2 * added separately configurable game panel background to graphics config
3 * fixed displaying Supaplex time (now based on 35 fps instead of 50 fps)
6 * added tape panel graphics and screen positions to graphics config
9 * added compatibility stuff for redefined "global.door" (which affects
10 all parts of that image that have their own graphics definition now)
13 * added sound button graphics to graphics config
16 * added tape button graphics and screen positions to graphics config
19 * improved single step mode in R'n'D, EM and SP engines
22 * version number set to 3.3.0.2
25 * version 3.3.0.1 released
28 * added configurable key shortcuts for snap+direction player actions
29 (probably most useful for recording tool-assisted speedrun (TAS)
30 tapes using the single-step mode of the tape recorder)
33 * version number set to 3.3.0.1
36 * version 3.3.0.0 released
39 * fixed missing memory allocation in SP engine when saving engine data
40 for non-SP game engine snapshots (which also stores SP engine part)
43 * fixed problem with scrolling in native EM engine in multi-user mode
44 (this bug was just introduced with the experimental viewport stuff)
45 * fixed animation of splashing acid in EM engine with classic artwork
46 * fixed animation of cracking nut in EM engine with classic artwork
47 * fixed (implemented) single step mode in native EM and SP engines
48 * fixed "latest_engine" flag in classic levels (moved to single sets)
49 * updated SDL library DLLs for Windows to the latest release versions
50 (this fixed some mysterious crashes of the game on Windows systems)
51 * replaced EM and SP set in classic level set with native level files
52 * finally added a newly written "CREDITS" file to the game package
53 * removed sampled music loops from classic music set
56 * changed native Emerald Mine engine to support different viewport sizes
59 * changed native Supaplex engine to support different viewport sizes
62 * added initial, experimental support for different viewport properties
63 (with "viewports" being menu/playfield area and doors; currently the
64 size of the menu/playfield area and door positions can be redefined)
67 * added initial, experimental support for different window sizes
70 * added support for native Sokoban solution files in pure 'udlrUDLR'
71 format with extension ".sln" instead of ".tape" for solution tapes
74 * added image config suffix ".class" to be able to define classes of
75 crumbled elements which are then separated against each others when
76 drawing crumbled borders (class names can freely be defined)
77 (Example: "sand.CRUMBLED.class: sand" and "emc_grass.CRUMBLED.class:
78 emc_grass" results in sand and emc_grass being crumbled separately,
79 even if directly adjacent on the playfield.)
80 * added image config suffix ".style" to use two new features for
82 - "accurate_borders": try to draw correctly crumbled corners (which
83 means that a row of crumbled elements does not have two crumbled
84 corners for each element in the row, but only at the "real" corners
85 at the start and the end of the row of elements)
86 - "inner_corners": also draw inner corners in concave constructions
87 of several crumbled elements -- this is currently a big kludge: the
88 number of frames for crumbled graphic must be "2", with the first
89 frame as usual (crumbled graphic), while the second frame contains
90 the graphic with inner (crumbled) corners for the crumbled graphic
91 (These two features are mainly intended for bevelled walls, not for
92 diggable elements like sand; "inner_corners" only works reliably for
93 static walls, not for in-game dynamically changing walls using CEs.)
96 * finished code cleanup of native Supaplex game engine
99 * started code cleanup of native Supaplex game engine
102 * integrated playing sound effects into native Supaplex game engine
105 * added configurable key shortcuts for the tape recorder buttons
108 * added (hidden) function to save native Supaplex levels with tape as
109 native *.sp file containing level with demo (saved with a file name
110 similar to native R'n'D levels, but with ".sp" extension instead of
111 ".level"); to use this functionality, enter ":save-native-level" or
112 ":snl" from the main menu with the native Supaplex level loaded and
113 the appropriate tape loaded to the tape recorder
114 * fixed potential crash bug caused by illegal array access in engine
115 snapshot loading and saving code
116 * changed setting permissions of score files to be world-writable if
117 the program is not installed and running setgid to allow the program
118 to modify existing score files when run as a different user (which
119 allows cheating, of course, as the score files are not protected
120 against modification in this case)
121 * added (commented out) suggestions for RO_GAME_DIR and RW_GAME_DIR to
122 the top level Makefile for Debian / Ubuntu installations
123 * added saving read-only levels from editor into personal level set
124 (thanks to Bela Lubkin for the above four patches)
127 * added updating of game values on the panel to Supaplex game engine
130 * finished integrating R'n'D graphics engine into Supaplex game engine
131 (although some animations do not support full customizability yet)
134 * done integrating R'n'D graphics engine into file "Infotron.c"
135 * done integrating R'n'D graphics engine into file "OrangeDisk.c"
138 * integrated engine snapshot functionality into Supaplex game engine
141 * fixed bug in native Supaplex engine that broke several demo solutions
142 * fixed bug with re-initializing already existing elements in function
143 RelocatePlayer() in src/game.c (causing problems with Sokoban fields
144 counted a second time, making the currently playing level unsolvable)
145 * done integrating R'n'D graphics engine into file "SnikSnaks.c"
146 * done integrating R'n'D graphics engine into file "Electrons.c"
147 * done integrating R'n'D graphics engine into file "Zonk.c"
150 * done integrating R'n'D graphics engine into file "Murphy.c"
151 * done integrating R'n'D graphics engine into file "BugsTerminals.c"
154 * started integrating R'n'D graphics engine into Supaplex game engine
157 * added small kludge that allows transparent pushing animation over
158 non-black background (by using "game.use_masked_pushing: true")
159 * added editor flag to Sokoban field/object elements to automatically
160 finish solved Sokoban style levels (even if they contain non-Sokoban
161 elements, which prevents auto-enabling this feature for such levels)
164 * added new element "from_level_template" which is replaced by element
165 from level template at same playfield position when loaded (currently
166 not accessible from level editor, but only used for special Sokoban
167 level conversion when using "special_flags: load_xsb_to_ces")
168 * added special behaviour for "special_flags: load_xsb_to_ces": global
169 settings of individual level files are overwritten by template level
170 (except playfield size, level name, level author and template flag)
173 * added handling of gravity ports when converting Supaplex style R'n'D
174 levels to native Supaplex levels for playing with Supaplex engine
177 * fixed bug in Supaplex engine regarding initial screen scroll position
180 * fixed EMC style pushing animations in the R'n'D graphics engine (when
181 using ".2nd_movement_tile" for animations having start and end tile)
182 * for this to work (look) properly for two-tile pushing animations with
183 non-black (i.e. opaque) background, the pushing graphics drawing order
184 was changed to first draw the pushed element, then the player (maybe
185 this should be controlled by an ".anim_mode" flag yet to be added)
186 * two-tile animations for moving or pushing should have 7 frames for
187 normal speed, 15 frames for half speed etc. to display correct frames
188 * two-tile animations are also displayed correctly with different speed
189 settings for the player (for pushing animations) or moving elements
192 * added searching for template level (file "template.level") not only
193 inside the level set directory, but also in above level directories;
194 this makes is possible to use the same single template level file
195 (placed in a level group directory) for many level sub-directories
198 * fixed bug with steel exit being destructible during opening phase
199 * added token "special_flags" to "levelinfo.conf" (currently with the
200 only recognized value "load_xsb_to_ces", doing the same as the flag
201 "-Dload_xsb_to_ces" on the command line, but as a permanent flag for
202 converting all elements in native (XSB) Sokoban level files to CEs)
205 * fixed some problems with Supaplex engine when compiling for Windows
208 * added special mode to convert elements of Sokoban XSB levels to CEs
209 by adding "-Dload_xsb_to_ces" to the command line starting the game
210 (also adding a dependency to a template level file "template.level")
213 * added reading native Sokoban levels and level packages (XSB files)
216 * fixed bugs in (auto)scrolling behaviour when passing ports or when
217 wrapping around the playfield through "holes" in the playfield border
220 * changed internal playfield bitmap handling from playfield sized bitmap
221 to screen sized bitmap (visible scrolling area), therefore speeding up
222 graphics operations (by eliminating bitmap updates in invisible areas)
223 and removing playfield size limitations due to increasing bitmap size
224 for larger playfield sizes (while the new implementation always uses
225 a fixed playfield bitmap size for arbitrary internal playfield sizes)
228 * fixed bug with single step mode (there were some cases where the game
229 did not automatically return to pause mode, e.g. when trying to push
230 things that cannot be pushed or when trying to run against a wall)
233 * added support for loading Supaplex levels in MPX level file format
236 * fixed SP engine to set "game over" not before lead out counter done
239 * fixed (potential) compile error when using GCC option "-std=gnu99"
240 (thanks to Tom "spot" Callaway)
243 * fixed array allocation in native Supaplex engine to correctly handle
244 preceding scratch buffers (needed because of missing border checking)
245 * fixed playfield initialization to correctly add raw header bytes as
246 subsequent scratch buffer (needed because of missing border checking)
249 * most important parts of native Supaplex engine integration working:
250 - native Supaplex levels can be played in native Supaplex engine
251 - native Supaplex level/demo files ("*.sp" files) can be re-played
252 - all 111 classic original Supaplex levels automatically solvable
253 - native Supaplex engine can be selected and used from level editor
254 - logic of re-playing Supaplex demos migrated to R'n'D tape logic
257 * fixed another translation problem from VisualBasic to C (where "int"
258 should be "short") causing unsolvable demos with bugs and terminals
259 ("bugs" being related to the Supaplex "buggy base" element here ;-) )
262 * fixed bug when reading Supaplex single level files (preventing loader
263 from seeking to level position like in Supaplex level package files)
266 * first classic Supaplex level running and solved by solution/demo tape
269 * started with integration of native Supaplex engine, using source code
270 of Megaplex from Frank Schindler, based on original Supaplex engine
273 * version number set to 3.2.6.2
276 * version 3.2.6.1 released
279 * fixed bug with element_info[e].gfx_element not being initialized in
280 early game stage, causing native graphics in EMC level sets to be
281 mapped completely to EL_EMPTY (causing a blank screen when playing)
282 (this only happened when starting the program with an EMC set with
283 native graphics, but not when switching to such a set at runtime)
286 * deactivated blit-to-same-surface workaround again (see 2009-03-24)
287 and using self-compiled, patched SDL.dll that solves this problem
288 (interim solution until release of SDL 1.2.14 that should fix this)
291 * extended backwards compatibility mode to allow already fixed bug with
292 change actions (see "2008-02-05") for existing levels (especially the
293 Zelda and Zelda II levels and other cool stuff by Alan Bond like FMV)
296 * reactivated workaround to prevent program crashes due to blitting to
297 the same SDL surface that apparently only occurs on Windows systems
298 (this is no final solution; this problem needs further investigation)
301 * version number set to 3.2.6.1
304 * version 3.2.6.0 released
307 * fixed behaviour of player option "no centering when relocating" which
308 was incorrect when disabled and relocation target inside visible area
309 and "no scrolling when relocating" enabled at the same time
312 * fixed problems with re-mapping players on playfield to input devices:
313 previously, players found on the level playfield were changed to the
314 players connected to input devices (for example, player 3 in the level
315 was changed to player 1 (using artwork of player 3, to be able to use
316 a player with a different color)); this had the disadvantage that CE
317 conditions using player elements did not work (because the players in
318 the level definition are different to those effectively used in-game);
319 the new system uses the same player elements as defined in the level
