1314 * improved screen redraw for EMC graphics engine (faster and smoother)
1315 * when not scrolling, do not redraw the whole playfield if not needed
1318 * added multi-player mode for EMC game engine (with up to four players)
1321 * added android (can clone elements) from EMC engine to R'n'D engine
1324 * added spring bumper (reflects spring) from EMC engine to R'n'D engine
1327 * added selectbox for initial player speed to player settings in editor
1330 * version 3.1.2 created that is basically version 3.1.1, but with a
1331 major bug fixed that prevented editing your own private levels
1332 * version 3.1.2 released
1335 * added magic ball (creates elements) from EMC engine to R'n'D engine
1338 * uploaded fixed pre-release version 3.2.0-6 binary and source code
1341 * fixed bug when using "CE can leave behind <trigger element>"
1342 * added new change condition "(after/when) creation of <element>"
1343 * added new change condition "(after/when) digging <element>"
1344 * fixed bug accessing invalid gadget that caused crashes under Windows
1345 * deactivated new possibility for multiple CE changes per frame
1348 * uploaded pre-release (test) version 3.2.0-6 binary and source code
1351 * added animation types "ce_value" and "ce_score" to graphicsinfo.conf
1352 * fixed bug with not keeping CE value for moving CEs with only action
1353 * changed CE action selectboxes in editor to be only reset when needed
1356 * added option "use artwork from element" for custom player artwork
1357 * added option "use explosion from element" for player explosions
1360 * added cascaded element lists in the level editor
1361 * added persistence for cascaded element lists by "editorcascade.conf"
1362 * added dynamic element list with all elements used in current level
1363 * added possibility for multiple CE changes per frame (experimental)
1366 * uploaded pre-release (test) version 3.2.0-5 binary and source code
1369 * changed "score for each 10 seconds/steps left" to "1 second/step"
1370 * added own score for collecting "extra time" instead of sharing it
1371 * added change events "switched by player" and "player switches <e>"
1372 * added change events "snapped by player" and "player snaps <e>"
1373 * added "set player artwork: <element choice>" to CE action options
1374 * added change event "move of <element>"
1377 * added "set player shield: off / normal / deadly" to CE action options
1378 * added new player option "use level start element" in level editor
1379 to set the correct focus at level start to elements from which the
1380 player is created later (this did not work before for cascaded CE
1381 changes resulting in creation of the player; it is now also possible
1382 to create the player from a yam yam which is smashed at level start)
1385 * added "set player speed: frozen (not moving)" to CE action options
1386 * added "move player: l/r/u/d/trigger/-trigger" to CE action options
1389 * added new player option "block snap field" (enabled by default) to
1390 make it possible to show a snapping animation like in Emerald Mine
1393 * added dynamic selectboxes to custom element action settings in editor
1394 * added "CE value" counter for custom elements (instead of "CE count")
1395 * added option to use the last "CE value" after custom element change
1396 * added option to use the "CE value" of other elements in CE actions
1397 * fixed odd behaviour when pressing time orb in levels w/o time limit
1398 * added checkbox "use time orb bug" for older levels that use this bug
1401 * added missing configuration settings for the following elements:
1402 - EL_TIMEGATE_SWITCH (time of open time gate)
1403 - EL_LIGHT_SWITCH_ACTIVE (time of light switched on)
1404 - EL_SHIELD_NORMAL (time of shield duration)
1405 - EL_SHIELD_DEADLY (time of shield duration)
1406 - EL_EXTRA_TIME (time added to level time)
1407 - EL_TIME_ORB_FULL (time added to level time)
1410 * added "wind direction" as a movement pattern for custom elements
1411 * added initial wind direction for balloon / custom elements to editor
1412 * added functionality for EL_BALLOON_SWITCH_NONE to R'n'D game engine
1415 * added parameters for "game of life" and "biomaze" elements to editor
1418 * added level file chunk "CONF" for generic level and element settings
1421 * uploaded pre-release (test) version 3.2.0-4 binary and source code
1424 * skip empty level sets (with "levels: 0"; may be artwork base sets)
1425 * added sound action ".page[1]" to ".page[32]" for each CE change page
1428 * added image config suffix ".clone_from" to copy whole image settings
1429 * fixed bug with invalid ("undefined") CE settings in old level files
1432 * fixed graphical bug with smashing elements falling faster than player
1435 * fixed major bug which prevented private levels from being edited
1436 * fixed bug with precedence of general and special font definitions
1439 * fixed graphical bug with player animation when player moves slowly
1442 * uploaded pre-release (test) version 3.2.0-3 binary and source code
1445 * fixed bug which prevented "global.num_toons: 0" from working
1448 * major code cleanup (removed all these annoying "#if 0" blocks)
1451 * added custom element actions for CE change page in level editor
1454 * fixed music initialization bug in init.c (thanks to David Binderman)
1455 * fixed mouse wheel "button" bug in editor (thanks to Tomi Belan)
1456 (this bug must probably be fixed at other places, too)
1459 * fixed buggy '#include "SDL.h"' statements in src/libgame/sdl.h
1460 (should be '#include <SDL.h>' instead)
1463 * fixed bug which prevented "walkable from no direction" from working
1464 (due to compatibility code overwriting this setting after loading)
1467 * fixed bug on Mac OS X (use of reserved name "Random") in EM engine
1470 * version number temporarily set to 3.1.1 (intermediate bugfix release)
1471 * version 3.1.1 released
