2 * added configurable key shortcuts for the tape recorder buttons
5 * added (hidden) function to save native Supaplex levels with tape as
6 native *.sp file containing level with demo (saved with a file name
7 similar to native R'n'D levels, but with ".sp" extension instead of
8 ".level"); to use this functionality, enter ":save-native-level" or
9 ":snl" from the main menu with the native Supaplex level loaded and
10 the appropriate tape loaded to the tape recorder
11 * fixed potential crash bug caused by illegal array access in engine
12 snapshot loading and saving code
13 * changed setting permissions of score files to be world-writable if
14 the program is not installed and running setgid to allow the program
15 to modify existing score files when run as a different user (which
16 allows cheating, of course, as the score files are not protected
17 against modification in this case)
18 * added (commented out) suggestions for RO_GAME_DIR and RW_GAME_DIR to
19 the top level Makefile for Debian / Ubuntu installations
20 * added saving read-only levels from editor into personal level set
21 (thanks to Bela Lubkin for the above four patches)
24 * added updating of game values on the panel to Supaplex game engine
27 * finished integrating R'n'D graphics engine into Supaplex game engine
28 (although some animations do not support full customizability yet)
31 * done integrating R'n'D graphics engine into file "Infotron.c"
32 * done integrating R'n'D graphics engine into file "OrangeDisk.c"
35 * integrated engine snapshot functionality into Supaplex game engine
38 * fixed bug in native Supaplex engine that broke several demo solutions
39 * fixed bug with re-initializing already existing elements in function
40 RelocatePlayer() in src/game.c (causing problems with Sokoban fields
41 counted a second time, making the currently playing level unsolvable)
42 * done integrating R'n'D graphics engine into file "SnikSnaks.c"
43 * done integrating R'n'D graphics engine into file "Electrons.c"
44 * done integrating R'n'D graphics engine into file "Zonk.c"
47 * done integrating R'n'D graphics engine into file "Murphy.c"
48 * done integrating R'n'D graphics engine into file "BugsTerminals.c"
51 * started integrating R'n'D graphics engine into Supaplex game engine
54 * added small kludge that allows transparent pushing animation over
55 non-black background (by using "game.use_masked_pushing: true")
56 * added editor flag to Sokoban field/object elements to automatically
57 finish solved Sokoban style levels (even if they contain non-Sokoban
58 elements, which prevents auto-enabling this feature for such levels)
61 * added new element "from_level_template" which is replaced by element
62 from level template at same playfield position when loaded (currently
63 not accessible from level editor, but only used for special Sokoban
64 level conversion when using "special_flags: load_xsb_to_ces")
65 * added special behaviour for "special_flags: load_xsb_to_ces": global
66 settings of individual level files are overwritten by template level
67 (except playfield size, level name, level author and template flag)
70 * added handling of gravity ports when converting Supaplex style R'n'D
71 levels to native Supaplex levels for playing with Supaplex engine
74 * fixed bug in Supaplex engine regarding initial screen scroll position
77 * fixed EMC style pushing animations in the R'n'D graphics engine (when
78 using ".2nd_movement_tile" for animations having start and end tile)
79 * for this to work (look) properly for two-tile pushing animations with
80 non-black (i.e. opaque) background, the pushing graphics drawing order
81 was changed to first draw the pushed element, then the player (maybe
82 this should be controlled by an ".anim_mode" flag yet to be added)
83 * two-tile animations for moving or pushing should have 7 frames for
84 normal speed, 15 frames for half speed etc. to display correct frames
85 * two-tile animations are also displayed correctly with different speed
86 settings for the player (for pushing animations) or moving elements
89 * added searching for template level (file "template.level") not only
90 inside the level set directory, but also in above level directories;
91 this makes is possible to use the same single template level file
92 (placed in a level group directory) for many level sub-directories
95 * fixed bug with steel exit being destructible during opening phase
96 * added token "special_flags" to "levelinfo.conf" (currently with the
97 only recognized value "load_xsb_to_ces", doing the same as the flag
98 "-Dload_xsb_to_ces" on the command line, but as a permanent flag for
99 converting all elements in native (XSB) Sokoban level files to CEs)
102 * fixed some problems with Supaplex engine when compiling for Windows
105 * added special mode to convert elements of Sokoban XSB levels to CEs
106 by adding "-Dload_xsb_to_ces" to the command line starting the game
107 (also adding a dependency to a template level file "template.level")
110 * added reading native Sokoban levels and level packages (XSB files)
113 * fixed bugs in (auto)scrolling behaviour when passing ports or when
114 wrapping around the playfield through "holes" in the playfield border
117 * changed internal playfield bitmap handling from playfield sized bitmap
118 to screen sized bitmap (visible scrolling area), therefore speeding up
119 graphics operations (by eliminating bitmap updates in invisible areas)
120 and removing playfield size limitations due to increasing bitmap size
121 for larger playfield sizes (while the new implementation always uses
122 a fixed playfield bitmap size for arbitrary internal playfield sizes)
125 * fixed bug with single step mode (there were some cases where the game
126 did not automatically return to pause mode, e.g. when trying to push
127 things that cannot be pushed or when trying to run against a wall)
130 * added support for loading Supaplex levels in MPX level file format
133 * fixed SP engine to set "game over" not before lead out counter done
136 * fixed (potential) compile error when using GCC option "-std=gnu99"
137 (thanks to Tom "spot" Callaway)
140 * fixed array allocation in native Supaplex engine to correctly handle
141 preceding scratch buffers (needed because of missing border checking)
142 * fixed playfield initialization to correctly add raw header bytes as
143 subsequent scratch buffer (needed because of missing border checking)
146 * most important parts of native Supaplex engine integration working:
147 - native Supaplex levels can be played in native Supaplex engine
148 - native Supaplex level/demo files ("*.sp" files) can be re-played
149 - all 111 classic original Supaplex levels automatically solvable
150 - native Supaplex engine can be selected and used from level editor
151 - logic of re-playing Supaplex demos migrated to R'n'D tape logic
154 * fixed another translation problem from VisualBasic to C (where "int"
155 should be "short") causing unsolvable demos with bugs and terminals
156 ("bugs" being related to the Supaplex "buggy base" element here ;-) )
159 * fixed bug when reading Supaplex single level files (preventing loader
160 from seeking to level position like in Supaplex level package files)
163 * first classic Supaplex level running and solved by solution/demo tape
166 * started with integration of native Supaplex engine, using source code
167 of Megaplex from Frank Schindler, based on original Supaplex engine
170 * version number set to 3.2.6.2
173 * version 3.2.6.1 released
176 * fixed bug with element_info[e].gfx_element not being initialized in
177 early game stage, causing native graphics in EMC level sets to be
178 mapped completely to EL_EMPTY (causing a blank screen when playing)
179 (this only happened when starting the program with an EMC set with
180 native graphics, but not when switching to such a set at runtime)
183 * deactivated blit-to-same-surface workaround again (see 2009-03-24)
184 and using self-compiled, patched SDL.dll that solves this problem
185 (interim solution until release of SDL 1.2.14 that should fix this)
188 * extended backwards compatibility mode to allow already fixed bug with
189 change actions (see "2008-02-05") for existing levels (especially the
190 Zelda and Zelda II levels and other cool stuff by Alan Bond like FMV)
193 * reactivated workaround to prevent program crashes due to blitting to
194 the same SDL surface that apparently only occurs on Windows systems
195 (this is no final solution; this problem needs further investigation)
198 * version number set to 3.2.6.1
201 * version 3.2.6.0 released
204 * fixed behaviour of player option "no centering when relocating" which
205 was incorrect when disabled and relocation target inside visible area
206 and "no scrolling when relocating" enabled at the same time
209 * fixed problems with re-mapping players on playfield to input devices:
210 previously, players found on the level playfield were changed to the
211 players connected to input devices (for example, player 3 in the level
212 was changed to player 1 (using artwork of player 3, to be able to use
213 a player with a different color)); this had the disadvantage that CE
214 conditions using player elements did not work (because the players in
215 the level definition are different to those effectively used in-game);
216 the new system uses the same player elements as defined in the level
217 playfield and re-maps the input devices of connected players to the
218 corresponding player elements when playing the level (in the above
219 example, player 3 now really exists in the game and is moved using the
220 events from input device 1); level tapes still store the events from
221 input devices 1 to 4, which are then re-mapped to players accordingly
222 when re-playing the tape (just as it is done when playing the level)
225 * fixed bug with player relocation while the player switches an element
228 * fixed bug with EM/DC style exit and EM/DC style steel exit which was
229 not walkable (and did not let the player enter) when in process of
230 opening, but not fully open yet (which can cause the player not being
231 able to enter the exit in EM/DC style levels in time)
234 * fixed some bugs regarding the new level/CE random seed reset options
237 * moved "level settings" and "editor settings" to two tabbed screens in
238 level editor to gain space for additional level property settings
239 * added level setting to start a level with always the same random seed
240 * added CE action "set random seed" to re-initialize random seed in game