320 playfield and re-maps the input devices of connected players to the
321 corresponding player elements when playing the level (in the above
322 example, player 3 now really exists in the game and is moved using the
323 events from input device 1); level tapes still store the events from
324 input devices 1 to 4, which are then re-mapped to players accordingly
325 when re-playing the tape (just as it is done when playing the level)
328 * fixed bug with player relocation while the player switches an element
331 * fixed bug with EM/DC style exit and EM/DC style steel exit which was
332 not walkable (and did not let the player enter) when in process of
333 opening, but not fully open yet (which can cause the player not being
334 able to enter the exit in EM/DC style levels in time)
337 * fixed some bugs regarding the new level/CE random seed reset options
340 * moved "level settings" and "editor settings" to two tabbed screens in
341 level editor to gain space for additional level property settings
342 * added level setting to start a level with always the same random seed
343 * added CE action "set random seed" to re-initialize random seed in game
344 (this is the only CE action that gets executed before the CE changes,
345 which is needed to use the newly set random seed during the CE change)
348 * fixed redraw problem of special editor door when playing from editor
351 * fixed initialization of gfx_element for level sketch image creation
354 * added switch for EM style dynamite "[ ] explodes with chain reaction"
355 (with default set to "on" for existing levels, but "off" for all new
356 levels), as EM style dynamite does not chain-explode in original EM
359 * added optional initial inventory for players (pre-collected elements)
360 * added change page actions "set player inventory" and "set CE artwork"
361 * added recognition of "player" parameter on change pages when player
362 actions are defined, but no trigger player in corresponding condition
363 (this resulted in actions that only affected the first player before)
364 * fixed bug with change actions being executed for newly created custom
365 elements resulting from custom element changes, when the intention was
366 only to check for change actions for the previous custom element
369 * changed design and size of element drawing area in level editor
370 * added "element used as action parameter" to element change actions
373 * added possibility to reanimate player immediately after his death
374 (for example, by "change to <player> when explosion of <player>")
377 * fixed bug with "gray" white door not being uncovered by magnifier
378 * added score for collecting (any) key to the white key config page
381 * added condition "deadly when <getting hit by>" for custom elements
382 that behaves a bit like the existing "deadly when <colliding with>",
383 but with the following differences:
384 - it only kills players or friends when it was moving before it hits
385 - it does not kill players or friends that try to run into it
388 * fixed the following change conditions where a player element is used
389 as the "element that is triggering the custom element change":
392 - explosion of <element>
394 (the last two conditions already worked partially, but only for the
395 first player, and not for the "Murphy" player when using "move of")
398 * fixed crash bug caused by accessing invalid element (with value -1)
399 in UpdateGameControlValues()
400 * fixed graphical bug when using two-tile movement animations with EMC
401 game engine without explicitly using native EMC graphics engine
404 * fixed bug in new "can dig" feature (see below) so that an unsuccessful
405 try to push something (due to push delay) does not cause a dig action
408 * fixed bug with reference elements used as trigger elements on custom
409 element change pages not being recognized
410 * fixed bug with reference elements not being removed from the playfield
411 * added engine functionality that allows custom elements that "can dig"
412 other elements not only to do so when moving by themselves, but also
413 when being pushed by the player (therefore adding the functionality to
414 push one element over another element, replacing it with the new one)
417 * added command line function to write level sketch images to directory
420 * merged override and auto-override options into new override options
421 with a new data type than can take the values "no", "yes" and "auto"
424 * fixed growing steel wall to also leave behind steel wall instead of
425 normal, destructible wall
426 * fixed handling of rocks falling through stacks of quicksand with
427 different speed (before, the rocks just got stuck in the quicksand)
430 * fixed nasty bug with auto-override and normal override not working on
431 program startup (especially when current level set has custom artwork)
434 * version 3.2.5 released as special edition "R'n'D jue"
437 * fixed X11 crash bug when blitting masked title screens over background
440 * changed build system to support special editions (like "R'n'D jue")
441 * added (hardcoded) loading graphics for "R'n'D jue" special edition
442 * fixed X11 crash bug when scaling images with width/height less than 32
445 * added "background.PLAYING" (only visible as two-pixel border in game)
446 * added default level set for first start of special R'n'D version
447 * changed door animations for editor always behaving like "quick doors"
450 * added new custom artwork setup option "auto-override non-CE sets" for
451 automatic artwork override that is only used for level sets without
452 custom element artwork (as it does not make much sense to override
453 any artwork that redefines custom element artwork for sets using CEs)
454 * fixed default artwork for "special" R'n'D versions always using the
455 "classic" artwork as the base if base artwork is not explicitly
456 defined in "levelinfo.conf", regardless of different default artwork
457 used by the special R'n'D version -- this is needed because any such
458 custom artwork is designed using the "classic" artwork definitions as
459 the base (including menu definitions and screen positions etc., which
460 would otherwise be taken from the different special default artwork)
463 * fixed drawing of animated "quicksand.filling" and "quicksand.emptying"
464 for both EMC and R'n'D graphics engine (heavy workarounds needed due
465 to massively broken handling of quicksand in R'n'D game engine)
466 * fixed off-limits access to array in DrawLevelFieldCrumbledSandExt()
467 * fixed crash bug (hopefully) when scrolling with cursor keys in editor
470 * fixed small bug in toon drawing (introduced when fixing the crash bug)
473 * added graphics definition "game.panel.highscore" to display the
474 current levels current high score in the game panel
477 * version number set to 3.2.5
480 * version 3.2.4 released
483 * fixed crash bug in toon drawing functions for large step offset values
486 * fixed some problems with displaying game panel when quick-loading tape
489 * fixed (experimental only) redrawing of every tile per frame (even if
490 unneeded) for the extended (R'n'D based) EMC graphics engine
491 * added optimization to only calculate element count for panel display
492 if really needed (that is, if element count values defined on panel)
493 * fixed problem with special editor door redraw when entering main menu
496 * fixed bug with displaying background for title messages on info screen
497 * some code cleanup for the extended (R'n'D based) EMC graphics engine
500 * fixed bug with CE action "move player" always resulting in player 4
501 if there was a CE action with no trigger player (because the player
502 element was calculated by using log_2() from trigger player bits with
503 the value PLAYER_BITS_ANY) -- this is now fixed by also storing the
504 triggering player bit mask and handling all players in "move player"
505 * fixed bug when defined artwork cannot be found for artwork that has
506 default artwork cloned from other artwork (without default filename)
507 * added several fixes to the extended (R'n'D based) EMC graphics engine
510 * fixed broken editor copy and paste for custom elements between levels
513 * title messages are now also searched in graphics artwork directory;
514 those found in graphics directory have precendence over those found
515 in level directory -- this handles title messages stored in graphics
516 directories as part of the artwork set, just like title images; this
517 makes sense, as corresponding special font definitions for messages
518 are usually defined in the same graphics artwork directory, and also
519 because title images and title messages that are combined in a level
520 set introduction should usually not be separated when the level set
521 is used with a different artwork set (e.g. using "override graphics")
522 * fixed problem with door borders on main screen by first drawing doors
523 and then the corresponding border masks, but not vice versa
524 * fixed problem with artwork config entries using the value "[DEFAULT]";
525 this does not what one might expect, but sets the value to an invalid
526 value -- solution: simply ignore such entries, which results in this
527 value keeping its previous (real) default value (in general, entries
528 that should use their default value should just not be defined here)
529 * fixed problem with wrong fading area size from main menu to setup menu
532 * fixed problem with broken crumbled graphics after level set changes
533 when using R'n'D custom artwork with level sets using the EMC engine
536 * fixed invisible "joysticks deactivated ..." text on setup input screen
539 * added use of hashes created from static lists (element tokens, image
540 config, font tokens) to speed up lookup of configuration parameters
541 * fixed bug where element and graphic config token lookup was mixed up
544 * added "busy" animation when initializing program and loading artwork
545 * added initialization profiling for program startup (debugging only)
548 * fixed(?) very strange bug apparently triggered by memset() when code
549 was cross-compiled with MinGW cross-compiler for Windows XP platform
550 (this only happened when using SDL.dll also self-compiled with MinGW)
553 * added graphics engine directive "border.draw_masked_when_fading" that
554 enables/disables drawing of border mask over screen that is just faded
557 * fixed small problem with separate fading definition for game screen
560 * added additional configuration directives for setup screen draw offset
561 menu.draw_xoffset.SETUP[XXX] and menu.draw_yoffset.SETUP[XXX] with XXX
562 in GAME, EDITOR, GRAPHICS, SOUND, ARTWORK, INPUT, SHORTCUTS_1,
563 SHORTCUTS_2, CHOOSE_ARTWORK, CHOOSE_OTHER (where "CHOOSE_ARTWORK" is
564 used to define draw offset on custom artwork selection screens and
565 "CHOOSE_OTHER" is used on all other list style selection screens, like
566 choosing game speed or screen mode for fullscreen mode)
567 * added additional configuration directives to define main menu buttons:
568 - menu.button_name and menu.button_name.active
569 - menu.button_levels and menu.button_levels.active
570 - menu.button_scores and menu.button_scores.active
571 - menu.button_editor and menu.button_editor.active
572 - menu.button_info and menu.button_info.active
573 - menu.button_game and menu.button_game.active
574 - menu.button_setup and menu.button_setup.active
575 - menu.button_quit and menu.button_quit.active
576 * added eight pure decoration graphic definitions for the game panel
579 * added support for accessing native Diamond Caves II level packages
580 * fixed displaying of game panel values for Emerald Mine game engine
581 * fixed displaying end-of-level time and score values on new game panel
584 * added game panel control to display arbitrary elements on game panel
585 * added game panel control to display custom element score (globally
586 unique for identical custom elements) either as value or as element
587 * added ".draw_masked" and ".draw_order" to game panel control drawing
590 * fixed some general bugs with handling of ".active" elements and fonts
593 * cleanup of game panel elements (some elements were not really needed)
594 * added displaying of gravity state (on/off) as new game panel control
595 * added animation for game panel elements (similar to game elements)
598 * added new pseudo game mode "PANEL" to define panel fonts and graphics
599 - panel fonts now use ".PANEL" suffix instead of ".PLAYING" suffix
600 - panel graphics now use ".PANEL" suffix instead of ".DOOR" suffix
601 (else graphics would have to use ".PLAYING", which would be confusing)
602 * fixed bug when fading out to game screen with border mask defined
605 * added attribute ".tile_size" for element style game panel controls
608 * added <space> key as additional valid key to use for confirm requester
611 * improved menu fading, adding separate fading definitions for entering
612 and leaving a "content" screen (in general), and optional definitions
613 for the special "content" screens SCORES, EDITOR, INFO and PLAYING
616 * added (currently invisible) setup option to define scroll delay value
617 * fixed small bug in priority handling when auto-detecting level start
618 position in levels without player element (but player from CE etc.)