1474 * changed some va_arg() arguments from 'long' to 'int', fixing problems
1475 on 64-bit architecture systems with LP64 data model
1478 * fixed bug with bombs not exploding when hitting the last level line
1479 (introduced after the release of 3.1.0)
1482 * added support for dumping small-sized level sketches from editor
1485 * added recognition of "trigger element" for "change digged element to"
1486 (this is not really what the "trigger element" was made for, but its
1487 use may seem obvious for leaving back digged elements unchanged)
1490 * fixed multiple warnings about failed joystick device initialization
1493 * fixed bug with dynamite dropped on top of just dropped custom element
1494 (collect dynamite, collect CE, drop CE => dynamite was also dropped);
1495 dynamite can still be dropped, but drop key must be released before
1498 * fixed bug with wrong start directory when started from file browser
1499 (due to this bug, R'n'D could not be started from KDE's Konqueror)
1502 * fixed bug causing "change when impact" on player not working
1503 * fixed wrong priority of "hitting something" over "hitting <element>"
1504 * fixed wrong priority of "hit by something" over "hit by <element>"
1507 * fixed graphical bug which caused the player (being Murphy) to show
1508 collecting animations although the element was collected by penguin
1511 * fixed two bugs causing wrong door background graphics in system.c
1512 (in functions "SetBackgroundBitmap()" and "DrawingOnBackground()")
1515 * fixed graphic bug with exploding bomb and R'n'D graphics in EM engine
1516 * added "no direction" to "walkable/passable from" selectbox options
1519 * enhanced tape autoplay to accept "autoplay <set> [<nr> ...]" format
1520 * in tape autoplay, not only report broken, but also missing tapes
1523 * uploaded pre-release (test) version 3.2.0-2 binary and source code
1526 * fixed small bug with "linear" animation not working for active lamp
1529 * fixed bug with moving up despite gravity due to "block last field"
1530 * fixed small bug with wrong draw offset when typing name in main menu
1531 * when reading user names from "passwd", ignore data after first comma
1532 * when creating new "levelinfo.conf", only write some selected entries
1535 * fixed displaying "imported from/by" on preview with empty string
1536 * fixed ignoring draw offset for fonts used for level preview texts
1539 * fixed a delay problem with SDL and too many mouse motion events
1540 * added setup option "skip levels" and level skipping functionality
1543 * added move speed "not moving" for non-moving CEs, but with direction
1546 * fixed mapping of obsolete element token names in "editorsetup.conf"
1547 * fixed bug with sound "acid.splashing" treated as a loop sound
1548 * fixed some little sound bugs in native EM engine
1551 * fixed small bug when dragging scrollbars to end positions
1554 * added editor element descriptions written by Aaron Davidson
1557 * improved fallback handling when configured artwork is not available
1558 (now using default artwork instead of exiting when files not found)
1561 * fixed bug on level selection screen when dragging scrollbar
1564 * fixed bug which caused broken tapes when appending to EM engine tapes
1567 * uploaded pre-release (test) version 3.2.0-1 binary and source code
1570 * added code to replace changed artwork config tokens with other tokens
1571 (needed for backwards compatibility, so that older tokens still work)
1574 * added native R'n'D graphics for some new EMC elements in EM engine
1577 * fixed some bugs in the EM engine integration code
1578 * changed EM engine code to allow diagonal movement
1579 * changed EM engine code to allow use of separate snap and drop keys
1582 * fixed some redraw bugs when using EM engine
1585 * fixed bug with not converting RND levels which are set to use native
1586 engine to native level structure when loading
1589 * uploaded pre-release (test) version 3.2.0-0 binary and source code
1592 * version number set to 3.2.0
1595 * level data now reset to defaults after attempt to load invalid file
1598 * added use of "editorsetup.conf" for different level sets
1601 * added auto-detection for various types of Emerald Mine level files
1604 * fixed bug with scrollbars getting too small when list is very large
1607 * fixed bug with 3+3 (cross) sized explosion not making explosion sound
1610 * added most level editor configuration gadgets for new EMC elements
1613 * added more element and graphic definitions for new EMC elements
1616 * modified native EM engine to use integrated R'n'D sound system
1619 * added SDL support to graphics functions in native EM engine
1620 (by always using generic libgame interface functions)
1623 * fixed bug in frame synchronization in native EM engine
1626 * added code to convert levels between R'n'D and native EM engine
1629 * new Emerald Mine engine can now play levels selected in main menu
1632 * fixed big memory leak in function "CreateBitmapWithSmallBitmaps()"
1633 (which creates scaled down graphics for level editor and preview);
1634 there's still a memory leak somewhere in the artwork handling code
1635 * added "scale image up" functionality to X11 version of zoom function
1638 * first attempts to integrate new, native Emerald Mine Club engine
1641 * fixed bug in gadget code which caused reset of CEs in level editor
1642 (example: pressing 'b' [grab brush] on CE config page erased values)
1643 (solution: check if gadgets in ClickOnGadget() are really mapped)
1644 * improved level change detection in editor (settings now also checked)
1645 * fixed bug with "can move into acid" and "don't collide with" state
1648 * fixed maze runner style CEs to use the configured move delay value
1651 * added Aaron Davidson's tutorial level set to the "Tutorials" section
1654 * fixed engine change that broke 3.0.8 levels like "Walpurgis Gardens"
1655 * fixed the above fix because it broke level set "machine" (*sigh*)