241 (this is the only CE action that gets executed before the CE changes,
242 which is needed to use the newly set random seed during the CE change)
245 * fixed redraw problem of special editor door when playing from editor
248 * fixed initialization of gfx_element for level sketch image creation
251 * added switch for EM style dynamite "[ ] explodes with chain reaction"
252 (with default set to "on" for existing levels, but "off" for all new
253 levels), as EM style dynamite does not chain-explode in original EM
256 * added optional initial inventory for players (pre-collected elements)
257 * added change page actions "set player inventory" and "set CE artwork"
258 * added recognition of "player" parameter on change pages when player
259 actions are defined, but no trigger player in corresponding condition
260 (this resulted in actions that only affected the first player before)
261 * fixed bug with change actions being executed for newly created custom
262 elements resulting from custom element changes, when the intention was
263 only to check for change actions for the previous custom element
266 * changed design and size of element drawing area in level editor
267 * added "element used as action parameter" to element change actions
270 * added possibility to reanimate player immediately after his death
271 (for example, by "change to <player> when explosion of <player>")
274 * fixed bug with "gray" white door not being uncovered by magnifier
275 * added score for collecting (any) key to the white key config page
278 * added condition "deadly when <getting hit by>" for custom elements
279 that behaves a bit like the existing "deadly when <colliding with>",
280 but with the following differences:
281 - it only kills players or friends when it was moving before it hits
282 - it does not kill players or friends that try to run into it
285 * fixed the following change conditions where a player element is used
286 as the "element that is triggering the custom element change":
289 - explosion of <element>
291 (the last two conditions already worked partially, but only for the
292 first player, and not for the "Murphy" player when using "move of")
295 * fixed crash bug caused by accessing invalid element (with value -1)
296 in UpdateGameControlValues()
297 * fixed graphical bug when using two-tile movement animations with EMC
298 game engine without explicitly using native EMC graphics engine
301 * fixed bug in new "can dig" feature (see below) so that an unsuccessful
302 try to push something (due to push delay) does not cause a dig action
305 * fixed bug with reference elements used as trigger elements on custom
306 element change pages not being recognized
307 * fixed bug with reference elements not being removed from the playfield
308 * added engine functionality that allows custom elements that "can dig"
309 other elements not only to do so when moving by themselves, but also
310 when being pushed by the player (therefore adding the functionality to
311 push one element over another element, replacing it with the new one)
314 * added command line function to write level sketch images to directory
317 * merged override and auto-override options into new override options
318 with a new data type than can take the values "no", "yes" and "auto"
321 * fixed growing steel wall to also leave behind steel wall instead of
322 normal, destructible wall
323 * fixed handling of rocks falling through stacks of quicksand with
324 different speed (before, the rocks just got stuck in the quicksand)
327 * fixed nasty bug with auto-override and normal override not working on
328 program startup (especially when current level set has custom artwork)
331 * version 3.2.5 released as special edition "R'n'D jue"
334 * fixed X11 crash bug when blitting masked title screens over background
337 * changed build system to support special editions (like "R'n'D jue")
338 * added (hardcoded) loading graphics for "R'n'D jue" special edition
339 * fixed X11 crash bug when scaling images with width/height less than 32
342 * added "background.PLAYING" (only visible as two-pixel border in game)
343 * added default level set for first start of special R'n'D version
344 * changed door animations for editor always behaving like "quick doors"
347 * added new custom artwork setup option "auto-override non-CE sets" for
348 automatic artwork override that is only used for level sets without
349 custom element artwork (as it does not make much sense to override
350 any artwork that redefines custom element artwork for sets using CEs)
351 * fixed default artwork for "special" R'n'D versions always using the
352 "classic" artwork as the base if base artwork is not explicitly
353 defined in "levelinfo.conf", regardless of different default artwork
354 used by the special R'n'D version -- this is needed because any such
355 custom artwork is designed using the "classic" artwork definitions as
356 the base (including menu definitions and screen positions etc., which
357 would otherwise be taken from the different special default artwork)
360 * fixed drawing of animated "quicksand.filling" and "quicksand.emptying"
361 for both EMC and R'n'D graphics engine (heavy workarounds needed due
362 to massively broken handling of quicksand in R'n'D game engine)
363 * fixed off-limits access to array in DrawLevelFieldCrumbledSandExt()
364 * fixed crash bug (hopefully) when scrolling with cursor keys in editor
367 * fixed small bug in toon drawing (introduced when fixing the crash bug)
370 * added graphics definition "game.panel.highscore" to display the
371 current levels current high score in the game panel
374 * version number set to 3.2.5
377 * version 3.2.4 released
380 * fixed crash bug in toon drawing functions for large step offset values
383 * fixed some problems with displaying game panel when quick-loading tape
386 * fixed (experimental only) redrawing of every tile per frame (even if
387 unneeded) for the extended (R'n'D based) EMC graphics engine
388 * added optimization to only calculate element count for panel display
389 if really needed (that is, if element count values defined on panel)
390 * fixed problem with special editor door redraw when entering main menu
393 * fixed bug with displaying background for title messages on info screen
394 * some code cleanup for the extended (R'n'D based) EMC graphics engine
397 * fixed bug with CE action "move player" always resulting in player 4
398 if there was a CE action with no trigger player (because the player
399 element was calculated by using log_2() from trigger player bits with
400 the value PLAYER_BITS_ANY) -- this is now fixed by also storing the
401 triggering player bit mask and handling all players in "move player"
402 * fixed bug when defined artwork cannot be found for artwork that has
403 default artwork cloned from other artwork (without default filename)
404 * added several fixes to the extended (R'n'D based) EMC graphics engine
407 * fixed broken editor copy and paste for custom elements between levels
410 * title messages are now also searched in graphics artwork directory;
411 those found in graphics directory have precendence over those found
412 in level directory -- this handles title messages stored in graphics
413 directories as part of the artwork set, just like title images; this
414 makes sense, as corresponding special font definitions for messages
415 are usually defined in the same graphics artwork directory, and also
416 because title images and title messages that are combined in a level
417 set introduction should usually not be separated when the level set
418 is used with a different artwork set (e.g. using "override graphics")
419 * fixed problem with door borders on main screen by first drawing doors
420 and then the corresponding border masks, but not vice versa
421 * fixed problem with artwork config entries using the value "[DEFAULT]";
422 this does not what one might expect, but sets the value to an invalid
423 value -- solution: simply ignore such entries, which results in this
424 value keeping its previous (real) default value (in general, entries
425 that should use their default value should just not be defined here)
426 * fixed problem with wrong fading area size from main menu to setup menu
429 * fixed problem with broken crumbled graphics after level set changes
430 when using R'n'D custom artwork with level sets using the EMC engine
433 * fixed invisible "joysticks deactivated ..." text on setup input screen
436 * added use of hashes created from static lists (element tokens, image
437 config, font tokens) to speed up lookup of configuration parameters
438 * fixed bug where element and graphic config token lookup was mixed up
441 * added "busy" animation when initializing program and loading artwork
442 * added initialization profiling for program startup (debugging only)
445 * fixed(?) very strange bug apparently triggered by memset() when code
446 was cross-compiled with MinGW cross-compiler for Windows XP platform
447 (this only happened when using SDL.dll also self-compiled with MinGW)
450 * added graphics engine directive "border.draw_masked_when_fading" that
451 enables/disables drawing of border mask over screen that is just faded
454 * fixed small problem with separate fading definition for game screen
457 * added additional configuration directives for setup screen draw offset
458 menu.draw_xoffset.SETUP[XXX] and menu.draw_yoffset.SETUP[XXX] with XXX
459 in GAME, EDITOR, GRAPHICS, SOUND, ARTWORK, INPUT, SHORTCUTS_1,
460 SHORTCUTS_2, CHOOSE_ARTWORK, CHOOSE_OTHER (where "CHOOSE_ARTWORK" is
461 used to define draw offset on custom artwork selection screens and
462 "CHOOSE_OTHER" is used on all other list style selection screens, like
463 choosing game speed or screen mode for fullscreen mode)
464 * added additional configuration directives to define main menu buttons:
465 - menu.button_name and menu.button_name.active
466 - menu.button_levels and menu.button_levels.active
467 - menu.button_scores and menu.button_scores.active
468 - menu.button_editor and menu.button_editor.active
469 - menu.button_info and menu.button_info.active
470 - menu.button_game and menu.button_game.active
471 - menu.button_setup and menu.button_setup.active
472 - menu.button_quit and menu.button_quit.active
473 * added eight pure decoration graphic definitions for the game panel
476 * added support for accessing native Diamond Caves II level packages
477 * fixed displaying of game panel values for Emerald Mine game engine