619 * added option "game.forced_scroll_delay_value" to override user choice
620 of scroll delay value for certain level sets with "graphicsinfo.conf"
621 * replaced setup option "scroll delay: on/off" by new setup option that
622 directly allows selecting the desired scroll delay value from 0 to 8
625 * added displaying of most game panel control elements (not animated)
628 * added new configuration directives to display additional game engine
629 values on the game control panel, like the following examples:
630 - game.panel.time_hh/time_mm/time_ss - level time in HH/MM/SS format
631 - game.panel.penguins - number of penguins to rescue
632 - game.panel.level_name - level name of current level
635 * added support for preview tile sizes "1" and "2" (1x1 and 2x2 pixels)
638 * added new player option "no centering when relocating" for "invisible"
639 teleportations to level areas that look exactly the same, giving the
640 illusion that the player did not relocate at all (this was the default
641 since 3.2.3, but caused visual problems with room creation in "Zelda")
642 * added new menu fading effect "melt", shamelessly stolen from "DOOM"
645 * improved menu fading, adding separate fading definitions for entering
646 and leaving a menu and for fading between menu and "content" screens
647 * fixed small bug with recognizing also ".font_xyz" style definitions
650 * improved menu fading, adding separate fading definitions for fading
651 between menu screens and fading between menu and "destination" screens
654 * titlemessage_initial_x and titlemessage_x set to "[DEFAULT]" in static
655 configuration (set from "[titlemessage_initial]" and "[titlemessage]")
656 * fading settings of "[titlemessage_initial]" and "[titlemessage]" set
657 to "[DEFAULT]" in static configuration (set from "[title_initial]" and
659 * improved title fading, allowing fading animation types "none", "fade"
660 and "crossfade" (including cross-fading of last title to main menu)
663 * added configurability of graphics, sounds and music for title screens,
664 which are separated into initial title screens (only shown once at
665 program startup) and title screens shown for a given level set; these
666 title screens can be composed of up to five title images and up to
667 five title text messages (each drawn using an optional background
668 image), also using background music and/or sounds; aspects like
669 background images, sounds and music of title screens can either be
670 defined generally (valid for all title screens) or specifically (and
671 therefore differently for each title screen) using these directives:
673 to define a background image, sound or music file for all screens:
674 - background.TITLE_INITIAL (for all title screens for game startup)
675 - background.TITLE (for all title screens for level sets)
677 to define a background image, sound or music file for a single screen:
678 - background.titlescreen_initial_x (with x in 1,2,3,4,5)
679 - background.titlescreen_x (with x in 1,2,3,4,5)
680 - background.titlemessage_initial_x (with x in 1,2,3,4,5)
681 - background.titlemessage_x (with x in 1,2,3,4,5)
683 to define the title screen images:
684 - titlescreen_initial_x (with x in 1,2,3,4,5)
685 - titlescreen_x (with x in 1,2,3,4,5)
687 to define the title text messages, place text files into the level set
688 directory that have the following file names:
689 - titlemessage_initial_x.txt (with x in 1,2,3,4,5)
690 - titlemessage_x.txt (with x in 1,2,3,4,5)
692 to define the properties of the text messages, either use directives
693 that affect all text messages:
694 - [titlemessage_initial].<suffix>
695 - [titlemessage].<suffix>
696 or use directives that affect single text messages:
697 - titlemessage_initial_x.<suffix> (with x in 1,2,3,4,5)
698 - titlemessage_x.<suffix> (with x in 1,2,3,4,5)
700 valid values for <suffix> are the same as for readme.<suffix> below;
701 use ".sort_priority" (default: 0) to define an arbitrary order for
702 title images and title messages (which can therefore be mixed)
705 * added full configurability of "readme.txt" screen appearance:
706 - readme.x: <left position used with alignment>
707 - readme.y: <top position>
708 - readme.width: <maximim text width in pixels>
709 - readme.height: <maximum text height in pixels>
710 - readme.chars: <maximum number of chars per line>
711 - readme.lines: <maximum number of lines displayed>
712 - readme.align: left,center,right (default: center)
713 - readme.top: top,middle,bottom (default: top)
714 - readme.font: font name
715 - readme.autowrap: true,false (default: true)
716 - readme.centered: true,false (default: false)
717 - readme.parse_comments: true,false (default: true)
718 - readme.sort_priority: (not used here, but only for title screens)
719 when "readme.chars" and/or "readme.lines" is set to "-1" (this is the
720 default), they are automatically determined from "readme.width" and
721 "readme.height" accordingly; when they are not "-1", they have
722 precedence over "readme.width" and "readme.height"
723 * added internal ad-hoc config settings for displaying text files like
724 title messages or "readme.txt" style level set info files:
725 - .font: font name (default: readme.font)
726 - .autowrap: true,false (default: readme.autowrap)
727 - .centered: true,false (default: readme.centered)
728 - .parse_comments: true,false (default: readme.parse_comments)
729 (the leading '.' and the separating ':' are mandatory here); to use
730 these ad-hoc settings, they have to be written inside a comment, like
731 "# .autowrap: false" or "# .centered: true"; these settings then
732 override the above global settings (they can even be used more than
733 once, like "# .centered: true", then some text that should be drawn
734 centered, then "# .centered: false" to go back to non-centered text;
735 important note: after using "# .parse_comments: false", or when using
736 "readme.parse_comments: false", detecting and parsing comments inside
737 the file is disabled and comments are just printed like normal text;
738 also be aware that all automatic text size calculations are done with
739 the font defined in "readme.font", while using different fonts using
740 "# .font: <font>" inside the text file may cause unexpected results
743 * changed some numerical limits in the level editor from 255 to 999
746 * added option "system.sdl_videodriver" to select SDL video driver
747 * added output of SDL video and audio driver to "version info" page
750 * added group element drawing to IntelliDraw drawing functions
751 * fixed animation resetting problem again (last try broke Snake Bite)
752 * fixed diagonal scrolling in screen scrolling (last try broke Pac Man)
755 * added new (special) "include: <filename>" directive that works in all
756 configuration files (like "graphicsinfo.conf") and that has the same
757 effect as if that directive would be replaced with the content of the
758 specified file (this can be useful to split large configuration files
759 into several smaller ones and include them from one main file, or to
760 store configuration settings that always stay the same into a separate
761 file, while including it and only add those parts that really change)
764 * fixed minor bug (screen redraw of player tiles) in EMC graphics engine
767 * fixed bug in "InitMovingField()" where treating an integer array as
768 boolean caused wrong resetting of animations while elements are moving
769 * fixed problem with resetting animations when starting element change
772 * added sort priority for order of title screens and title messages
775 * changed end of game again: do not wait for the user to press a key
776 anymore, but directly ask/confirm tape saving and go to hall of fame
777 * re-enabled quitting of lost game by pressing space or return again
778 * added blanking of mouse pointer when displaying title screens
779 * added remaining menu draw offset definitions for info sub-screens
782 * added setup option to select game speed (from very slow to very fast)
783 * improved handling of title text messages (initial and for level set)
786 * added new options "auto-wrap" and "centered" for DC2 style envelopes
789 * fixed displaying and typing of player name when it is centered
790 * added special characters to be allowed for player name (not only A-Z)
793 * fixed blit in ScrollLevel() to same bitmap to not overlap anymore
794 (newer versions of the SDL library seem to not like this anymore)
797 * added code for configuration directives for control of game panel
800 * fixed small cosmetical bug with underlining property tabs in editor
803 * fixed small drawing bug in X11FadeRectangle
804 * added new elements for newly supported Diamond Caves II levels:
805 - EM/DC style exits that disappear after passing
806 - white key and gate (one white key needed for each white gate)
807 - fake gate (there is no key to open/pass this kind of gate!)