1656 * fixed random element placement in level editor to work as expected
1657 * fixed undefined graphic of runtime element "EL_AMOEBA_TO_DIAMOND"
1660 * re-recorded tape for BD2K3, level 010 (broken due to bugfix)
1663 * fixed bug (missing array boundary check) which caused broken tapes
1664 * fixed bug (when loading level template) which caused broken levels
1665 * fixed bug with new block last field code when using non-yellow player
1668 * fixed bug when pressing "stop, pause, stop, play" on tape recorder
1669 * internal change of how the player blocks the last field when moving
1670 * fixed blocking delay of last field for EM and SP style block delay
1671 * fixed bug where the player had to wait for the usual move delay after
1672 unsuccessfully trying to move, when he directly could move after that
1673 * the last two changes should make original Supaplex level 93 solvable
1674 * improved use of random number generator to make it less predictable
1675 * fixed behaviour of slippery SP elements to let slip left, then right
1678 * fixed bug with wrong door state after trying to quickload empty tape
1679 * fixed waste of static memory usage of the binary, making it smaller
1680 * fixed very little graphical bug in Supaplex explosion
1683 * version number set to 3.1.1
1686 * version 3.1.0 released
1689 * fixed bug with crash when writing user levelinfo.conf the first time
1692 * added option "convert LEVELDIR [NR]" to command line batch commands
1693 * re-converted Supaplex levels to apply latest engine fixes
1694 * changed "use graphic/sound of element" to "use graphic of element"
1695 due to compatibility problems with some levels ("bug machine" etc.)
1698 * fixed bug with CE change replacing player with same or other player
1701 * fixed bug with opaque font in envelope with background graphic when
1702 background graphic is not transparent itself
1705 * added "gravity on" and "gravity off" ports for Supaplex compatibility
1706 * corrected original Supaplex level loading code to use these new ports
1707 * also corrected Supaplex loader to auto-count infotrons if set to zero
1710 * fixed bug with missing initialization of "modified" flag for GEs
1713 * fixed bug that caused endless recursion loop when relocating player
1714 * fixed tape recorder bug in "step mode" when using "pause before end"
1715 * fixed tape recorder bug when changing from "warp forward" mode
1718 * fixed bug with "when touching" for pushed elements at last position
1721 * fixed bug that caused two activated toolbox buttons in level editor
1722 * fixed bug with exploding dynabomb under player due to other explosion
1725 * fixed bug with creating walkable custom element under player (again)
1726 * fixed bug with not copying explosion type when copying CEs in editor
1727 * fixed graphical bug when drawing player in setup menu (input devices)
1728 * fixed graphical bug when the player is pushing an accessible element
1729 * fixed bug with classic switchable elements triggering CE changes
1730 * fixed bug with entering/leaving walkable element in RelocatePlayer()
1731 * fixed crash bug when CE leaves behind the trigger player element
1734 * fixed bug with broken tubes after placing/exploding dynamite in them
1735 * fixed bug with exploding dynamite under player due to other explosion
1736 * fixed bug with not resetting push delay under certain circumstances
1739 * added option "handicap" for "levelinfo.conf" (thanks to Niko Böhm)
1740 * added network multiplayer code for Windows (thanks to Niko Böhm)
1743 * added option "reachable despite gravity" for gravity movement
1744 * changed gravity movement of most classic walkable and passable
1745 elements back to "not reachable" (for compatibility reasons)
1748 * fixed (removed) "indestructible" / "can explode" dependency in editor
1749 * fixed (removed) "accessible inside" / "protected" dependency
1750 * fixed (removed) "step mode" / "shield time" dependency
1753 * fixed dynabombs exploding now into anything diggable
1754 * fixed Supaplex style gravity movement into buggy base now impossible
1755 * added pressing key "space" as valid action to select menu options
1758 * added "replace when walkable" to relocate player to walkable element
1759 * added "enter"/"leave" event for elements affected by relocation
1760 * fixed "direct"/"indirect" change order also for "when change" event
1761 * fixed graphical bug when pushing things from elements walkable inside
1764 * fixed graphic bug when player is snapping while moving in old levels
1765 * fixed bug when a moving custom element leaves a player element behind
1766 * fixed bug with mole not disappearing when moving into acid pool
1767 * fixed bug with incomplete path setting when using "--basepath" option
1768 * moving CE can now leave walkable elements behind under the player
1769 * when relocating, player can be set on walkable element now
1770 * fixed another gravity movement bug
1773 * uploaded pre-release (test) version 3.1.0-2 binary and source code
1776 * added "collectible" and "removable" to extended replacement types
1777 (where "removable" replaces "diggable" and "collectible" elements)
1778 * added "collectible & throwable" (to throw element to the next field)
1779 * fixed bug with CEs digging elements that are just about to explode
1780 * changed mouse cursor now always being visible when game is paused
1783 * added possibility to push/press accessible elements from a side that
1785 * fixed bug with not setting actual date when appending to tape
1788 * fixed bug with incorrectly initialized custom element editor graphics
1791 * corrected set "Contributions_1995-2000/rnd_kjell_kristiansson":
1792 - number of levels corrected from 18 to 17 in "levelinfo.conf"
1795 * fixed bug with destroyed robot wheel still attracting robots forever
1796 * fixed bug with time gate switch deactivating after robot wheel time