478 * fixed displaying end-of-level time and score values on new game panel
481 * added game panel control to display arbitrary elements on game panel
482 * added game panel control to display custom element score (globally
483 unique for identical custom elements) either as value or as element
484 * added ".draw_masked" and ".draw_order" to game panel control drawing
487 * fixed some general bugs with handling of ".active" elements and fonts
490 * cleanup of game panel elements (some elements were not really needed)
491 * added displaying of gravity state (on/off) as new game panel control
492 * added animation for game panel elements (similar to game elements)
495 * added new pseudo game mode "PANEL" to define panel fonts and graphics
496 - panel fonts now use ".PANEL" suffix instead of ".PLAYING" suffix
497 - panel graphics now use ".PANEL" suffix instead of ".DOOR" suffix
498 (else graphics would have to use ".PLAYING", which would be confusing)
499 * fixed bug when fading out to game screen with border mask defined
502 * added attribute ".tile_size" for element style game panel controls
505 * added <space> key as additional valid key to use for confirm requester
508 * improved menu fading, adding separate fading definitions for entering
509 and leaving a "content" screen (in general), and optional definitions
510 for the special "content" screens SCORES, EDITOR, INFO and PLAYING
513 * added (currently invisible) setup option to define scroll delay value
514 * fixed small bug in priority handling when auto-detecting level start
515 position in levels without player element (but player from CE etc.)
516 * added option "game.forced_scroll_delay_value" to override user choice
517 of scroll delay value for certain level sets with "graphicsinfo.conf"
518 * replaced setup option "scroll delay: on/off" by new setup option that
519 directly allows selecting the desired scroll delay value from 0 to 8
522 * added displaying of most game panel control elements (not animated)
525 * added new configuration directives to display additional game engine
526 values on the game control panel, like the following examples:
527 - game.panel.time_hh/time_mm/time_ss - level time in HH/MM/SS format
528 - game.panel.penguins - number of penguins to rescue
529 - game.panel.level_name - level name of current level
532 * added support for preview tile sizes "1" and "2" (1x1 and 2x2 pixels)
535 * added new player option "no centering when relocating" for "invisible"
536 teleportations to level areas that look exactly the same, giving the
537 illusion that the player did not relocate at all (this was the default
538 since 3.2.3, but caused visual problems with room creation in "Zelda")
539 * added new menu fading effect "melt", shamelessly stolen from "DOOM"
542 * improved menu fading, adding separate fading definitions for entering
543 and leaving a menu and for fading between menu and "content" screens
544 * fixed small bug with recognizing also ".font_xyz" style definitions
547 * improved menu fading, adding separate fading definitions for fading
548 between menu screens and fading between menu and "destination" screens
551 * titlemessage_initial_x and titlemessage_x set to "[DEFAULT]" in static
552 configuration (set from "[titlemessage_initial]" and "[titlemessage]")
553 * fading settings of "[titlemessage_initial]" and "[titlemessage]" set
554 to "[DEFAULT]" in static configuration (set from "[title_initial]" and
556 * improved title fading, allowing fading animation types "none", "fade"
557 and "crossfade" (including cross-fading of last title to main menu)
560 * added configurability of graphics, sounds and music for title screens,
561 which are separated into initial title screens (only shown once at
562 program startup) and title screens shown for a given level set; these
563 title screens can be composed of up to five title images and up to
564 five title text messages (each drawn using an optional background
565 image), also using background music and/or sounds; aspects like
566 background images, sounds and music of title screens can either be
567 defined generally (valid for all title screens) or specifically (and
568 therefore differently for each title screen) using these directives:
570 to define a background image, sound or music file for all screens:
571 - background.TITLE_INITIAL (for all title screens for game startup)
572 - background.TITLE (for all title screens for level sets)
574 to define a background image, sound or music file for a single screen:
575 - background.titlescreen_initial_x (with x in 1,2,3,4,5)
576 - background.titlescreen_x (with x in 1,2,3,4,5)
577 - background.titlemessage_initial_x (with x in 1,2,3,4,5)
578 - background.titlemessage_x (with x in 1,2,3,4,5)
580 to define the title screen images:
581 - titlescreen_initial_x (with x in 1,2,3,4,5)
582 - titlescreen_x (with x in 1,2,3,4,5)
584 to define the title text messages, place text files into the level set
585 directory that have the following file names:
586 - titlemessage_initial_x.txt (with x in 1,2,3,4,5)
587 - titlemessage_x.txt (with x in 1,2,3,4,5)
589 to define the properties of the text messages, either use directives
590 that affect all text messages:
591 - [titlemessage_initial].<suffix>
592 - [titlemessage].<suffix>
593 or use directives that affect single text messages:
594 - titlemessage_initial_x.<suffix> (with x in 1,2,3,4,5)
595 - titlemessage_x.<suffix> (with x in 1,2,3,4,5)
597 valid values for <suffix> are the same as for readme.<suffix> below;
598 use ".sort_priority" (default: 0) to define an arbitrary order for
599 title images and title messages (which can therefore be mixed)
602 * added full configurability of "readme.txt" screen appearance:
603 - readme.x: <left position used with alignment>
604 - readme.y: <top position>
605 - readme.width: <maximim text width in pixels>
606 - readme.height: <maximum text height in pixels>
607 - readme.chars: <maximum number of chars per line>
608 - readme.lines: <maximum number of lines displayed>
609 - readme.align: left,center,right (default: center)
610 - readme.top: top,middle,bottom (default: top)
611 - readme.font: font name
612 - readme.autowrap: true,false (default: true)
613 - readme.centered: true,false (default: false)
614 - readme.parse_comments: true,false (default: true)
615 - readme.sort_priority: (not used here, but only for title screens)
616 when "readme.chars" and/or "readme.lines" is set to "-1" (this is the
617 default), they are automatically determined from "readme.width" and
618 "readme.height" accordingly; when they are not "-1", they have
619 precedence over "readme.width" and "readme.height"
620 * added internal ad-hoc config settings for displaying text files like
621 title messages or "readme.txt" style level set info files:
622 - .font: font name (default: readme.font)
623 - .autowrap: true,false (default: readme.autowrap)
624 - .centered: true,false (default: readme.centered)
625 - .parse_comments: true,false (default: readme.parse_comments)
626 (the leading '.' and the separating ':' are mandatory here); to use
627 these ad-hoc settings, they have to be written inside a comment, like
628 "# .autowrap: false" or "# .centered: true"; these settings then
629 override the above global settings (they can even be used more than
630 once, like "# .centered: true", then some text that should be drawn
631 centered, then "# .centered: false" to go back to non-centered text;
632 important note: after using "# .parse_comments: false", or when using
633 "readme.parse_comments: false", detecting and parsing comments inside
634 the file is disabled and comments are just printed like normal text;
635 also be aware that all automatic text size calculations are done with
636 the font defined in "readme.font", while using different fonts using
637 "# .font: <font>" inside the text file may cause unexpected results
640 * changed some numerical limits in the level editor from 255 to 999
643 * added option "system.sdl_videodriver" to select SDL video driver
644 * added output of SDL video and audio driver to "version info" page
647 * added group element drawing to IntelliDraw drawing functions
648 * fixed animation resetting problem again (last try broke Snake Bite)
649 * fixed diagonal scrolling in screen scrolling (last try broke Pac Man)
652 * added new (special) "include: <filename>" directive that works in all
653 configuration files (like "graphicsinfo.conf") and that has the same
654 effect as if that directive would be replaced with the content of the
655 specified file (this can be useful to split large configuration files
656 into several smaller ones and include them from one main file, or to
657 store configuration settings that always stay the same into a separate
658 file, while including it and only add those parts that really change)
661 * fixed minor bug (screen redraw of player tiles) in EMC graphics engine
664 * fixed bug in "InitMovingField()" where treating an integer array as
665 boolean caused wrong resetting of animations while elements are moving
666 * fixed problem with resetting animations when starting element change
669 * added sort priority for order of title screens and title messages
672 * changed end of game again: do not wait for the user to press a key
673 anymore, but directly ask/confirm tape saving and go to hall of fame
674 * re-enabled quitting of lost game by pressing space or return again
675 * added blanking of mouse pointer when displaying title screens
676 * added remaining menu draw offset definitions for info sub-screens
679 * added setup option to select game speed (from very slow to very fast)
680 * improved handling of title text messages (initial and for level set)
683 * added new options "auto-wrap" and "centered" for DC2 style envelopes
686 * fixed displaying and typing of player name when it is centered
687 * added special characters to be allowed for player name (not only A-Z)
690 * fixed blit in ScrollLevel() to same bitmap to not overlap anymore
691 (newer versions of the SDL library seem to not like this anymore)
694 * added code for configuration directives for control of game panel
697 * fixed small cosmetical bug with underlining property tabs in editor
700 * fixed small drawing bug in X11FadeRectangle
701 * added new elements for newly supported Diamond Caves II levels:
702 - EM/DC style exits that disappear after passing
703 - white key and gate (one white key needed for each white gate)
704 - fake gate (there is no key to open/pass this kind of gate!)