808 - extended magic wall which also handles pearls and crystals
812 * changed maximum value for endless loop detection to a higher value
813 (some levels really used very deep recursion without being endless)
816 * added new elements for newly supported Diamond Caves II levels:
817 - growing steel walls
818 - snappable land mine
821 * added new elements for newly supported Diamond Caves II levels:
822 - steel text elements
825 * added level file loader for native Diamond Caves II levels
828 * version number set to 3.2.4
831 * version 3.2.3 released
834 * fixed malloc/free bug when updating EMC artwork entries in level list
835 * added workaround (warning and request to quit the current game) when
836 changing elements cause endless recursion loop (which would otherwise
837 freeze the game, causing a crash-like program exit on some systems)
840 * fixed nasty string overflow bug when entering too long envelope text
843 * added feedback sounds for menu navigation "menu.item.activating" and
844 "menu.item.selecting" (for highlighting and executing menu entries)
847 * improved "no scrolling when relocating" to also consider scroll delay
848 (meaning that the player is not automatically centered in this case;
849 this makes it possible to "invisibly" relocate the player to a region
850 of the level playfield which looks the same as the old level region)
851 * fixed bug with not recognizing "main.input.name.align" when active
854 * fixed bug with displaying masked borders over title screens when
855 screen fading is disabled
858 * fixed infinite loop / crash bug when killing the player while having
859 a CE with the setting "kill player X when explosion of <player X>"
860 * added special editor graphic for "char_space" to distinguish it from
861 "empty_space" when editing a level (in-game graphics still the same)
864 * fixed nasty bug with initialization only done for the first player
867 * small change to handle loading empty element/content list micro chunks
870 * uploaded pre-release (test) version 3.2.3-0 binary and source code
873 * some optimizations on startup speed by reducing initial text output
876 * added caching of custom artwork information for faster startup times
879 * fixed graphical bug when using fewer menu entries on level selection
880 screen than usual (with "menu.list_size.LEVELS" directive)
881 * fixed crash bug (Windows/SDL only) caused by BlitBitmap blitting from
882 the backbuffer to the backbuffer by error (with identical rectangle)
885 * fixed bug when displaying titlescreen with size less than element tile
886 * fixed bug that caused elements with "change when digging <e>" event
887 to change for _every_ digged element, not only those specified in <e>
888 * fixed bug that caused impact style collision when dropping element one
889 tile over the player that can both fall down and smash players
890 * fixed bug that caused impact style collision when element changed to
891 falling/smashing element over the player immediately after movement
894 * fixed bug that allowed making engine snapshots from the level editor
897 * fixed bugs with player name and current level positions on main screen
900 * added configuration directives for control of title screens:
901 - "title.fade_delay" for fading time
902 - "title.post_delay" for pause between screens (when not crossfading)
903 - "title.auto_delay" to automatically continue after some time
904 these settings can each be overridden by specifying them with titles:
905 - "titlescreen_initial_{1-5}.{fade_delay,post_delay,auto_delay}"
906 - "titlescreen_{1-5}.{fade_delay,post_delay,auto_delay}"
907 fading mode can also be specified:
908 - "titlescreen_initial_{1-5}.anim_mode: {fade,crossfade}
909 - "titlescreen_{1-5}.anim_mode: {fade,crossfade}
910 default is using normal fading for menues and initial title screens,
911 while using cross-fading for level set title screens
912 * fixed bug with background not drawn in Hall of Fame after game was won
915 * added configuration directives for the remaining main menu items
918 * added additional configuration directives for info screen draw offset:
919 menu.draw_{x,y}offset.INFO[{ELEMENTS,MUSIC,CREDITS,PROGRAM,LEVELSET}]
920 * added additional configuration directives for preview info text
921 * limited mouse wheel sensitive screen area to scrollable screen area
924 * added highlighted menu text entries to menu navigation when selected
927 * fixed bug that prevented player from correctly being created in the
928 top left corner by a custom element change in a level without player
929 * fixed bug that prevented player from being killed when indestructible,
930 non-walkable element is placed on player position by extended change
931 * added configurable menu button, text and input positions to main menu
934 * added page fading effects for remaining info sub-screens
935 * fixed small bug that caused some delays when answering door request
938 * added directives "border.draw_masked.*" for menu/playfield area and
939 door areas to display overlapping/masked borders from "global.border"
942 * fixed bug with CE with move speed "not moving" not being animated
943 * when changing player artwork by CE action, reset animation frame
946 * fixed bug with not unmapping main menu screen gadgets on other screens
947 * fixed bug with un-pausing a paused game by releasing still pressed key
948 * fixed bug with not redrawing screen when toggling to/from fullscreen
949 mode while fast reloading tape (without redrawing playfield contents)
950 * fixed bug with quick-saving tape snapshot despite answering with "no"
953 * version number set to 3.2.3
956 * version 3.2.2 released
959 * fixed bug with redrawing screen in fullscreen mode after quick tape
960 reloading when using the EMC game engine
961 * changed token names from "last_ce_[1-8]" to "prev_ce_[1-8]"
964 * fixed bug in GameWon() when level contains no exit (like in Sokoban)
967 * added engine snapshot functionality for instant tape reloading (this
968 only works for the last tape saved using "quick save", and does not
969 work across program restarts, because it completely works in memory)
972 * version number set to 3.2.2
975 * version 3.2.1 released
978 * fixed nasty bugs with handling error message file on Mac OS X systems
981 * general code cleanup (removing many annoying "#if 0" blocks etc.)
984 * fixed bug that caused broken tapes when manually appending to tapes
985 using the "pause before death" functionality, followed by recording
986 * added setup option to disable fading of screens for faster testing
989 * code cleanup of new fading functions
992 * changed behaviour after solved game -- do not immediately stop engine
993 * added some more smooth screen fadings (game start, hall of fame etc.)
996 * fixed bug with displaying pushed CE with value/score/delay anim_mode
999 * added configurable level preview position, tile size and dimensions
1000 * added configurable game panel value positions (gems, time, score etc.)
1003 * fixed small bug with time displayed incorrectly when collecting CEs
1006 * fixed bug with bumpy scrolling with EM engine in double player mode
1009 * added compatibility code to fix "Snake Bite" style levels that were
1010 broken due to a bugfix regarding EL_SOKOBAN_FIELD_PLAYER in 3.2.0
1013 * fixed bug with scrollbars inside editor when using the Windows mouse
1014 enhancement tool "True X-Mouse" (which injects key events to the event
1015 queue to insert selected stuff into the Windows clipboard, which gets
1016 confused with the "Insert" key for jumping to the last editor cascade
1017 block in the element list)
1018 * added Rocks'n'Diamonds icon for use as window icon to SDL version
1019 * added key shortcut "Alt + Enter" to toggle fullscreen mode at any time
1022 * added selection of preferred fullscreen mode to setup / graphics menu
1023 (useful if default mode 800 x 600 does not match screen aspect ratio)
1026 * improved down-scaling of images for better editor and preview graphics
1027 * changed user data directory for Mac OS X from Unix style to new place
1030 * improved level number selection in main menu and player selection in
1031 setup menu (input devices section) by using standard button gadgets
1032 * added support for mouse scroll wheel (caused buggy behaviour before)
1033 * added support for scrolling horizontal scrollbars with mouse wheel by
1034 holding "Shift" key pressed while scrolling the wheel
1035 * added support for single step mouse wheel scrolling by holding "Alt"
1036 key pressed while scrolling the wheel (can be combined with "Shift")
1037 * changed output file "stderr.txt" on Windows platform now always to be
1038 created in the R'n'D sub-directory of the personal documents directory
1039 * added Windows message box to direct to "stderr.txt" after error aborts
1042 * improved general scrollbar handling (when jump-scrolling scrollbars)
1045 * changed scrollbars to always show last line as first after scrolling
1046 (that means jumping n - 1 screen lines instead of n screen lines)
1049 * fixed level versions of EMC level loader (from V4 to V1, V2 and V3)
1050 * fixed level time for EMC levels for V2 engine (V2 and V5 levels)
1051 * fixed special handling of vertically stacked acid becoming fake acid
1054 * fixed bug (very special case) with CE_SCORE_GETS_ZERO, which can
1055 affect multiple instances of the same CE, although this kind of
1056 change condition usually only affects one single custom element
1059 * version number set to 3.2.1
1062 * version 3.2.0 released
1065 * reorganized level editor element list a bit to match engines better
1068 * fixed newly introduced bug with wrongly initializing clipboard element
1071 * fixed bug with displaying visible/invisible level border in editor
1074 * reorganized some elements in the level editor element list
1077 * fixed bug with displaying any player as "yellow" when moving into acid
1078 * fixed bug with displaying running player when player stopped at border
1081 * fixed bug with player exploding when moving into acid
1082 * fixed bug with level settings being reset in editor and when playing
1083 (some compatibility settings being set not only after level loading)
1084 * fixed crash bug when number of custom graphic frames was set to zero
1085 * fixed bug with teleporting player on walkable tile not working anymore
1086 * added partial compatibility support for pre-release-only "CONF" chunk
1087 (to make Alan Bond's "color cycle" demo work again :-) )
1090 * fixed some bugs when displaying title screens from info screen menu
1091 * fixed bug which caused EMC doors #5 to #8 to be passable without keys
1094 * changed file major version to 3 to reflect level file format changes
1095 * uploaded pre-release (test) version 3.2.0-8 binary and source code
1098 * added new chunk "NAME" to level file format for level name settings
1099 * added new chunk "NOTE" to level file format for envelope settings
1100 * changed name of chunk "CONF" to "ELEM" (for normal element settings)
1101 * updated magic(5) file to recognize changed and new level file chunks
1102 * removed change events "change when CE value/score changes" as unneeded
1105 * changed gravity (which only affects the player) from level property
1106 to player property (only makes a difference in multi-player levels)
1107 * added change events "change when CE value/score changes"
1108 * added change events "change when CE value/score changes of <element>"
1111 * added new chunk "INFO" to level file format for global level settings
1112 * added all element settings from "HEAD" chunk to "CONF" chunk
1113 * added all global level settings from "HEAD" chunk to "INFO" chunk
1116 * changed level file format by adding two new chunks "CUSX" (for custom
1117 elements, replacing the previous "CUS4" chunk) and "GRPX" (for group
1118 elements, replacing the previous "GRP1" chunk); these new IFF style
1119 chunks use the new and flexible "micro chunks inside chunks" technique
1120 already used with the new "CONF" chunk (for normal element properties)
1121 which makes it possible to easily extend the existing level format
1122 (instead of using fixed-length chunks like before, which are either
1123 too big due to reserved bytes for future use, or too small when those
1124 reserved bytes have all been used and even more data should be stored,
1125 requiring the replacement by new and larger chunks just like it went
1126 with "CUS1" to "CUS4"); this whole problem now does not exist anymore
1129 * added credits pages to the "credits" section that were really missing
1130 * added some missing element descriptions to the level editor
1131 * added down position of switchgate switch to the level editor
1132 and allowed the use of both switch positions at the same time
1133 * changed use of "Insert" and "Delete" keys to navigate element list in
1134 level editor to start of previous or next cascading block of elements