1797 (while the time gate itself is not affected by this misbehaviour)
1798 * changed behaviour of BD style amoeba to always get blocked by player
1799 (before it was different when there were non-BD elements in level)
1800 * fixed bug with player destroying indestructable elements with shield
1803 * added option to make growing elements grow into anything diggable
1804 (for the various amoeba types, biomaze and "game of life")
1807 * fixed bug with movable elements not moving after left behind by CEs
1808 * changed gravity movement to anything diggable, not only sand/base
1809 * optionally allowing passing to walkable element, not only empty space
1810 * added option "can pass to walkable element" for players
1811 * finally fixed gravity movement (hopefully)
1814 * fixed bug with movable elements not moving anymore after falling down
1817 * fixed another bug with custom elements digging and leaving elements
1818 * fixed bug with "along left/right side" and automatic start direction
1819 * trigger elements now also displayed when "more custom" deactivated
1820 * fixed bug with clipboard element initialized when loading new level
1821 * added option "drop delay" to set delay before dropping next element
1824 * uploaded pre-release (test) version 3.1.0-1 binary and source code
1827 * added copy and paste functions for custom change pages
1828 * enhanced graphical display and functionality of tape recorder
1829 * fixed bug with custom elements digging and leaving elements
1832 * added move speed faster than "very fast" for custom elements
1833 * fixed bug with 3+3 style explosions and missing border content
1834 * fixed little bug when copying custom elements in the editor
1835 * enhanced custom element changes by more side trigger actions
1838 * added option "no scrolling when relocating" for instant teleporting
1839 * uploaded pre-release (test) version 3.1.0-0 binary and source code
1842 * added trigger element and trigger player to use as target elements
1843 * added copy and paste functions for custom and group elements
1846 * fixed graphical bug when displaying explosion animations
1847 * fixed bug when appending to tapes, resulting in broken tapes
1848 * re-recorded a few tapes broken by fixing gravity checking bug
1851 * "can move into acid" property now for all elements independently
1852 * "can fall into acid" property for player stored in same bitfield now
1853 * added option for deadliness of Supaplex 'sniksnak' and 'electron'
1854 * version number set to 3.1.0 (finally!)
1857 * changed tape recording to only record input, not programmed actions
1860 * fixed totally broken (every 8th frame skipped) step-by-step recording
1861 * fixed bug with requester not displayed when quick-loading interrupted
1862 * added option "can fall into acid (with gravity)" for players
1863 * fixed bug with player not falling when snapping down with gravity
1866 * fixed bug which messed up key config when using keypad number keys
1869 * fixed bug which allowed moving upwards even when gravity was active
1870 * fixed bug with missing error handling when dumping levels or tapes
1873 * added different colored editor graphics for Supaplex gravity tubes
1876 * fixed bug that allowed solvable tapes for unsolvable levels
1879 * use unlimited number of droppable elements when "count" set to zero
1880 * added option to use step limit instead of time limit for level
1883 * added player and change page as trigger for custom element change
1886 * fixed bug with exploding amoeba (explosion 3x3 instead of 1x1)
1889 * fixed bug with dark yamyam changing to acid when moving over acid
1890 * fixed handling of levels with more than 999 seconds level time
1891 (example: level 76 of "Denmine")
1894 * "spring push bug" reintroduced as configurable element property
1895 * fixed bug with missing properties for "mole"
1896 * fixed bug that showed up when fixing the above "mole" properties bug
1897 * added option "can move into acid" for all movable elements
1898 * fixed graphical bug for elements moving into acid
1899 * changed event handling to handle all pending events before going on
1902 * fixed bug which caused all CE change pages to be ignored which had
1903 the same change event, but used a different element side
1904 (reported by Simon Forsberg)
1906 * fixed bug which caused elements that can move and fall and that are
1907 transported by a conveyor belt to continue moving into that direction
1908 after leaving the conveyor belt, regardless of their own movement
1909 type; only elements which can not move are transported now
1910 (reported by Simon Forsberg)
1912 * fixed bug which could cause an array overflow in RelocatePlayer()
1913 (reported by Niko Böhm)
1915 * changed Emerald Mine style "passable / over" elements to "protected"
1916 (fixing unsolvable level 10 of "Bondmine 9" with bug beside gate)
1918 * added new option to select from which side a "walkable/passable"
1919 element can be entered
1922 * added explosion and ignition delay for elements that can explode
1925 * fixed bug which caused player not being protected against enemies
1926 when a CE was "walkable / inside" and was not "indestructible"
1927 * added "walkable/passable" fields to be "protected/unprotected"
1928 against enemies, even if not accessible "inside" but "over/under"
1931 * corrected move pattern to 32 bit and initial move direction to 8 bit
1934 * added second custom element base configuration page
1937 * added some special EMC mappings to Emerald Mine level loader
1938 (also covering previously unknown element in level 0 of "Bondmine 8")
1941 * added option to block last field when player is moving (for Supaplex)
1942 * adjusted push delay of Supaplex elements
1943 * removed delays for envelopes etc. when replaying with maximum speed
1944 * fixed bug when dropping element on a field that just changed to empty
1947 * fixed bug: infotrons can now smash yellow disks