705 - extended magic wall which also handles pearls and crystals
709 * changed maximum value for endless loop detection to a higher value
710 (some levels really used very deep recursion without being endless)
713 * added new elements for newly supported Diamond Caves II levels:
714 - growing steel walls
715 - snappable land mine
718 * added new elements for newly supported Diamond Caves II levels:
719 - steel text elements
722 * added level file loader for native Diamond Caves II levels
725 * version number set to 3.2.4
728 * version 3.2.3 released
731 * fixed malloc/free bug when updating EMC artwork entries in level list
732 * added workaround (warning and request to quit the current game) when
733 changing elements cause endless recursion loop (which would otherwise
734 freeze the game, causing a crash-like program exit on some systems)
737 * fixed nasty string overflow bug when entering too long envelope text
740 * added feedback sounds for menu navigation "menu.item.activating" and
741 "menu.item.selecting" (for highlighting and executing menu entries)
744 * improved "no scrolling when relocating" to also consider scroll delay
745 (meaning that the player is not automatically centered in this case;
746 this makes it possible to "invisibly" relocate the player to a region
747 of the level playfield which looks the same as the old level region)
748 * fixed bug with not recognizing "main.input.name.align" when active
751 * fixed bug with displaying masked borders over title screens when
752 screen fading is disabled
755 * fixed infinite loop / crash bug when killing the player while having
756 a CE with the setting "kill player X when explosion of <player X>"
757 * added special editor graphic for "char_space" to distinguish it from
758 "empty_space" when editing a level (in-game graphics still the same)
761 * fixed nasty bug with initialization only done for the first player
764 * small change to handle loading empty element/content list micro chunks
767 * uploaded pre-release (test) version 3.2.3-0 binary and source code
770 * some optimizations on startup speed by reducing initial text output
773 * added caching of custom artwork information for faster startup times
776 * fixed graphical bug when using fewer menu entries on level selection
777 screen than usual (with "menu.list_size.LEVELS" directive)
778 * fixed crash bug (Windows/SDL only) caused by BlitBitmap blitting from
779 the backbuffer to the backbuffer by error (with identical rectangle)
782 * fixed bug when displaying titlescreen with size less than element tile
783 * fixed bug that caused elements with "change when digging <e>" event
784 to change for _every_ digged element, not only those specified in <e>
785 * fixed bug that caused impact style collision when dropping element one
786 tile over the player that can both fall down and smash players
787 * fixed bug that caused impact style collision when element changed to
788 falling/smashing element over the player immediately after movement
791 * fixed bug that allowed making engine snapshots from the level editor
794 * fixed bugs with player name and current level positions on main screen
797 * added configuration directives for control of title screens:
798 - "title.fade_delay" for fading time
799 - "title.post_delay" for pause between screens (when not crossfading)
800 - "title.auto_delay" to automatically continue after some time
801 these settings can each be overridden by specifying them with titles:
802 - "titlescreen_initial_{1-5}.{fade_delay,post_delay,auto_delay}"
803 - "titlescreen_{1-5}.{fade_delay,post_delay,auto_delay}"
804 fading mode can also be specified:
805 - "titlescreen_initial_{1-5}.anim_mode: {fade,crossfade}
806 - "titlescreen_{1-5}.anim_mode: {fade,crossfade}
807 default is using normal fading for menues and initial title screens,
808 while using cross-fading for level set title screens
809 * fixed bug with background not drawn in Hall of Fame after game was won
812 * added configuration directives for the remaining main menu items
815 * added additional configuration directives for info screen draw offset:
816 menu.draw_{x,y}offset.INFO[{ELEMENTS,MUSIC,CREDITS,PROGRAM,LEVELSET}]
817 * added additional configuration directives for preview info text
818 * limited mouse wheel sensitive screen area to scrollable screen area
821 * added highlighted menu text entries to menu navigation when selected
824 * fixed bug that prevented player from correctly being created in the
825 top left corner by a custom element change in a level without player
826 * fixed bug that prevented player from being killed when indestructible,
827 non-walkable element is placed on player position by extended change
828 * added configurable menu button, text and input positions to main menu
831 * added page fading effects for remaining info sub-screens
832 * fixed small bug that caused some delays when answering door request
835 * added directives "border.draw_masked.*" for menu/playfield area and
836 door areas to display overlapping/masked borders from "global.border"
839 * fixed bug with CE with move speed "not moving" not being animated
840 * when changing player artwork by CE action, reset animation frame
843 * fixed bug with not unmapping main menu screen gadgets on other screens
844 * fixed bug with un-pausing a paused game by releasing still pressed key
845 * fixed bug with not redrawing screen when toggling to/from fullscreen
846 mode while fast reloading tape (without redrawing playfield contents)
847 * fixed bug with quick-saving tape snapshot despite answering with "no"
850 * version number set to 3.2.3
853 * version 3.2.2 released
856 * fixed bug with redrawing screen in fullscreen mode after quick tape
857 reloading when using the EMC game engine
858 * changed token names from "last_ce_[1-8]" to "prev_ce_[1-8]"
861 * fixed bug in GameWon() when level contains no exit (like in Sokoban)
864 * added engine snapshot functionality for instant tape reloading (this
865 only works for the last tape saved using "quick save", and does not
866 work across program restarts, because it completely works in memory)
869 * version number set to 3.2.2
872 * version 3.2.1 released
875 * fixed nasty bugs with handling error message file on Mac OS X systems
878 * general code cleanup (removing many annoying "#if 0" blocks etc.)
881 * fixed bug that caused broken tapes when manually appending to tapes
882 using the "pause before death" functionality, followed by recording
883 * added setup option to disable fading of screens for faster testing
886 * code cleanup of new fading functions
889 * changed behaviour after solved game -- do not immediately stop engine
890 * added some more smooth screen fadings (game start, hall of fame etc.)