1137 * added the possibility to view the title screen to the info screen menu
1138 * fixed some minor bugs with viewing title screens
1141 * fixed bug with title (cross)fading in/out when using fullscreen mode
1144 * fixed bug that forced re-defining of menu settings in local graphics
1145 config file which are already defined in existing base config file
1146 * fixed small bug that caused door sounds playing when music is enabled
1149 * added the possibility to define up to five title screens for each
1150 level set that are displayed after loading using (cross)fading in/out
1151 (this was added to display the various start images of the EMC sets)
1154 * added "CE score gets zero [of]" to custom element trigger conditions
1155 * added setup option to display element token name in level editor
1158 * added compatibility code for Juergen Bonhagen's menu artwork settings
1161 * fixed bug with displaying wrong animation frame 0 after CE changes
1162 * fixed bug with creating invisible elements when light switch is on
1165 * added selection between ECS and AGA graphics for EMC levels to setup
1168 * adjusted font handling for various narrow EMC style fonts
1171 * changed EM engine behaviour back to re-allow initial rolling springs
1174 * fixed handling of over-large selectboxes (less error-prone now)
1175 * fixed bug when creating GE with walkable element under the player
1178 * added use of "Insert" and "Delete" keys to navigate element list in
1179 level editor to start of custom elements or start of group elements
1180 * added virtual elements to access CE value and CE score of elements:
1181 - "CE value of triggering element"
1182 - "CE score of triggering element"
1183 - "CE value of current element"
1184 - "CE score of current element"
1187 * fixed "grass" to "sand" in older EM levels (up to file version V4)
1190 * changed behaviour of network games with internal errors (because of
1191 different client frame counters) from immediately terminating R'n'D
1192 to displaying an error message requester and stopping only the game
1193 (also to prevent impression of crashes under non command-line runs)
1194 * fixed playing network games with the EMC engine (did not work before)
1195 * fixed bug with not scrolling the screen in multi-player mode with the
1196 focus on player 1 when all players are moving in different directions
1197 * fixed bug with keeping pointer to gadget even after its deallocation
1198 * fixed bug with allowing "focus on all players" in network games
1199 * fixed bug with player focus when playing tapes from network games
1202 * uploaded pre-release (test) version 3.2.0-7 binary and source code
1205 * code cleanup for game action control for R'n'D and EMC game engine
1208 * fixed bug in multi-player movement with focus on both players
1209 * added option to control only the focussed player with all input
1212 * added player focus switching to level tape recording and re-playing
1215 * fixed some bugs in player focus switching in EMC and RND game engine
1218 * added special Supaplex animations for Murphy digging and snapping
1219 * added special Supaplex animations for Murphy being bored and sleeping
1222 * added four new yam yams with explicit start direction for EMC engine
1223 * fixed bug in src/libgame/text.c with printing text outside the window
1226 * fixed small bug in EMC level loader (copyright sign in EM II levels)
1229 * added delayed ignition of EM style dynamite when used in R'n'D engine
1230 * added limited movement range to EMC engine when focus on all players
1233 * fixed bug with missing (zero) score values for native Supaplex levels
1236 * added "continuous snapping" (snapping many elements while holding the
1237 snap key pressed, without releasing the snap key after each element)
1238 as a new player setting for more compatibility with the classic games
1241 * finished scrolling for "focus on all players" in EMC graphics engine
1244 * level sets with "levels: 0" are ignored for levels, but not artwork
1245 * fixed bug when scanning empty level group directories (endless loop)
1248 * fixed bug with explosion graphic for player using "Murphy" graphic
1249 * fixed bug with explosion graphic if player leaves explosion in time
1250 * changed some descriptive text in setup menu to use medium-width font
1251 * added key shortcut settings for switching player focus to setup menu
1254 * fixed bug with random value initialization when recording tapes
1255 * fixed bug with playing single player tapes when team mode activated
1258 * fixed little bug when trying to switch to player that does not exist
1261 * added player switching (visual and quick) to R'n'D and EM game engine
1262 * added setup option to select visual or quick in-game player switching
1265 * added use of "Home" and "End" keys to handle element list in editor
1268 * fixed bug with adding score when playing tape with EMC game engine
1269 * added steel wall border for levels using EMC engine without border
1270 * finally fixed delayed scrolling in EMC engine also for small levels
1273 * fixed potential crash bug in WarnBuggyBase() (missing boundary check)
1276 * fixed bug with CE change order in TestIfElementTouchesCustomElement()
1277 * fixed bug when displaying info element without action, but direction
1280 * fixed minor graphical problems with springs smashing and slurping
1281 (when using R'n'D style graphics instead of EMC style graphics)
1284 * added scroll delay (as configured in setup) to EMC graphics engine
1287 * improved screen redraw for EMC graphics engine (faster and smoother)
1288 * when not scrolling, do not redraw the whole playfield if not needed
1291 * added multi-player mode for EMC game engine (with up to four players)
1294 * added android (can clone elements) from EMC engine to R'n'D engine
1297 * added spring bumper (reflects spring) from EMC engine to R'n'D engine
1300 * added selectbox for initial player speed to player settings in editor
1303 * version 3.1.2 created that is basically version 3.1.1, but with a
1304 major bug fixed that prevented editing your own private levels
1305 * version 3.1.2 released
1308 * added magic ball (creates elements) from EMC engine to R'n'D engine
1311 * uploaded fixed pre-release version 3.2.0-6 binary and source code
1314 * fixed bug when using "CE can leave behind <trigger element>"
1315 * added new change condition "(after/when) creation of <element>"
1316 * added new change condition "(after/when) digging <element>"
1317 * fixed bug accessing invalid gadget that caused crashes under Windows
1318 * deactivated new possibility for multiple CE changes per frame
1321 * uploaded pre-release (test) version 3.2.0-6 binary and source code
1324 * added animation types "ce_value" and "ce_score" to graphicsinfo.conf
1325 * fixed bug with not keeping CE value for moving CEs with only action
1326 * changed CE action selectboxes in editor to be only reset when needed
1329 * added option "use artwork from element" for custom player artwork
1330 * added option "use explosion from element" for player explosions
1333 * added cascaded element lists in the level editor
1334 * added persistence for cascaded element lists by "editorcascade.conf"
1335 * added dynamic element list with all elements used in current level
1336 * added possibility for multiple CE changes per frame (experimental)
1339 * uploaded pre-release (test) version 3.2.0-5 binary and source code
1342 * changed "score for each 10 seconds/steps left" to "1 second/step"
1343 * added own score for collecting "extra time" instead of sharing it
1344 * added change events "switched by player" and "player switches <e>"
1345 * added change events "snapped by player" and "player snaps <e>"
1346 * added "set player artwork: <element choice>" to CE action options
1347 * added change event "move of <element>"
1350 * added "set player shield: off / normal / deadly" to CE action options
1351 * added new player option "use level start element" in level editor
1352 to set the correct focus at level start to elements from which the
1353 player is created later (this did not work before for cascaded CE
1354 changes resulting in creation of the player; it is now also possible
1355 to create the player from a yam yam which is smashed at level start)
1358 * added "set player speed: frozen (not moving)" to CE action options
1359 * added "move player: l/r/u/d/trigger/-trigger" to CE action options
1362 * added new player option "block snap field" (enabled by default) to
1363 make it possible to show a snapping animation like in Emerald Mine
1366 * added dynamic selectboxes to custom element action settings in editor
1367 * added "CE value" counter for custom elements (instead of "CE count")
1368 * added option to use the last "CE value" after custom element change
1369 * added option to use the "CE value" of other elements in CE actions
1370 * fixed odd behaviour when pressing time orb in levels w/o time limit
1371 * added checkbox "use time orb bug" for older levels that use this bug
1374 * added missing configuration settings for the following elements:
1375 - EL_TIMEGATE_SWITCH (time of open time gate)
1376 - EL_LIGHT_SWITCH_ACTIVE (time of light switched on)
1377 - EL_SHIELD_NORMAL (time of shield duration)
1378 - EL_SHIELD_DEADLY (time of shield duration)
1379 - EL_EXTRA_TIME (time added to level time)
1380 - EL_TIME_ORB_FULL (time added to level time)
1383 * added "wind direction" as a movement pattern for custom elements
1384 * added initial wind direction for balloon / custom elements to editor
1385 * added functionality for EL_BALLOON_SWITCH_NONE to R'n'D game engine
1388 * added parameters for "game of life" and "biomaze" elements to editor
1391 * added level file chunk "CONF" for generic level and element settings
1394 * uploaded pre-release (test) version 3.2.0-4 binary and source code
1397 * skip empty level sets (with "levels: 0"; may be artwork base sets)
1398 * added sound action ".page[1]" to ".page[32]" for each CE change page
1401 * added image config suffix ".clone_from" to copy whole image settings
1402 * fixed bug with invalid ("undefined") CE settings in old level files
1405 * fixed graphical bug with smashing elements falling faster than player
1408 * fixed major bug which prevented private levels from being edited
1409 * fixed bug with precedence of general and special font definitions
1412 * fixed graphical bug with player animation when player moves slowly
1415 * uploaded pre-release (test) version 3.2.0-3 binary and source code
1418 * fixed bug which prevented "global.num_toons: 0" from working
1421 * major code cleanup (removed all these annoying "#if 0" blocks)
1424 * added custom element actions for CE change page in level editor
1427 * fixed music initialization bug in init.c (thanks to David Binderman)
1428 * fixed mouse wheel "button" bug in editor (thanks to Tomi Belan)
1429 (this bug must probably be fixed at other places, too)
1432 * fixed buggy '#include "SDL.h"' statements in src/libgame/sdl.h
1433 (should be '#include <SDL.h>' instead)
1436 * fixed bug which prevented "walkable from no direction" from working
1437 (due to compatibility code overwriting this setting after loading)
1440 * fixed bug on Mac OS X (use of reserved name "Random") in EM engine
1443 * version number temporarily set to 3.1.1 (intermediate bugfix release)
1444 * version 3.1.1 released
1447 * changed some va_arg() arguments from 'long' to 'int', fixing problems
1448 on 64-bit architecture systems with LP64 data model
1451 * fixed bug with bombs not exploding when hitting the last level line
1452 (introduced after the release of 3.1.0)
1455 * added support for dumping small-sized level sketches from editor
1458 * added recognition of "trigger element" for "change digged element to"
1459 (this is not really what the "trigger element" was made for, but its
1460 use may seem obvious for leaving back digged elements unchanged)
1463 * fixed multiple warnings about failed joystick device initialization
1466 * fixed bug with dynamite dropped on top of just dropped custom element
1467 (collect dynamite, collect CE, drop CE => dynamite was also dropped);
1468 dynamite can still be dropped, but drop key must be released before
1471 * fixed bug with wrong start directory when started from file browser
1472 (due to this bug, R'n'D could not be started from KDE's Konqueror)
1475 * fixed bug causing "change when impact" on player not working
1476 * fixed wrong priority of "hitting something" over "hitting <element>"
1477 * fixed wrong priority of "hit by something" over "hit by <element>"
1480 * fixed graphical bug which caused the player (being Murphy) to show
1481 collecting animations although the element was collected by penguin
1484 * fixed two bugs causing wrong door background graphics in system.c
1485 (in functions "SetBackgroundBitmap()" and "DrawingOnBackground()")