1948 * fixed bug: when gravity active, port above player can now be entered
1949 * removed "one white dot" mouse pointer which irritated some people
1952 * added "choice type" for group element selection
1955 * fixed bug with initial invulnerability of non-yellow player
1958 * added level loader for loading native Supaplex packed levels
1959 (including multi-part levels like the "splvls99" levels)
1962 * fixed bug which allowed creating emeralds by escaping explosions
1965 * custom elements can change (limited) or leave (unlimited) elements
1966 * finally added multiple matches using group elements
1967 * added shortcut to dump brush (type ":DB" in editor) for use in forum
1970 * added new start movement type "previous" for continued CE movement
1971 * added new start movement type "random" for random CE movement start
1974 * added new element "sokoban_field_player" needed for Sokoban levels
1975 (thanks to Ed Booker for pointing this out!)
1978 * added elements that can be digged or left behind by custom elements
1981 * added group elements for multiple matches and random element creation
1984 * fixed some graphical errors displayed in old levels
1987 * fixed wrong double speed movement after passing closing gates
1990 * added level loader for loading native Emerald Mine levels
1993 * changes for "shooting" style CE movement
1996 * Happy New Year! ;-)
1999 * changed default snap/drop keys from left/right Shift to Control keys
2002 * fixed bug with dead player getting reanimated from custom element
2005 * fixed bug with wrong penguin graphics (when entering exit)
2008 * fixed bug with wrong "Murphy" graphics (when digging etc.)
2011 * version number set to 3.0.9
2014 * version 3.0.8 released
2017 * added function checked_free()
2020 * fixed bug with double nut cracking sound
2021 (by eliminating "default element action sound" assignment in init.c)
2024 * fixed crash when no music info files are available
2027 * fixed boring and sleeping sounds
2030 * added "maze runner" and "maze hunter" movement types
2031 * added extended collision conditions for custom elements
2034 * added warnings for undefined token values in artwork config files
2037 * added menu entry for level set information to the info screen
2040 * fixed bug with wrong default impact sound for colored emeralds
2043 * added several sub-screens for the info screen
2044 * menu text now also clickable (not only blue/red sphere left of it)
2047 * added configurable "bored" and "sleeping" animations for the player
2048 * added "awakening" sound for player when waking up after sleeping
2051 * added "copy" and "exchange" functions for custom elements to editor
2054 * added configurable element animations for info screen
2057 * added configurable music credits for info screen
2060 * finally fixed tape recording when player is created from CE change
2063 * added "editorsetup.conf" for editor element list configuration
2066 * added "musicinfo.conf" for menu and level music configuration
2069 * fixed a very nasty bug in dragon turning code in TurnRoundExt()
2070 (that only showed up on Linux, but not on Windows systems)
2073 * fixed turning movement of butterflies and fireflies (no frame reset)
2074 * enhanced sniksnak turning movement (two steps instead of only one)
2077 * version number set to 3.0.8
2080 * version 3.0.7 released
2083 * fixed reset of player animation frame when, for example,
2084 walking, digging or collecting share the same animation
2085 * fixed CE with "deadly when touching" exploding when touching amoeba
2088 * fixed tape recording when player is created from CE element change
2091 * introduced "turning..." action graphic for elements with move delay
2092 (non-CE: bug, spaceship, sniksnak, mole, pacman, yamyam)
2093 * added turning animations for bug, spaceship and sniksnak
2096 * prevent "extended" changed elements from delay change in same frame
2099 * fixed bug when pushing element that can move away to the side
2100 (like pushing falling elements, but now with moving elements)
2103 * finally fixed serious bug in code for delayed element pushing (again)
2106 * unavailable setup options now marked as "n/a" instead of "off"
2107 * new boolean directive "latest_engine" for "levelinfo.conf": when set
2108 to "true", levels are always played with the latest game engine,
2109 which is desired for levels that are imported from other games; all
2110 other levels are played with the engine version stored in level file
2111 (which is normally the engine version the level was created with)
2114 * fixed serious bug in code for delayed element pushing
2115 * fixed little bug in animation frame selection for pushed elements
2116 * speed-up of reading config file for verbose output
2119 * added configuration option for opening and closing Supaplex exit
2120 * added configuration option for moving up/down animation for Murphy
2121 * fixed incorrectly displayed animation for attacking dragon
2122 * fixed bug with not setting initial gravity for each new game
2123 * fixed bug with teleportation of player by custom element change
2124 * fixed bug with player not getting smashed by rock sometimes
2127 * version number set to 3.0.7
2130 * version 3.0.6 released
2133 * added support for MP3 music for SDL version through SMPEG library
2136 * fixed bug when initializing font graphic structure
2137 * fixed bug with animation mode "pingpong" when using only 1 frame
2138 * fixed bug with extended change target introduced in 3.0.5
2139 * fixed bug where passing over moving element doubles player speed
2140 * fixed bug with elements continuing to move into push direction
2141 * fixed bug with duplicated player when dropping bomb with shield on
2142 * added "switching" event for custom elements ("pressing" only once)
2143 * fixed switching bug (resetting flag when not switching but not idle)
2146 * fixed element tokens for certain file elements with ".active" etc.