893 * fixed bug with displaying pushed CE with value/score/delay anim_mode
896 * added configurable level preview position, tile size and dimensions
897 * added configurable game panel value positions (gems, time, score etc.)
900 * fixed small bug with time displayed incorrectly when collecting CEs
903 * fixed bug with bumpy scrolling with EM engine in double player mode
906 * added compatibility code to fix "Snake Bite" style levels that were
907 broken due to a bugfix regarding EL_SOKOBAN_FIELD_PLAYER in 3.2.0
910 * fixed bug with scrollbars inside editor when using the Windows mouse
911 enhancement tool "True X-Mouse" (which injects key events to the event
912 queue to insert selected stuff into the Windows clipboard, which gets
913 confused with the "Insert" key for jumping to the last editor cascade
914 block in the element list)
915 * added Rocks'n'Diamonds icon for use as window icon to SDL version
916 * added key shortcut "Alt + Enter" to toggle fullscreen mode at any time
919 * added selection of preferred fullscreen mode to setup / graphics menu
920 (useful if default mode 800 x 600 does not match screen aspect ratio)
923 * improved down-scaling of images for better editor and preview graphics
924 * changed user data directory for Mac OS X from Unix style to new place
927 * improved level number selection in main menu and player selection in
928 setup menu (input devices section) by using standard button gadgets
929 * added support for mouse scroll wheel (caused buggy behaviour before)
930 * added support for scrolling horizontal scrollbars with mouse wheel by
931 holding "Shift" key pressed while scrolling the wheel
932 * added support for single step mouse wheel scrolling by holding "Alt"
933 key pressed while scrolling the wheel (can be combined with "Shift")
934 * changed output file "stderr.txt" on Windows platform now always to be
935 created in the R'n'D sub-directory of the personal documents directory
936 * added Windows message box to direct to "stderr.txt" after error aborts
939 * improved general scrollbar handling (when jump-scrolling scrollbars)
942 * changed scrollbars to always show last line as first after scrolling
943 (that means jumping n - 1 screen lines instead of n screen lines)
946 * fixed level versions of EMC level loader (from V4 to V1, V2 and V3)
947 * fixed level time for EMC levels for V2 engine (V2 and V5 levels)
948 * fixed special handling of vertically stacked acid becoming fake acid
951 * fixed bug (very special case) with CE_SCORE_GETS_ZERO, which can
952 affect multiple instances of the same CE, although this kind of
953 change condition usually only affects one single custom element
956 * version number set to 3.2.1
959 * version 3.2.0 released
962 * reorganized level editor element list a bit to match engines better
965 * fixed newly introduced bug with wrongly initializing clipboard element
968 * fixed bug with displaying visible/invisible level border in editor
971 * reorganized some elements in the level editor element list
974 * fixed bug with displaying any player as "yellow" when moving into acid
975 * fixed bug with displaying running player when player stopped at border
978 * fixed bug with player exploding when moving into acid
979 * fixed bug with level settings being reset in editor and when playing
980 (some compatibility settings being set not only after level loading)
981 * fixed crash bug when number of custom graphic frames was set to zero
982 * fixed bug with teleporting player on walkable tile not working anymore
983 * added partial compatibility support for pre-release-only "CONF" chunk
984 (to make Alan Bond's "color cycle" demo work again :-) )
987 * fixed some bugs when displaying title screens from info screen menu
988 * fixed bug which caused EMC doors #5 to #8 to be passable without keys
991 * changed file major version to 3 to reflect level file format changes
992 * uploaded pre-release (test) version 3.2.0-8 binary and source code
995 * added new chunk "NAME" to level file format for level name settings
996 * added new chunk "NOTE" to level file format for envelope settings
997 * changed name of chunk "CONF" to "ELEM" (for normal element settings)
998 * updated magic(5) file to recognize changed and new level file chunks
999 * removed change events "change when CE value/score changes" as unneeded
1002 * changed gravity (which only affects the player) from level property
1003 to player property (only makes a difference in multi-player levels)
1004 * added change events "change when CE value/score changes"
1005 * added change events "change when CE value/score changes of <element>"
1008 * added new chunk "INFO" to level file format for global level settings
1009 * added all element settings from "HEAD" chunk to "CONF" chunk
1010 * added all global level settings from "HEAD" chunk to "INFO" chunk
1013 * changed level file format by adding two new chunks "CUSX" (for custom
1014 elements, replacing the previous "CUS4" chunk) and "GRPX" (for group
1015 elements, replacing the previous "GRP1" chunk); these new IFF style
1016 chunks use the new and flexible "micro chunks inside chunks" technique
1017 already used with the new "CONF" chunk (for normal element properties)
1018 which makes it possible to easily extend the existing level format
1019 (instead of using fixed-length chunks like before, which are either
1020 too big due to reserved bytes for future use, or too small when those
1021 reserved bytes have all been used and even more data should be stored,
1022 requiring the replacement by new and larger chunks just like it went
1023 with "CUS1" to "CUS4"); this whole problem now does not exist anymore
1026 * added credits pages to the "credits" section that were really missing
1027 * added some missing element descriptions to the level editor
1028 * added down position of switchgate switch to the level editor
1029 and allowed the use of both switch positions at the same time
1030 * changed use of "Insert" and "Delete" keys to navigate element list in
1031 level editor to start of previous or next cascading block of elements
1034 * added the possibility to view the title screen to the info screen menu
1035 * fixed some minor bugs with viewing title screens
1038 * fixed bug with title (cross)fading in/out when using fullscreen mode
1041 * fixed bug that forced re-defining of menu settings in local graphics
1042 config file which are already defined in existing base config file
1043 * fixed small bug that caused door sounds playing when music is enabled
1046 * added the possibility to define up to five title screens for each
1047 level set that are displayed after loading using (cross)fading in/out
1048 (this was added to display the various start images of the EMC sets)
1051 * added "CE score gets zero [of]" to custom element trigger conditions
1052 * added setup option to display element token name in level editor
1055 * added compatibility code for Juergen Bonhagen's menu artwork settings
1058 * fixed bug with displaying wrong animation frame 0 after CE changes
1059 * fixed bug with creating invisible elements when light switch is on
1062 * added selection between ECS and AGA graphics for EMC levels to setup
1065 * adjusted font handling for various narrow EMC style fonts
1068 * changed EM engine behaviour back to re-allow initial rolling springs
1071 * fixed handling of over-large selectboxes (less error-prone now)
1072 * fixed bug when creating GE with walkable element under the player
1075 * added use of "Insert" and "Delete" keys to navigate element list in
1076 level editor to start of custom elements or start of group elements
1077 * added virtual elements to access CE value and CE score of elements:
1078 - "CE value of triggering element"
1079 - "CE score of triggering element"
1080 - "CE value of current element"
1081 - "CE score of current element"
1084 * fixed "grass" to "sand" in older EM levels (up to file version V4)
1087 * changed behaviour of network games with internal errors (because of
1088 different client frame counters) from immediately terminating R'n'D
1089 to displaying an error message requester and stopping only the game
1090 (also to prevent impression of crashes under non command-line runs)
1091 * fixed playing network games with the EMC engine (did not work before)
1092 * fixed bug with not scrolling the screen in multi-player mode with the