1488 * fixed graphic bug with exploding bomb and R'n'D graphics in EM engine
1489 * added "no direction" to "walkable/passable from" selectbox options
1492 * enhanced tape autoplay to accept "autoplay <set> [<nr> ...]" format
1493 * in tape autoplay, not only report broken, but also missing tapes
1496 * uploaded pre-release (test) version 3.2.0-2 binary and source code
1499 * fixed small bug with "linear" animation not working for active lamp
1502 * fixed bug with moving up despite gravity due to "block last field"
1503 * fixed small bug with wrong draw offset when typing name in main menu
1504 * when reading user names from "passwd", ignore data after first comma
1505 * when creating new "levelinfo.conf", only write some selected entries
1508 * fixed displaying "imported from/by" on preview with empty string
1509 * fixed ignoring draw offset for fonts used for level preview texts
1512 * fixed a delay problem with SDL and too many mouse motion events
1513 * added setup option "skip levels" and level skipping functionality
1516 * added move speed "not moving" for non-moving CEs, but with direction
1519 * fixed mapping of obsolete element token names in "editorsetup.conf"
1520 * fixed bug with sound "acid.splashing" treated as a loop sound
1521 * fixed some little sound bugs in native EM engine
1524 * fixed small bug when dragging scrollbars to end positions
1527 * added editor element descriptions written by Aaron Davidson
1530 * improved fallback handling when configured artwork is not available
1531 (now using default artwork instead of exiting when files not found)
1534 * fixed bug on level selection screen when dragging scrollbar
1537 * fixed bug which caused broken tapes when appending to EM engine tapes
1540 * uploaded pre-release (test) version 3.2.0-1 binary and source code
1543 * added code to replace changed artwork config tokens with other tokens
1544 (needed for backwards compatibility, so that older tokens still work)
1547 * added native R'n'D graphics for some new EMC elements in EM engine
1550 * fixed some bugs in the EM engine integration code
1551 * changed EM engine code to allow diagonal movement
1552 * changed EM engine code to allow use of separate snap and drop keys
1555 * fixed some redraw bugs when using EM engine
1558 * fixed bug with not converting RND levels which are set to use native
1559 engine to native level structure when loading
1562 * uploaded pre-release (test) version 3.2.0-0 binary and source code
1565 * version number set to 3.2.0
1568 * level data now reset to defaults after attempt to load invalid file
1571 * added use of "editorsetup.conf" for different level sets
1574 * added auto-detection for various types of Emerald Mine level files
1577 * fixed bug with scrollbars getting too small when list is very large
1580 * fixed bug with 3+3 (cross) sized explosion not making explosion sound
1583 * added most level editor configuration gadgets for new EMC elements
1586 * added more element and graphic definitions for new EMC elements
1589 * modified native EM engine to use integrated R'n'D sound system
1592 * added SDL support to graphics functions in native EM engine
1593 (by always using generic libgame interface functions)
1596 * fixed bug in frame synchronization in native EM engine
1599 * added code to convert levels between R'n'D and native EM engine
1602 * new Emerald Mine engine can now play levels selected in main menu
1605 * fixed big memory leak in function "CreateBitmapWithSmallBitmaps()"
1606 (which creates scaled down graphics for level editor and preview);
1607 there's still a memory leak somewhere in the artwork handling code
1608 * added "scale image up" functionality to X11 version of zoom function
1611 * first attempts to integrate new, native Emerald Mine Club engine
1614 * fixed bug in gadget code which caused reset of CEs in level editor
1615 (example: pressing 'b' [grab brush] on CE config page erased values)
1616 (solution: check if gadgets in ClickOnGadget() are really mapped)
1617 * improved level change detection in editor (settings now also checked)
1618 * fixed bug with "can move into acid" and "don't collide with" state
1621 * fixed maze runner style CEs to use the configured move delay value
1624 * added Aaron Davidson's tutorial level set to the "Tutorials" section
1627 * fixed engine change that broke 3.0.8 levels like "Walpurgis Gardens"
1628 * fixed the above fix because it broke level set "machine" (*sigh*)
1629 * fixed random element placement in level editor to work as expected
1630 * fixed undefined graphic of runtime element "EL_AMOEBA_TO_DIAMOND"
1633 * re-recorded tape for BD2K3, level 010 (broken due to bugfix)
1636 * fixed bug (missing array boundary check) which caused broken tapes
1637 * fixed bug (when loading level template) which caused broken levels
1638 * fixed bug with new block last field code when using non-yellow player
1641 * fixed bug when pressing "stop, pause, stop, play" on tape recorder
1642 * internal change of how the player blocks the last field when moving
1643 * fixed blocking delay of last field for EM and SP style block delay
1644 * fixed bug where the player had to wait for the usual move delay after
1645 unsuccessfully trying to move, when he directly could move after that
1646 * the last two changes should make original Supaplex level 93 solvable
1647 * improved use of random number generator to make it less predictable
1648 * fixed behaviour of slippery SP elements to let slip left, then right
1651 * fixed bug with wrong door state after trying to quickload empty tape
1652 * fixed waste of static memory usage of the binary, making it smaller
1653 * fixed very little graphical bug in Supaplex explosion
1656 * version number set to 3.1.1
1659 * version 3.1.0 released
1662 * fixed bug with crash when writing user levelinfo.conf the first time
1665 * added option "convert LEVELDIR [NR]" to command line batch commands
1666 * re-converted Supaplex levels to apply latest engine fixes
1667 * changed "use graphic/sound of element" to "use graphic of element"
1668 due to compatibility problems with some levels ("bug machine" etc.)
1671 * fixed bug with CE change replacing player with same or other player
1674 * fixed bug with opaque font in envelope with background graphic when
1675 background graphic is not transparent itself
1678 * added "gravity on" and "gravity off" ports for Supaplex compatibility
1679 * corrected original Supaplex level loading code to use these new ports
1680 * also corrected Supaplex loader to auto-count infotrons if set to zero
1683 * fixed bug with missing initialization of "modified" flag for GEs
1686 * fixed bug that caused endless recursion loop when relocating player
1687 * fixed tape recorder bug in "step mode" when using "pause before end"
1688 * fixed tape recorder bug when changing from "warp forward" mode
1691 * fixed bug with "when touching" for pushed elements at last position
1694 * fixed bug that caused two activated toolbox buttons in level editor
1695 * fixed bug with exploding dynabomb under player due to other explosion
1698 * fixed bug with creating walkable custom element under player (again)
1699 * fixed bug with not copying explosion type when copying CEs in editor
1700 * fixed graphical bug when drawing player in setup menu (input devices)
1701 * fixed graphical bug when the player is pushing an accessible element
1702 * fixed bug with classic switchable elements triggering CE changes
1703 * fixed bug with entering/leaving walkable element in RelocatePlayer()
1704 * fixed crash bug when CE leaves behind the trigger player element
1707 * fixed bug with broken tubes after placing/exploding dynamite in them
1708 * fixed bug with exploding dynamite under player due to other explosion
1709 * fixed bug with not resetting push delay under certain circumstances
1712 * added option "handicap" for "levelinfo.conf" (thanks to Niko Böhm)
1713 * added network multiplayer code for Windows (thanks to Niko Böhm)
1716 * added option "reachable despite gravity" for gravity movement
1717 * changed gravity movement of most classic walkable and passable
1718 elements back to "not reachable" (for compatibility reasons)
1721 * fixed (removed) "indestructible" / "can explode" dependency in editor
1722 * fixed (removed) "accessible inside" / "protected" dependency
1723 * fixed (removed) "step mode" / "shield time" dependency
1726 * fixed dynabombs exploding now into anything diggable
1727 * fixed Supaplex style gravity movement into buggy base now impossible
1728 * added pressing key "space" as valid action to select menu options
1731 * added "replace when walkable" to relocate player to walkable element
1732 * added "enter"/"leave" event for elements affected by relocation
1733 * fixed "direct"/"indirect" change order also for "when change" event
1734 * fixed graphical bug when pushing things from elements walkable inside
1737 * fixed graphic bug when player is snapping while moving in old levels
1738 * fixed bug when a moving custom element leaves a player element behind
1739 * fixed bug with mole not disappearing when moving into acid pool
1740 * fixed bug with incomplete path setting when using "--basepath" option
1741 * moving CE can now leave walkable elements behind under the player
1742 * when relocating, player can be set on walkable element now
1743 * fixed another gravity movement bug
1746 * uploaded pre-release (test) version 3.1.0-2 binary and source code
1749 * added "collectible" and "removable" to extended replacement types
1750 (where "removable" replaces "diggable" and "collectible" elements)
1751 * added "collectible & throwable" (to throw element to the next field)
1752 * fixed bug with CEs digging elements that are just about to explode
1753 * changed mouse cursor now always being visible when game is paused
1756 * added possibility to push/press accessible elements from a side that
1758 * fixed bug with not setting actual date when appending to tape
1761 * fixed bug with incorrectly initialized custom element editor graphics
1764 * corrected set "Contributions_1995-2000/rnd_kjell_kristiansson":
1765 - number of levels corrected from 18 to 17 in "levelinfo.conf"
1768 * fixed bug with destroyed robot wheel still attracting robots forever
1769 * fixed bug with time gate switch deactivating after robot wheel time
1770 (while the time gate itself is not affected by this misbehaviour)
1771 * changed behaviour of BD style amoeba to always get blocked by player
1772 (before it was different when there were non-BD elements in level)
1773 * fixed bug with player destroying indestructable elements with shield
1776 * added option to make growing elements grow into anything diggable
1777 (for the various amoeba types, biomaze and "game of life")
1780 * fixed bug with movable elements not moving after left behind by CEs
1781 * changed gravity movement to anything diggable, not only sand/base
1782 * optionally allowing passing to walkable element, not only empty space
1783 * added option "can pass to walkable element" for players
1784 * finally fixed gravity movement (hopefully)
1787 * fixed bug with movable elements not moving anymore after falling down
1790 * fixed another bug with custom elements digging and leaving elements
1791 * fixed bug with "along left/right side" and automatic start direction
1792 * trigger elements now also displayed when "more custom" deactivated
1793 * fixed bug with clipboard element initialized when loading new level
1794 * added option "drop delay" to set delay before dropping next element
1797 * uploaded pre-release (test) version 3.1.0-1 binary and source code
1800 * added copy and paste functions for custom change pages
1801 * enhanced graphical display and functionality of tape recorder
1802 * fixed bug with custom elements digging and leaving elements
1805 * added move speed faster than "very fast" for custom elements
1806 * fixed bug with 3+3 style explosions and missing border content
1807 * fixed little bug when copying custom elements in the editor
1808 * enhanced custom element changes by more side trigger actions
1811 * added option "no scrolling when relocating" for instant teleporting
1812 * uploaded pre-release (test) version 3.1.0-0 binary and source code
1815 * added trigger element and trigger player to use as target elements
1816 * added copy and paste functions for custom and group elements
1819 * fixed graphical bug when displaying explosion animations
1820 * fixed bug when appending to tapes, resulting in broken tapes
1821 * re-recorded a few tapes broken by fixing gravity checking bug
1824 * "can move into acid" property now for all elements independently
1825 * "can fall into acid" property for player stored in same bitfield now
1826 * added option for deadliness of Supaplex 'sniksnak' and 'electron'
1827 * version number set to 3.1.0 (finally!)