2149 * version number set to 3.0.6
2152 * version 3.0.5 released
2155 * now four envelope elements available
2156 * font, background, animation and sound for envelope now configurable
2157 * main menu doors opening/closing animation type now configurable
2160 * active/inactive sides configurable for custom element changes
2161 * new movement type "move when pushed" available for custom elements
2164 * fixed bug in multiple config pages loader code that caused crashes
2167 * enhanced (remaining low-resolution) Supaplex graphics
2170 * version number set to 3.0.5
2173 * version 3.0.4 released
2175 2003-09-12 src/tools.c
2176 * fixed bug in custom definition of crumbled element graphics
2178 2003-09-11 src/files.c
2179 * fixed bug in multiple config pages code that caused crashes
2182 * version number set to 3.0.4
2185 * version 3.0.3 released
2188 * added music to Supaplex classic level set
2190 2003-09-07 src/libgame/misc.c
2191 * added support for loading various music formats through SDL_mixer
2193 2003-09-06 (various source files)
2194 * fixed several nasty bugs that may have caused crashes on some systems
2195 * added envelope content which gets displayed when collecting envelope
2196 * added multiple change event pages for custom elements
2198 2003-08-24 src/game.c
2199 * fixed problem with player animation when snapping and moving
2201 2003-08-23 src/screens.c, src/cartoons.c, src/libgame/toons.c
2202 * fixed problem with flickering when drawing toon animations
2204 2003-08-23 src/libgame/sdl.c
2205 * fixed problem with setting mouse cursor in SDL version in fullscreen
2207 2003-08-23 src/game.c
2208 * fixed bug (missing array boundary check) which could crash the game
2211 * version number set to 3.0.3
2214 * version 3.0.2 released
2216 2003-08-21 src/game.c
2217 * fixed bug with creating inaccessible elements at player position
2219 2003-08-20 src/init.c
2220 * fixed bug with not finding current level artwork directory
2222 2003-08-20 src/files.c
2223 * fixed bug with choosing wrong engine version when playing tapes
2224 * fixed bug with messing up custom element properties in 3.0.0 levels
2227 * version number set to 3.0.2
2230 * version 3.0.1 released
2232 2003-08-17 (no source files affected)
2233 * changed all "classic" PCX image files with 16 colors or less to
2234 256 color (8 bit) storage format, because the Allegro game library
2235 cannot handle PCX files with less than 256 colors (contributed
2236 graphics are not affected and might look wrong in the DOS version)
2238 2003-08-16 src/init.c
2239 * fixed bug which (for example) crashed the level editor when defining
2240 "dynamite.EDITOR: [NONE]", because graphics may not be undefined
2241 (only set to default) -- invalid graphics now set to default graphic
2243 2003-08-16 src/init.c
2244 * fixed graphical bug of player digging/collecting/snapping element
2245 when no corresponding graphic/animation is defined for this action,
2246 resulting in player being drawn as EL_EMPTY (which should only be
2247 done to elements being collected, but not to the player)
2249 2003-08-16 src/game.c
2250 * fixed small graphical bug of player not totally moving into exit
2252 2003-08-16 src/libgame/setup.c
2253 * fixed bug with wrong MS-DOS 8.3 filename conversion
2255 2003-08-16 src/tools.c
2256 * fixed bug with invisible mouse cursor when pressing ESC while playing
2258 2003-08-16 (various source files)
2259 * added another 128 custom elements (disabled in editor by default)
2261 2003-08-16 src/editor.c
2262 * fixed NULL string bug causing Solaris to crash in sprintf()
2264 2003-08-16 src/screen.c
2265 * fixed drawing over scrollbar on level selection with custom fonts
2267 2003-08-15 src/game.c
2268 * cleanup of simple sounds / loop sounds / music settings
2270 2003-08-08 (various source files)
2271 * added custom element property for dropping collected elements
2273 2003-08-08 src/conf_gfx.c
2274 * fixed bug with missing graphic for active red disk bomb
2276 2003-08-07 src/files.c, src/editor.c src/game.c, src/main.h
2277 * extended variable "level.gravity" to "level.initial_gravity" and
2278 "game.current_gravity" to prevent level setting from being changed
2279 by playing the level (keeping the runtime value after playing)
2281 * fixed graphics bug when digging element that has 'crumbled' graphic
2282 definition, but not 'diggable' graphic definition
2285 * version number set to 3.0.1
2288 * version 3.0.0 released
2291 * various bug fixes; among others:
2292 - fixed bug with pushing spring over empty space
2293 - fixed bug with leaving tube while placing dynamite
2294 - fixed bug with explosion of smashed penguins
2295 - allow Murphy player graphic in levels with non-Supaplex elements
2299 * I have forgotten to document changes for some time
2302 * pre-release version 2.2.0rc1 released
2305 * version number set to 2.1.2
2308 * version 2.1.1 released
2311 * version number set to 2.1.1
2314 * version 2.1.0 released
2317 * version number set to 2.1.0
2319 2002-04-03 to 2002-05-19 (various source files)
2320 * graphics, sounds and music now fully configurable
2321 * bug fixed that prevented walking through tubes when gravity on
2323 2002-04-02 src/events.c, src/editor.c
2324 * Make Escape key less aggressive when playing or when editing level.