1093 focus on player 1 when all players are moving in different directions
1094 * fixed bug with keeping pointer to gadget even after its deallocation
1095 * fixed bug with allowing "focus on all players" in network games
1096 * fixed bug with player focus when playing tapes from network games
1099 * uploaded pre-release (test) version 3.2.0-7 binary and source code
1102 * code cleanup for game action control for R'n'D and EMC game engine
1105 * fixed bug in multi-player movement with focus on both players
1106 * added option to control only the focussed player with all input
1109 * added player focus switching to level tape recording and re-playing
1112 * fixed some bugs in player focus switching in EMC and RND game engine
1115 * added special Supaplex animations for Murphy digging and snapping
1116 * added special Supaplex animations for Murphy being bored and sleeping
1119 * added four new yam yams with explicit start direction for EMC engine
1120 * fixed bug in src/libgame/text.c with printing text outside the window
1123 * fixed small bug in EMC level loader (copyright sign in EM II levels)
1126 * added delayed ignition of EM style dynamite when used in R'n'D engine
1127 * added limited movement range to EMC engine when focus on all players
1130 * fixed bug with missing (zero) score values for native Supaplex levels
1133 * added "continuous snapping" (snapping many elements while holding the
1134 snap key pressed, without releasing the snap key after each element)
1135 as a new player setting for more compatibility with the classic games
1138 * finished scrolling for "focus on all players" in EMC graphics engine
1141 * level sets with "levels: 0" are ignored for levels, but not artwork
1142 * fixed bug when scanning empty level group directories (endless loop)
1145 * fixed bug with explosion graphic for player using "Murphy" graphic
1146 * fixed bug with explosion graphic if player leaves explosion in time
1147 * changed some descriptive text in setup menu to use medium-width font
1148 * added key shortcut settings for switching player focus to setup menu
1151 * fixed bug with random value initialization when recording tapes
1152 * fixed bug with playing single player tapes when team mode activated
1155 * fixed little bug when trying to switch to player that does not exist
1158 * added player switching (visual and quick) to R'n'D and EM game engine
1159 * added setup option to select visual or quick in-game player switching
1162 * added use of "Home" and "End" keys to handle element list in editor
1165 * fixed bug with adding score when playing tape with EMC game engine
1166 * added steel wall border for levels using EMC engine without border
1167 * finally fixed delayed scrolling in EMC engine also for small levels
1170 * fixed potential crash bug in WarnBuggyBase() (missing boundary check)
1173 * fixed bug with CE change order in TestIfElementTouchesCustomElement()
1174 * fixed bug when displaying info element without action, but direction
1177 * fixed minor graphical problems with springs smashing and slurping
1178 (when using R'n'D style graphics instead of EMC style graphics)
1181 * added scroll delay (as configured in setup) to EMC graphics engine
1184 * improved screen redraw for EMC graphics engine (faster and smoother)
1185 * when not scrolling, do not redraw the whole playfield if not needed
1188 * added multi-player mode for EMC game engine (with up to four players)
1191 * added android (can clone elements) from EMC engine to R'n'D engine
1194 * added spring bumper (reflects spring) from EMC engine to R'n'D engine
1197 * added selectbox for initial player speed to player settings in editor
1200 * version 3.1.2 created that is basically version 3.1.1, but with a
1201 major bug fixed that prevented editing your own private levels
1202 * version 3.1.2 released
1205 * added magic ball (creates elements) from EMC engine to R'n'D engine
1208 * uploaded fixed pre-release version 3.2.0-6 binary and source code
1211 * fixed bug when using "CE can leave behind <trigger element>"
1212 * added new change condition "(after/when) creation of <element>"
1213 * added new change condition "(after/when) digging <element>"
1214 * fixed bug accessing invalid gadget that caused crashes under Windows
1215 * deactivated new possibility for multiple CE changes per frame
1218 * uploaded pre-release (test) version 3.2.0-6 binary and source code
1221 * added animation types "ce_value" and "ce_score" to graphicsinfo.conf
1222 * fixed bug with not keeping CE value for moving CEs with only action
1223 * changed CE action selectboxes in editor to be only reset when needed
1226 * added option "use artwork from element" for custom player artwork
1227 * added option "use explosion from element" for player explosions
1230 * added cascaded element lists in the level editor
1231 * added persistence for cascaded element lists by "editorcascade.conf"
1232 * added dynamic element list with all elements used in current level
1233 * added possibility for multiple CE changes per frame (experimental)
1236 * uploaded pre-release (test) version 3.2.0-5 binary and source code
1239 * changed "score for each 10 seconds/steps left" to "1 second/step"
1240 * added own score for collecting "extra time" instead of sharing it
1241 * added change events "switched by player" and "player switches <e>"
1242 * added change events "snapped by player" and "player snaps <e>"
1243 * added "set player artwork: <element choice>" to CE action options
1244 * added change event "move of <element>"
1247 * added "set player shield: off / normal / deadly" to CE action options
1248 * added new player option "use level start element" in level editor
1249 to set the correct focus at level start to elements from which the
1250 player is created later (this did not work before for cascaded CE
1251 changes resulting in creation of the player; it is now also possible
1252 to create the player from a yam yam which is smashed at level start)
1255 * added "set player speed: frozen (not moving)" to CE action options
1256 * added "move player: l/r/u/d/trigger/-trigger" to CE action options
1259 * added new player option "block snap field" (enabled by default) to
1260 make it possible to show a snapping animation like in Emerald Mine
1263 * added dynamic selectboxes to custom element action settings in editor
1264 * added "CE value" counter for custom elements (instead of "CE count")
1265 * added option to use the last "CE value" after custom element change
1266 * added option to use the "CE value" of other elements in CE actions
1267 * fixed odd behaviour when pressing time orb in levels w/o time limit
1268 * added checkbox "use time orb bug" for older levels that use this bug
1271 * added missing configuration settings for the following elements:
1272 - EL_TIMEGATE_SWITCH (time of open time gate)
1273 - EL_LIGHT_SWITCH_ACTIVE (time of light switched on)
1274 - EL_SHIELD_NORMAL (time of shield duration)
1275 - EL_SHIELD_DEADLY (time of shield duration)
1276 - EL_EXTRA_TIME (time added to level time)
1277 - EL_TIME_ORB_FULL (time added to level time)
1280 * added "wind direction" as a movement pattern for custom elements
1281 * added initial wind direction for balloon / custom elements to editor
1282 * added functionality for EL_BALLOON_SWITCH_NONE to R'n'D game engine
1285 * added parameters for "game of life" and "biomaze" elements to editor
1288 * added level file chunk "CONF" for generic level and element settings
1291 * uploaded pre-release (test) version 3.2.0-4 binary and source code
1294 * skip empty level sets (with "levels: 0"; may be artwork base sets)
1295 * added sound action ".page[1]" to ".page[32]" for each CE change page
1298 * added image config suffix ".clone_from" to copy whole image settings
1299 * fixed bug with invalid ("undefined") CE settings in old level files
1302 * fixed graphical bug with smashing elements falling faster than player
1305 * fixed major bug which prevented private levels from being edited
1306 * fixed bug with precedence of general and special font definitions
1309 * fixed graphical bug with player animation when player moves slowly
1312 * uploaded pre-release (test) version 3.2.0-3 binary and source code
1315 * fixed bug which prevented "global.num_toons: 0" from working
1318 * major code cleanup (removed all these annoying "#if 0" blocks)