1830 * changed tape recording to only record input, not programmed actions
1833 * fixed totally broken (every 8th frame skipped) step-by-step recording
1834 * fixed bug with requester not displayed when quick-loading interrupted
1835 * added option "can fall into acid (with gravity)" for players
1836 * fixed bug with player not falling when snapping down with gravity
1839 * fixed bug which messed up key config when using keypad number keys
1842 * fixed bug which allowed moving upwards even when gravity was active
1843 * fixed bug with missing error handling when dumping levels or tapes
1846 * added different colored editor graphics for Supaplex gravity tubes
1849 * fixed bug that allowed solvable tapes for unsolvable levels
1852 * use unlimited number of droppable elements when "count" set to zero
1853 * added option to use step limit instead of time limit for level
1856 * added player and change page as trigger for custom element change
1859 * fixed bug with exploding amoeba (explosion 3x3 instead of 1x1)
1862 * fixed bug with dark yamyam changing to acid when moving over acid
1863 * fixed handling of levels with more than 999 seconds level time
1864 (example: level 76 of "Denmine")
1867 * "spring push bug" reintroduced as configurable element property
1868 * fixed bug with missing properties for "mole"
1869 * fixed bug that showed up when fixing the above "mole" properties bug
1870 * added option "can move into acid" for all movable elements
1871 * fixed graphical bug for elements moving into acid
1872 * changed event handling to handle all pending events before going on
1875 * fixed bug which caused all CE change pages to be ignored which had
1876 the same change event, but used a different element side
1877 (reported by Simon Forsberg)
1879 * fixed bug which caused elements that can move and fall and that are
1880 transported by a conveyor belt to continue moving into that direction
1881 after leaving the conveyor belt, regardless of their own movement
1882 type; only elements which can not move are transported now
1883 (reported by Simon Forsberg)
1885 * fixed bug which could cause an array overflow in RelocatePlayer()
1886 (reported by Niko Böhm)
1888 * changed Emerald Mine style "passable / over" elements to "protected"
1889 (fixing unsolvable level 10 of "Bondmine 9" with bug beside gate)
1891 * added new option to select from which side a "walkable/passable"
1892 element can be entered
1895 * added explosion and ignition delay for elements that can explode
1898 * fixed bug which caused player not being protected against enemies
1899 when a CE was "walkable / inside" and was not "indestructible"
1900 * added "walkable/passable" fields to be "protected/unprotected"
1901 against enemies, even if not accessible "inside" but "over/under"
1904 * corrected move pattern to 32 bit and initial move direction to 8 bit
1907 * added second custom element base configuration page
1910 * added some special EMC mappings to Emerald Mine level loader
1911 (also covering previously unknown element in level 0 of "Bondmine 8")
1914 * added option to block last field when player is moving (for Supaplex)
1915 * adjusted push delay of Supaplex elements
1916 * removed delays for envelopes etc. when replaying with maximum speed
1917 * fixed bug when dropping element on a field that just changed to empty
1920 * fixed bug: infotrons can now smash yellow disks
1921 * fixed bug: when gravity active, port above player can now be entered
1922 * removed "one white dot" mouse pointer which irritated some people
1925 * added "choice type" for group element selection
1928 * fixed bug with initial invulnerability of non-yellow player
1931 * added level loader for loading native Supaplex packed levels
1932 (including multi-part levels like the "splvls99" levels)
1935 * fixed bug which allowed creating emeralds by escaping explosions
1938 * custom elements can change (limited) or leave (unlimited) elements
1939 * finally added multiple matches using group elements
1940 * added shortcut to dump brush (type ":DB" in editor) for use in forum
1943 * added new start movement type "previous" for continued CE movement
1944 * added new start movement type "random" for random CE movement start
1947 * added new element "sokoban_field_player" needed for Sokoban levels
1948 (thanks to Ed Booker for pointing this out!)
1951 * added elements that can be digged or left behind by custom elements
1954 * added group elements for multiple matches and random element creation
1957 * fixed some graphical errors displayed in old levels
1960 * fixed wrong double speed movement after passing closing gates
1963 * added level loader for loading native Emerald Mine levels
1966 * changes for "shooting" style CE movement
1969 * Happy New Year! ;-)
1972 * changed default snap/drop keys from left/right Shift to Control keys
1975 * fixed bug with dead player getting reanimated from custom element
1978 * fixed bug with wrong penguin graphics (when entering exit)
1981 * fixed bug with wrong "Murphy" graphics (when digging etc.)
1984 * version number set to 3.0.9
1987 * version 3.0.8 released
1990 * added function checked_free()
1993 * fixed bug with double nut cracking sound
1994 (by eliminating "default element action sound" assignment in init.c)
1997 * fixed crash when no music info files are available
2000 * fixed boring and sleeping sounds
2003 * added "maze runner" and "maze hunter" movement types
2004 * added extended collision conditions for custom elements
2007 * added warnings for undefined token values in artwork config files
2010 * added menu entry for level set information to the info screen
2013 * fixed bug with wrong default impact sound for colored emeralds
2016 * added several sub-screens for the info screen
2017 * menu text now also clickable (not only blue/red sphere left of it)
2020 * added configurable "bored" and "sleeping" animations for the player
2021 * added "awakening" sound for player when waking up after sleeping
2024 * added "copy" and "exchange" functions for custom elements to editor
2027 * added configurable element animations for info screen
2030 * added configurable music credits for info screen
2033 * finally fixed tape recording when player is created from CE change
2036 * added "editorsetup.conf" for editor element list configuration
2039 * added "musicinfo.conf" for menu and level music configuration
2042 * fixed a very nasty bug in dragon turning code in TurnRoundExt()
2043 (that only showed up on Linux, but not on Windows systems)
2046 * fixed turning movement of butterflies and fireflies (no frame reset)
2047 * enhanced sniksnak turning movement (two steps instead of only one)
2050 * version number set to 3.0.8
2053 * version 3.0.7 released
2056 * fixed reset of player animation frame when, for example,
2057 walking, digging or collecting share the same animation
2058 * fixed CE with "deadly when touching" exploding when touching amoeba
2061 * fixed tape recording when player is created from CE element change
2064 * introduced "turning..." action graphic for elements with move delay
2065 (non-CE: bug, spaceship, sniksnak, mole, pacman, yamyam)
2066 * added turning animations for bug, spaceship and sniksnak
2069 * prevent "extended" changed elements from delay change in same frame
2072 * fixed bug when pushing element that can move away to the side
2073 (like pushing falling elements, but now with moving elements)
2076 * finally fixed serious bug in code for delayed element pushing (again)
2079 * unavailable setup options now marked as "n/a" instead of "off"
2080 * new boolean directive "latest_engine" for "levelinfo.conf": when set
2081 to "true", levels are always played with the latest game engine,
2082 which is desired for levels that are imported from other games; all
2083 other levels are played with the engine version stored in level file
2084 (which is normally the engine version the level was created with)
2087 * fixed serious bug in code for delayed element pushing
2088 * fixed little bug in animation frame selection for pushed elements
2089 * speed-up of reading config file for verbose output
2092 * added configuration option for opening and closing Supaplex exit
2093 * added configuration option for moving up/down animation for Murphy
2094 * fixed incorrectly displayed animation for attacking dragon
2095 * fixed bug with not setting initial gravity for each new game
2096 * fixed bug with teleportation of player by custom element change
2097 * fixed bug with player not getting smashed by rock sometimes
2100 * version number set to 3.0.7
2103 * version 3.0.6 released
2106 * added support for MP3 music for SDL version through SMPEG library
2109 * fixed bug when initializing font graphic structure
2110 * fixed bug with animation mode "pingpong" when using only 1 frame
2111 * fixed bug with extended change target introduced in 3.0.5
2112 * fixed bug where passing over moving element doubles player speed
2113 * fixed bug with elements continuing to move into push direction
2114 * fixed bug with duplicated player when dropping bomb with shield on
2115 * added "switching" event for custom elements ("pressing" only once)
2116 * fixed switching bug (resetting flag when not switching but not idle)
2119 * fixed element tokens for certain file elements with ".active" etc.
2122 * version number set to 3.0.6
2125 * version 3.0.5 released
2128 * now four envelope elements available
2129 * font, background, animation and sound for envelope now configurable
2130 * main menu doors opening/closing animation type now configurable
2133 * active/inactive sides configurable for custom element changes
2134 * new movement type "move when pushed" available for custom elements
2137 * fixed bug in multiple config pages loader code that caused crashes
2140 * enhanced (remaining low-resolution) Supaplex graphics
2143 * version number set to 3.0.5
2146 * version 3.0.4 released
2148 2003-09-12 src/tools.c
2149 * fixed bug in custom definition of crumbled element graphics
2151 2003-09-11 src/files.c
2152 * fixed bug in multiple config pages code that caused crashes
2155 * version number set to 3.0.4
2158 * version 3.0.3 released
2161 * added music to Supaplex classic level set
2163 2003-09-07 src/libgame/misc.c
2164 * added support for loading various music formats through SDL_mixer
2166 2003-09-06 (various source files)
2167 * fixed several nasty bugs that may have caused crashes on some systems
2168 * added envelope content which gets displayed when collecting envelope
2169 * added multiple change event pages for custom elements
2171 2003-08-24 src/game.c
2172 * fixed problem with player animation when snapping and moving
2174 2003-08-23 src/screens.c, src/cartoons.c, src/libgame/toons.c
2175 * fixed problem with flickering when drawing toon animations
2177 2003-08-23 src/libgame/sdl.c
2178 * fixed problem with setting mouse cursor in SDL version in fullscreen
2180 2003-08-23 src/game.c
2181 * fixed bug (missing array boundary check) which could crash the game
2184 * version number set to 3.0.3
2187 * version 3.0.2 released
2189 2003-08-21 src/game.c
2190 * fixed bug with creating inaccessible elements at player position
2192 2003-08-20 src/init.c
2193 * fixed bug with not finding current level artwork directory
2195 2003-08-20 src/files.c
2196 * fixed bug with choosing wrong engine version when playing tapes
2197 * fixed bug with messing up custom element properties in 3.0.0 levels
2200 * version number set to 3.0.2
2203 * version 3.0.1 released
2205 2003-08-17 (no source files affected)
2206 * changed all "classic" PCX image files with 16 colors or less to
2207 256 color (8 bit) storage format, because the Allegro game library
2208 cannot handle PCX files with less than 256 colors (contributed
2209 graphics are not affected and might look wrong in the DOS version)
2211 2003-08-16 src/init.c
2212 * fixed bug which (for example) crashed the level editor when defining
2213 "dynamite.EDITOR: [NONE]", because graphics may not be undefined
2214 (only set to default) -- invalid graphics now set to default graphic
2216 2003-08-16 src/init.c
2217 * fixed graphical bug of player digging/collecting/snapping element
2218 when no corresponding graphic/animation is defined for this action,
2219 resulting in player being drawn as EL_EMPTY (which should only be
2220 done to elements being collected, but not to the player)
2222 2003-08-16 src/game.c
2223 * fixed small graphical bug of player not totally moving into exit
2225 2003-08-16 src/libgame/setup.c
2226 * fixed bug with wrong MS-DOS 8.3 filename conversion
2228 2003-08-16 src/tools.c
2229 * fixed bug with invisible mouse cursor when pressing ESC while playing
2231 2003-08-16 (various source files)
2232 * added another 128 custom elements (disabled in editor by default)
2234 2003-08-16 src/editor.c
2235 * fixed NULL string bug causing Solaris to crash in sprintf()
2237 2003-08-16 src/screen.c
2238 * fixed drawing over scrollbar on level selection with custom fonts
2240 2003-08-15 src/game.c
2241 * cleanup of simple sounds / loop sounds / music settings
2243 2003-08-08 (various source files)
2244 * added custom element property for dropping collected elements
2246 2003-08-08 src/conf_gfx.c
2247 * fixed bug with missing graphic for active red disk bomb
2249 2003-08-07 src/files.c, src/editor.c src/game.c, src/main.h
2250 * extended variable "level.gravity" to "level.initial_gravity" and
2251 "game.current_gravity" to prevent level setting from being changed
2252 by playing the level (keeping the runtime value after playing)
2254 * fixed graphics bug when digging element that has 'crumbled' graphic
2255 definition, but not 'diggable' graphic definition
2258 * version number set to 3.0.1
2261 * version 3.0.0 released
2264 * various bug fixes; among others:
2265 - fixed bug with pushing spring over empty space
2266 - fixed bug with leaving tube while placing dynamite
2267 - fixed bug with explosion of smashed penguins
2268 - allow Murphy player graphic in levels with non-Supaplex elements
2272 * I have forgotten to document changes for some time
2275 * pre-release version 2.2.0rc1 released
2278 * version number set to 2.1.2
2281 * version 2.1.1 released
2284 * version number set to 2.1.1
2287 * version 2.1.0 released
2290 * version number set to 2.1.0
2292 2002-04-03 to 2002-05-19 (various source files)
2293 * graphics, sounds and music now fully configurable
2294 * bug fixed that prevented walking through tubes when gravity on
2296 2002-04-02 src/events.c, src/editor.c
2297 * Make Escape key less aggressive when playing or when editing level.