2325 This can be configured as an option in the setup menu. (Default is
2326 "less aggressive" which means "ask user if something can be lost"
2327 when pressing the Escape key.)
2329 2002-04-02 src/screen.c
2330 * Added "graphics setup" screen.
2332 2002-04-01 src/screen.c
2333 * Changed "choose level" setup screen stuff to be more generic (to
2334 make it easier to add more "choose from generic tree" setup screens).
2336 2002-04-01 src/config.c, src/timestamp.h
2337 * Added source files "src/config.[ch]" and "src/timestamp.h" (which
2338 automatically gets created by "src/Makefile" and contains an actual
2339 compile-time timestamp to identify development versions of the game).
2341 2002-03-31 src/tape.c, src/events.c
2342 * Added quick game/tape save/load functions to tape stuff which can be
2343 invoked by a keyboard shortcut. Default: "F1" saves game/tape, "F2"
2344 loads previously recorded tape and directly goes into recording mode
2345 from the end of the tape (therefore appending to the tape).
2347 2002-03-31 src/tape.c
2348 * Added "index mark" function to tape recorder. When playing or
2349 recording, "eject" button changes to "index" button. Setting index
2350 mark is not yet implemented, but pressing index button when playing
2351 allows very quick advancing to end of tape (when normal playing),
2352 very fast forward mode (when playing with normal fast forward) or
2353 very fast reaching of "pause before end of tape" (when playing with
2354 "pause before end" playing mode).
2356 2002-03-30 src/cartoons.c
2357 * Moved some stuff from cartoons.c to the new "src/libgame/toons.c".
2359 2002-03-29 src/screen.c
2360 * Changed setup screen stuff to be more generic (to make it easier
2361 to add more setup screens).
2363 2002-03-23 src/main.c, src/main.h
2364 * Various changes due to the introduction of the new libgame files
2365 "setup.c" and "joystick.c".
2367 2002-03-23 src/files.c
2368 * Generic parts of "src/files.c" (mainly setup and level directory
2369 stuff) moved to new libgame file "src/libgame/setup.c".
2371 2002-03-23 src/joystick.c
2372 * File "src/joystick.c" moved to libgame source tree, with
2373 correspondig changes.
2375 2002-03-22 src/screens.c
2376 * "HandleChooseLevel()": Another bug in level series navigation fixed.
2377 (Wrong level series information displayed when entering main group.)
2379 2002-03-22 src/editor.c
2380 * Slight change to support new gadget event "GD_EVENT_INFO_LEAVING".
2382 2002-03-22 src/editor.c
2383 * Changed behaviour of "Escape" key in level editor to be more
2384 intuitive: When in "Element Properties" or "Level Info" mode,
2385 return to "Drawing Mode" instead of leaving the level editor.
2387 2002-03-21 src/game.c, src/editor.c, src/files.c
2388 * 2.0.1 introduced the corrected "Emerald Mine" style behaviour of
2389 gems (emeralds, diamonds, ...) slipping down from normal wall,
2390 steel wall and growing wall (as in E.M.C. style levels). Although
2391 the behaviour of contributed and private levels wasn't changed (due
2392 to the use of "level.game_version"; see previous entry), editing
2393 those levels will (of course) change the behaviour accordingly.
2395 This change seems a bit too hard after thinking about it, because
2396 the EM style behaviour is not the "expected" behaviour (gems would
2397 normally only slip down from "rounded" walls). Therefore this was
2398 now changed to an element property for gem style elements, with the
2399 default setting "off" (which means: no special EM style behaviour).
2400 To fix older converted levels, this flag is set to "on" for pre-2.0
2401 levels that are neither contributed nor private levels.
2403 2002-03-20 src/files.h
2404 * Corrected settings for "level.game_version" depending of level type.