1321 * added custom element actions for CE change page in level editor
1324 * fixed music initialization bug in init.c (thanks to David Binderman)
1325 * fixed mouse wheel "button" bug in editor (thanks to Tomi Belan)
1326 (this bug must probably be fixed at other places, too)
1329 * fixed buggy '#include "SDL.h"' statements in src/libgame/sdl.h
1330 (should be '#include <SDL.h>' instead)
1333 * fixed bug which prevented "walkable from no direction" from working
1334 (due to compatibility code overwriting this setting after loading)
1337 * fixed bug on Mac OS X (use of reserved name "Random") in EM engine
1340 * version number temporarily set to 3.1.1 (intermediate bugfix release)
1341 * version 3.1.1 released
1344 * changed some va_arg() arguments from 'long' to 'int', fixing problems
1345 on 64-bit architecture systems with LP64 data model
1348 * fixed bug with bombs not exploding when hitting the last level line
1349 (introduced after the release of 3.1.0)
1352 * added support for dumping small-sized level sketches from editor
1355 * added recognition of "trigger element" for "change digged element to"
1356 (this is not really what the "trigger element" was made for, but its
1357 use may seem obvious for leaving back digged elements unchanged)
1360 * fixed multiple warnings about failed joystick device initialization
1363 * fixed bug with dynamite dropped on top of just dropped custom element
1364 (collect dynamite, collect CE, drop CE => dynamite was also dropped);
1365 dynamite can still be dropped, but drop key must be released before
1368 * fixed bug with wrong start directory when started from file browser
1369 (due to this bug, R'n'D could not be started from KDE's Konqueror)
1372 * fixed bug causing "change when impact" on player not working
1373 * fixed wrong priority of "hitting something" over "hitting <element>"
1374 * fixed wrong priority of "hit by something" over "hit by <element>"
1377 * fixed graphical bug which caused the player (being Murphy) to show
1378 collecting animations although the element was collected by penguin
1381 * fixed two bugs causing wrong door background graphics in system.c
1382 (in functions "SetBackgroundBitmap()" and "DrawingOnBackground()")
1385 * fixed graphic bug with exploding bomb and R'n'D graphics in EM engine
1386 * added "no direction" to "walkable/passable from" selectbox options
1389 * enhanced tape autoplay to accept "autoplay <set> [<nr> ...]" format
1390 * in tape autoplay, not only report broken, but also missing tapes
1393 * uploaded pre-release (test) version 3.2.0-2 binary and source code
1396 * fixed small bug with "linear" animation not working for active lamp
1399 * fixed bug with moving up despite gravity due to "block last field"
1400 * fixed small bug with wrong draw offset when typing name in main menu
1401 * when reading user names from "passwd", ignore data after first comma
1402 * when creating new "levelinfo.conf", only write some selected entries
1405 * fixed displaying "imported from/by" on preview with empty string
1406 * fixed ignoring draw offset for fonts used for level preview texts
1409 * fixed a delay problem with SDL and too many mouse motion events
1410 * added setup option "skip levels" and level skipping functionality
1413 * added move speed "not moving" for non-moving CEs, but with direction
1416 * fixed mapping of obsolete element token names in "editorsetup.conf"
1417 * fixed bug with sound "acid.splashing" treated as a loop sound
1418 * fixed some little sound bugs in native EM engine
1421 * fixed small bug when dragging scrollbars to end positions
1424 * added editor element descriptions written by Aaron Davidson
1427 * improved fallback handling when configured artwork is not available
1428 (now using default artwork instead of exiting when files not found)
1431 * fixed bug on level selection screen when dragging scrollbar
1434 * fixed bug which caused broken tapes when appending to EM engine tapes
1437 * uploaded pre-release (test) version 3.2.0-1 binary and source code
1440 * added code to replace changed artwork config tokens with other tokens
1441 (needed for backwards compatibility, so that older tokens still work)
1444 * added native R'n'D graphics for some new EMC elements in EM engine
1447 * fixed some bugs in the EM engine integration code
1448 * changed EM engine code to allow diagonal movement
1449 * changed EM engine code to allow use of separate snap and drop keys
1452 * fixed some redraw bugs when using EM engine
1455 * fixed bug with not converting RND levels which are set to use native
1456 engine to native level structure when loading
1459 * uploaded pre-release (test) version 3.2.0-0 binary and source code
1462 * version number set to 3.2.0
1465 * level data now reset to defaults after attempt to load invalid file
1468 * added use of "editorsetup.conf" for different level sets
1471 * added auto-detection for various types of Emerald Mine level files
1474 * fixed bug with scrollbars getting too small when list is very large
1477 * fixed bug with 3+3 (cross) sized explosion not making explosion sound
1480 * added most level editor configuration gadgets for new EMC elements
1483 * added more element and graphic definitions for new EMC elements
1486 * modified native EM engine to use integrated R'n'D sound system
1489 * added SDL support to graphics functions in native EM engine
1490 (by always using generic libgame interface functions)
1493 * fixed bug in frame synchronization in native EM engine
1496 * added code to convert levels between R'n'D and native EM engine
1499 * new Emerald Mine engine can now play levels selected in main menu
1502 * fixed big memory leak in function "CreateBitmapWithSmallBitmaps()"
1503 (which creates scaled down graphics for level editor and preview);
1504 there's still a memory leak somewhere in the artwork handling code
1505 * added "scale image up" functionality to X11 version of zoom function
1508 * first attempts to integrate new, native Emerald Mine Club engine
1511 * fixed bug in gadget code which caused reset of CEs in level editor
1512 (example: pressing 'b' [grab brush] on CE config page erased values)
1513 (solution: check if gadgets in ClickOnGadget() are really mapped)
1514 * improved level change detection in editor (settings now also checked)
1515 * fixed bug with "can move into acid" and "don't collide with" state
1518 * fixed maze runner style CEs to use the configured move delay value
1521 * added Aaron Davidson's tutorial level set to the "Tutorials" section
1524 * fixed engine change that broke 3.0.8 levels like "Walpurgis Gardens"
1525 * fixed the above fix because it broke level set "machine" (*sigh*)
1526 * fixed random element placement in level editor to work as expected
1527 * fixed undefined graphic of runtime element "EL_AMOEBA_TO_DIAMOND"
1530 * re-recorded tape for BD2K3, level 010 (broken due to bugfix)
1533 * fixed bug (missing array boundary check) which caused broken tapes
1534 * fixed bug (when loading level template) which caused broken levels
1535 * fixed bug with new block last field code when using non-yellow player
1538 * fixed bug when pressing "stop, pause, stop, play" on tape recorder
1539 * internal change of how the player blocks the last field when moving
1540 * fixed blocking delay of last field for EM and SP style block delay
1541 * fixed bug where the player had to wait for the usual move delay after
1542 unsuccessfully trying to move, when he directly could move after that
1543 * the last two changes should make original Supaplex level 93 solvable
1544 * improved use of random number generator to make it less predictable
1545 * fixed behaviour of slippery SP elements to let slip left, then right
1548 * fixed bug with wrong door state after trying to quickload empty tape
1549 * fixed waste of static memory usage of the binary, making it smaller
1550 * fixed very little graphical bug in Supaplex explosion
1553 * version number set to 3.1.1
1556 * version 3.1.0 released
1559 * fixed bug with crash when writing user levelinfo.conf the first time
1562 * added option "convert LEVELDIR [NR]" to command line batch commands
1563 * re-converted Supaplex levels to apply latest engine fixes
1564 * changed "use graphic/sound of element" to "use graphic of element"
1565 due to compatibility problems with some levels ("bug machine" etc.)