2298 This can be configured as an option in the setup menu. (Default is
2299 "less aggressive" which means "ask user if something can be lost"
2300 when pressing the Escape key.)
2302 2002-04-02 src/screen.c
2303 * Added "graphics setup" screen.
2305 2002-04-01 src/screen.c
2306 * Changed "choose level" setup screen stuff to be more generic (to
2307 make it easier to add more "choose from generic tree" setup screens).
2309 2002-04-01 src/config.c, src/timestamp.h
2310 * Added source files "src/config.[ch]" and "src/timestamp.h" (which
2311 automatically gets created by "src/Makefile" and contains an actual
2312 compile-time timestamp to identify development versions of the game).
2314 2002-03-31 src/tape.c, src/events.c
2315 * Added quick game/tape save/load functions to tape stuff which can be
2316 invoked by a keyboard shortcut. Default: "F1" saves game/tape, "F2"
2317 loads previously recorded tape and directly goes into recording mode
2318 from the end of the tape (therefore appending to the tape).
2320 2002-03-31 src/tape.c
2321 * Added "index mark" function to tape recorder. When playing or
2322 recording, "eject" button changes to "index" button. Setting index
2323 mark is not yet implemented, but pressing index button when playing
2324 allows very quick advancing to end of tape (when normal playing),
2325 very fast forward mode (when playing with normal fast forward) or
2326 very fast reaching of "pause before end of tape" (when playing with
2327 "pause before end" playing mode).
2329 2002-03-30 src/cartoons.c
2330 * Moved some stuff from cartoons.c to the new "src/libgame/toons.c".
2332 2002-03-29 src/screen.c
2333 * Changed setup screen stuff to be more generic (to make it easier
2334 to add more setup screens).
2336 2002-03-23 src/main.c, src/main.h
2337 * Various changes due to the introduction of the new libgame files
2338 "setup.c" and "joystick.c".
2340 2002-03-23 src/files.c
2341 * Generic parts of "src/files.c" (mainly setup and level directory
2342 stuff) moved to new libgame file "src/libgame/setup.c".
2344 2002-03-23 src/joystick.c
2345 * File "src/joystick.c" moved to libgame source tree, with
2346 correspondig changes.
2348 2002-03-22 src/screens.c
2349 * "HandleChooseLevel()": Another bug in level series navigation fixed.
2350 (Wrong level series information displayed when entering main group.)
2352 2002-03-22 src/editor.c
2353 * Slight change to support new gadget event "GD_EVENT_INFO_LEAVING".
2355 2002-03-22 src/editor.c
2356 * Changed behaviour of "Escape" key in level editor to be more
2357 intuitive: When in "Element Properties" or "Level Info" mode,
2358 return to "Drawing Mode" instead of leaving the level editor.
2360 2002-03-21 src/game.c, src/editor.c, src/files.c
2361 * 2.0.1 introduced the corrected "Emerald Mine" style behaviour of
2362 gems (emeralds, diamonds, ...) slipping down from normal wall,
2363 steel wall and growing wall (as in E.M.C. style levels). Although
2364 the behaviour of contributed and private levels wasn't changed (due
2365 to the use of "level.game_version"; see previous entry), editing
2366 those levels will (of course) change the behaviour accordingly.
2368 This change seems a bit too hard after thinking about it, because
2369 the EM style behaviour is not the "expected" behaviour (gems would
2370 normally only slip down from "rounded" walls). Therefore this was
2371 now changed to an element property for gem style elements, with the
2372 default setting "off" (which means: no special EM style behaviour).
2373 To fix older converted levels, this flag is set to "on" for pre-2.0
2374 levels that are neither contributed nor private levels.
2376 2002-03-20 src/files.h
2377 * Corrected settings for "level.game_version" depending of level type.
2378 (Contributed and private levels always get played with game engine
2379 version they were created with, while converted levels always get
2380 played with the most recent version of the game engine, to let new
2381 corrections of the emulation behaviour take effect.)
2383 2002-03-20 src/main.h
2384 * Added "#include <time.h>". This seems to be needed by "tape.c" for
2385 compiling the SDL version on some systems.
2386 Thanks to the several people who pointed this out.
2389 * Version number set to 2.0.2.
2392 * Version 2.0.1 released.
2394 2002-03-18 src/screens.c
2395 * "HandleChooseLevel()": Small bug in level series navigation fixed.
2397 2002-03-18 src/files.c [src/libgame/misc.c]
2398 * Moved some common functions from src/files.c to src/libgame/misc.c.
2400 2002-03-18 src/files.c [src/libgame/misc.c]
2401 * Changed permissions for new directories and saved files (especially
2402 score files) according to suggestions of Debian users and mantainers.
2403 Thanks to Drew Parsons <dparsons@emerall.com> for the patch.
2405 2002-03-17 src/files.c
2406 * Changed "{Load|Save}{Level|Tape}()" to IFF style file format:
2407 Replaced "cookie" header string ("ROCKSNDIAMONDS_...\n") with
2408 real IFF style header "RND1....XXXX" (where "XXXX" is "CAVE"
2409 for levels and "TAPE" for tapes). Old "cookie" style format is
2410 still supported for reading. New level and tape files are written
2413 * New IFF chunk "VERS" contains version numbers for file and game
2414 (where "game version" is the version of the program that wrote the
2415 file, and "file version" is a version number to distinguish files
2416 with different format, for example after adding new features).
2418 2002-03-15 src/screen.c
2419 * "DrawHallOfFame()": "FadeSounds()" when entering the hall of fame.
2420 (Before, you heard a mixture of the in-game music and the
2421 hall-of-fame music.)
2423 2002-03-14 src/events.c
2424 * Function "DumpTape()" (files.c) now available by pressing 't' from
2425 main menu (when in DEBUG mode).
2427 2002-03-14 src/game.c
2428 * "GameWon()": When game was won playing a tape, now there is no delay
2429 raising the score and no corresponding sound is played.
2431 2002-03-14 src/files.c
2432 * Changed "LoadTape()" for real chunk support and also adjusted
2433 "SaveTape()" accordingly.
2435 2002-03-14 src/game.c, src/tape.c, src/files.c
2436 * Important changes to tape format: The old tape format stored all
2437 actions with a real effect with a corresponding delay between the
2438 stored actions. This had some major disadvantages (for example,
2439 push delays had to be ignored, pressing a button for some seconds
2440 mutated to several single button presses because of the non-action
2441 delays between two action frames etc.). The new tape format just
2442 stupidly records all device actions and replays them later. I really
2443 don't know why I haven't solved it that way before?! Old-style tapes
2444 (with tape file version less than 2.0) get converted to the new
2445 format on-the-fly when loading and can therefore still be played;
2446 only some minor parts of the old-style tape handling code was needed.
2447 (A perfect conversion is not possible, because there is information
2448 missing about the device actions between two action frames.)
2450 2002-03-14 src/files.c
2451 * New function "DumpTape()" to dump the contents of the current tape
2452 in a human readable format.
2454 2002-03-14 src/game.c
2455 * Small tape bug fixed: When automatically advancing to next level
2456 after a game was won, the tape from the previous level still was
2457 loaded as a tape for the new level.
2459 2002-03-14 src/tape.c
2460 * Small graphical bug fixed: When pressing ""Record" or "Play" on
2461 tape, cartoons did not get completely removed because
2462 StopAnimation() was not called.
2464 2002-03-13 src/files.c
2465 * Changed "LoadLevel()" and "SaveLevel()" to add new chunk "CNT2".
2466 Fixed bug of "CONT" and "BODY" (chunk size was set to 8-bit element
2467 size even when using 16-bit elements). Added new chunk "CNT2" for
2468 16-bit amoeba content (previously written in 8-bit field in "HEAD"
2469 chunk even when content was 16-bit element). "CNT2" should now be
2470 able to store content for arbitrary elements (up to eight blocks of
2471 3 x 3 element arrays). All "CNT2" elements will always be stored as
2472 16-bit elements. "CONT" (with 8/16-bit elements) now obsolete.
2474 2002-03-13 src/files.c
2475 * Changed "LoadLevel()" for real chunk support.
2477 2002-03-12 src/game.c
2478 * Fixed problem (introduced after 2.0.0 release) with penguins
2479 not getting killed by enemies
2481 2002-02-24 src/game.c, src/main.h
2482 * Added "player->is_moving"; now "player->last_move_dir" does
2483 not contain any information if the player is just moving at
2485 Before, "player->last_move_dir" was misused for this purpose
2486 for the robot stuff (robots don't kill players when they are
2487 moving). But setting "player->last_move_dir" to MV_NO_MOVING
2488 broke tapes when walking through pipes!
2489 ("IS_MOVING()" uses "MovPos[][]", but this fails when it is 0
2490 in a continuous movement. This fact is ignored for friends and