2405 (Contributed and private levels always get played with game engine
2406 version they were created with, while converted levels always get
2407 played with the most recent version of the game engine, to let new
2408 corrections of the emulation behaviour take effect.)
2410 2002-03-20 src/main.h
2411 * Added "#include <time.h>". This seems to be needed by "tape.c" for
2412 compiling the SDL version on some systems.
2413 Thanks to the several people who pointed this out.
2416 * Version number set to 2.0.2.
2419 * Version 2.0.1 released.
2421 2002-03-18 src/screens.c
2422 * "HandleChooseLevel()": Small bug in level series navigation fixed.
2424 2002-03-18 src/files.c [src/libgame/misc.c]
2425 * Moved some common functions from src/files.c to src/libgame/misc.c.
2427 2002-03-18 src/files.c [src/libgame/misc.c]
2428 * Changed permissions for new directories and saved files (especially
2429 score files) according to suggestions of Debian users and mantainers.
2430 Thanks to Drew Parsons <dparsons@emerall.com> for the patch.
2432 2002-03-17 src/files.c
2433 * Changed "{Load|Save}{Level|Tape}()" to IFF style file format:
2434 Replaced "cookie" header string ("ROCKSNDIAMONDS_...\n") with
2435 real IFF style header "RND1....XXXX" (where "XXXX" is "CAVE"
2436 for levels and "TAPE" for tapes). Old "cookie" style format is
2437 still supported for reading. New level and tape files are written
2440 * New IFF chunk "VERS" contains version numbers for file and game
2441 (where "game version" is the version of the program that wrote the
2442 file, and "file version" is a version number to distinguish files
2443 with different format, for example after adding new features).
2445 2002-03-15 src/screen.c
2446 * "DrawHallOfFame()": "FadeSounds()" when entering the hall of fame.
2447 (Before, you heard a mixture of the in-game music and the
2448 hall-of-fame music.)
2450 2002-03-14 src/events.c
2451 * Function "DumpTape()" (files.c) now available by pressing 't' from
2452 main menu (when in DEBUG mode).
2454 2002-03-14 src/game.c
2455 * "GameWon()": When game was won playing a tape, now there is no delay
2456 raising the score and no corresponding sound is played.
2458 2002-03-14 src/files.c
2459 * Changed "LoadTape()" for real chunk support and also adjusted
2460 "SaveTape()" accordingly.
2462 2002-03-14 src/game.c, src/tape.c, src/files.c
2463 * Important changes to tape format: The old tape format stored all
2464 actions with a real effect with a corresponding delay between the
2465 stored actions. This had some major disadvantages (for example,
2466 push delays had to be ignored, pressing a button for some seconds
2467 mutated to several single button presses because of the non-action
2468 delays between two action frames etc.). The new tape format just
2469 stupidly records all device actions and replays them later. I really
2470 don't know why I haven't solved it that way before?! Old-style tapes
2471 (with tape file version less than 2.0) get converted to the new
2472 format on-the-fly when loading and can therefore still be played;
2473 only some minor parts of the old-style tape handling code was needed.
2474 (A perfect conversion is not possible, because there is information
2475 missing about the device actions between two action frames.)
2477 2002-03-14 src/files.c
2478 * New function "DumpTape()" to dump the contents of the current tape
2479 in a human readable format.
2481 2002-03-14 src/game.c
2482 * Small tape bug fixed: When automatically advancing to next level
2483 after a game was won, the tape from the previous level still was
2484 loaded as a tape for the new level.
2486 2002-03-14 src/tape.c
2487 * Small graphical bug fixed: When pressing ""Record" or "Play" on
2488 tape, cartoons did not get completely removed because
2489 StopAnimation() was not called.
2491 2002-03-13 src/files.c
2492 * Changed "LoadLevel()" and "SaveLevel()" to add new chunk "CNT2".
2493 Fixed bug of "CONT" and "BODY" (chunk size was set to 8-bit element
2494 size even when using 16-bit elements). Added new chunk "CNT2" for
2495 16-bit amoeba content (previously written in 8-bit field in "HEAD"
2496 chunk even when content was 16-bit element). "CNT2" should now be
2497 able to store content for arbitrary elements (up to eight blocks of
2498 3 x 3 element arrays). All "CNT2" elements will always be stored as
2499 16-bit elements. "CONT" (with 8/16-bit elements) now obsolete.
2501 2002-03-13 src/files.c
2502 * Changed "LoadLevel()" for real chunk support.
2504 2002-03-12 src/game.c
2505 * Fixed problem (introduced after 2.0.0 release) with penguins
2506 not getting killed by enemies
2508 2002-02-24 src/game.c, src/main.h
2509 * Added "player->is_moving"; now "player->last_move_dir" does
2510 not contain any information if the player is just moving at
2512 Before, "player->last_move_dir" was misused for this purpose
2513 for the robot stuff (robots don't kill players when they are
2514 moving). But setting "player->last_move_dir" to MV_NO_MOVING
2515 broke tapes when walking through pipes!
2516 ("IS_MOVING()" uses "MovPos[][]", but this fails when it is 0
2517 in a continuous movement. This fact is ignored for friends and