1568 * fixed bug with CE change replacing player with same or other player
1571 * fixed bug with opaque font in envelope with background graphic when
1572 background graphic is not transparent itself
1575 * added "gravity on" and "gravity off" ports for Supaplex compatibility
1576 * corrected original Supaplex level loading code to use these new ports
1577 * also corrected Supaplex loader to auto-count infotrons if set to zero
1580 * fixed bug with missing initialization of "modified" flag for GEs
1583 * fixed bug that caused endless recursion loop when relocating player
1584 * fixed tape recorder bug in "step mode" when using "pause before end"
1585 * fixed tape recorder bug when changing from "warp forward" mode
1588 * fixed bug with "when touching" for pushed elements at last position
1591 * fixed bug that caused two activated toolbox buttons in level editor
1592 * fixed bug with exploding dynabomb under player due to other explosion
1595 * fixed bug with creating walkable custom element under player (again)
1596 * fixed bug with not copying explosion type when copying CEs in editor
1597 * fixed graphical bug when drawing player in setup menu (input devices)
1598 * fixed graphical bug when the player is pushing an accessible element
1599 * fixed bug with classic switchable elements triggering CE changes
1600 * fixed bug with entering/leaving walkable element in RelocatePlayer()
1601 * fixed crash bug when CE leaves behind the trigger player element
1604 * fixed bug with broken tubes after placing/exploding dynamite in them
1605 * fixed bug with exploding dynamite under player due to other explosion
1606 * fixed bug with not resetting push delay under certain circumstances
1609 * added option "handicap" for "levelinfo.conf" (thanks to Niko Böhm)
1610 * added network multiplayer code for Windows (thanks to Niko Böhm)
1613 * added option "reachable despite gravity" for gravity movement
1614 * changed gravity movement of most classic walkable and passable
1615 elements back to "not reachable" (for compatibility reasons)
1618 * fixed (removed) "indestructible" / "can explode" dependency in editor
1619 * fixed (removed) "accessible inside" / "protected" dependency
1620 * fixed (removed) "step mode" / "shield time" dependency
1623 * fixed dynabombs exploding now into anything diggable
1624 * fixed Supaplex style gravity movement into buggy base now impossible
1625 * added pressing key "space" as valid action to select menu options
1628 * added "replace when walkable" to relocate player to walkable element
1629 * added "enter"/"leave" event for elements affected by relocation
1630 * fixed "direct"/"indirect" change order also for "when change" event
1631 * fixed graphical bug when pushing things from elements walkable inside
1634 * fixed graphic bug when player is snapping while moving in old levels
1635 * fixed bug when a moving custom element leaves a player element behind
1636 * fixed bug with mole not disappearing when moving into acid pool
1637 * fixed bug with incomplete path setting when using "--basepath" option
1638 * moving CE can now leave walkable elements behind under the player
1639 * when relocating, player can be set on walkable element now
1640 * fixed another gravity movement bug
1643 * uploaded pre-release (test) version 3.1.0-2 binary and source code
1646 * added "collectible" and "removable" to extended replacement types
1647 (where "removable" replaces "diggable" and "collectible" elements)
1648 * added "collectible & throwable" (to throw element to the next field)
1649 * fixed bug with CEs digging elements that are just about to explode
1650 * changed mouse cursor now always being visible when game is paused
1653 * added possibility to push/press accessible elements from a side that
1655 * fixed bug with not setting actual date when appending to tape
1658 * fixed bug with incorrectly initialized custom element editor graphics
1661 * corrected set "Contributions_1995-2000/rnd_kjell_kristiansson":
1662 - number of levels corrected from 18 to 17 in "levelinfo.conf"
1665 * fixed bug with destroyed robot wheel still attracting robots forever
1666 * fixed bug with time gate switch deactivating after robot wheel time
1667 (while the time gate itself is not affected by this misbehaviour)
1668 * changed behaviour of BD style amoeba to always get blocked by player
1669 (before it was different when there were non-BD elements in level)
1670 * fixed bug with player destroying indestructable elements with shield
1673 * added option to make growing elements grow into anything diggable
1674 (for the various amoeba types, biomaze and "game of life")
1677 * fixed bug with movable elements not moving after left behind by CEs
1678 * changed gravity movement to anything diggable, not only sand/base
1679 * optionally allowing passing to walkable element, not only empty space
1680 * added option "can pass to walkable element" for players
1681 * finally fixed gravity movement (hopefully)
1684 * fixed bug with movable elements not moving anymore after falling down
1687 * fixed another bug with custom elements digging and leaving elements
1688 * fixed bug with "along left/right side" and automatic start direction
1689 * trigger elements now also displayed when "more custom" deactivated
1690 * fixed bug with clipboard element initialized when loading new level
1691 * added option "drop delay" to set delay before dropping next element
1694 * uploaded pre-release (test) version 3.1.0-1 binary and source code
1697 * added copy and paste functions for custom change pages
1698 * enhanced graphical display and functionality of tape recorder
1699 * fixed bug with custom elements digging and leaving elements
1702 * added move speed faster than "very fast" for custom elements
1703 * fixed bug with 3+3 style explosions and missing border content
1704 * fixed little bug when copying custom elements in the editor
1705 * enhanced custom element changes by more side trigger actions
1708 * added option "no scrolling when relocating" for instant teleporting
1709 * uploaded pre-release (test) version 3.1.0-0 binary and source code
1712 * added trigger element and trigger player to use as target elements
1713 * added copy and paste functions for custom and group elements
1716 * fixed graphical bug when displaying explosion animations
1717 * fixed bug when appending to tapes, resulting in broken tapes
1718 * re-recorded a few tapes broken by fixing gravity checking bug
1721 * "can move into acid" property now for all elements independently
1722 * "can fall into acid" property for player stored in same bitfield now
1723 * added option for deadliness of Supaplex 'sniksnak' and 'electron'
1724 * version number set to 3.1.0 (finally!)
1727 * changed tape recording to only record input, not programmed actions
1730 * fixed totally broken (every 8th frame skipped) step-by-step recording
1731 * fixed bug with requester not displayed when quick-loading interrupted
1732 * added option "can fall into acid (with gravity)" for players
1733 * fixed bug with player not falling when snapping down with gravity
1736 * fixed bug which messed up key config when using keypad number keys
1739 * fixed bug which allowed moving upwards even when gravity was active
1740 * fixed bug with missing error handling when dumping levels or tapes
1743 * added different colored editor graphics for Supaplex gravity tubes
1746 * fixed bug that allowed solvable tapes for unsolvable levels
1749 * use unlimited number of droppable elements when "count" set to zero
1750 * added option to use step limit instead of time limit for level
1753 * added player and change page as trigger for custom element change
1756 * fixed bug with exploding amoeba (explosion 3x3 instead of 1x1)
1759 * fixed bug with dark yamyam changing to acid when moving over acid
1760 * fixed handling of levels with more than 999 seconds level time
1761 (example: level 76 of "Denmine")
1764 * "spring push bug" reintroduced as configurable element property
1765 * fixed bug with missing properties for "mole"
1766 * fixed bug that showed up when fixing the above "mole" properties bug
1767 * added option "can move into acid" for all movable elements
1768 * fixed graphical bug for elements moving into acid
1769 * changed event handling to handle all pending events before going on
1772 * fixed bug which caused all CE change pages to be ignored which had
1773 the same change event, but used a different element side
1774 (reported by Simon Forsberg)
1776 * fixed bug which caused elements that can move and fall and that are
1777 transported by a conveyor belt to continue moving into that direction
1778 after leaving the conveyor belt, regardless of their own movement
1779 type; only elements which can not move are transported now
1780 (reported by Simon Forsberg)
1782 * fixed bug which could cause an array overflow in RelocatePlayer()
1783 (reported by Niko Böhm)
1785 * changed Emerald Mine style "passable / over" elements to "protected"
1786 (fixing unsolvable level 10 of "Bondmine 9" with bug beside gate)
1788 * added new option to select from which side a "walkable/passable"
1789 element can be entered
1792 * added explosion and ignition delay for elements that can explode
1795 * fixed bug which caused player not being protected against enemies
1796 when a CE was "walkable / inside" and was not "indestructible"
1797 * added "walkable/passable" fields to be "protected/unprotected"
1798 against enemies, even if not accessible "inside" but "over/under"
1801 * corrected move pattern to 32 bit and initial move direction to 8 bit
1804 * added second custom element base configuration page
1807 * added some special EMC mappings to Emerald Mine level loader
1808 (also covering previously unknown element in level 0 of "Bondmine 8")
1811 * added option to block last field when player is moving (for Supaplex)
1812 * adjusted push delay of Supaplex elements
1813 * removed delays for envelopes etc. when replaying with maximum speed
1814 * fixed bug when dropping element on a field that just changed to empty
1817 * fixed bug: infotrons can now smash yellow disks
1818 * fixed bug: when gravity active, port above player can now be entered
1819 * removed "one white dot" mouse pointer which irritated some people
1822 * added "choice type" for group element selection
1825 * fixed bug with initial invulnerability of non-yellow player
1828 * added level loader for loading native Supaplex packed levels
1829 (including multi-part levels like the "splvls99" levels)
1832 * fixed bug which allowed creating emeralds by escaping explosions
1835 * custom elements can change (limited) or leave (unlimited) elements
1836 * finally added multiple matches using group elements
1837 * added shortcut to dump brush (type ":DB" in editor) for use in forum
1840 * added new start movement type "previous" for continued CE movement
1841 * added new start movement type "random" for random CE movement start
1844 * added new element "sokoban_field_player" needed for Sokoban levels
1845 (thanks to Ed Booker for pointing this out!)
1848 * added elements that can be digged or left behind by custom elements
1851 * added group elements for multiple matches and random element creation
1854 * fixed some graphical errors displayed in old levels
1857 * fixed wrong double speed movement after passing closing gates
1860 * added level loader for loading native Emerald Mine levels
1863 * changes for "shooting" style CE movement
1866 * Happy New Year! ;-)
1869 * changed default snap/drop keys from left/right Shift to Control keys
1872 * fixed bug with dead player getting reanimated from custom element
1875 * fixed bug with wrong penguin graphics (when entering exit)
1878 * fixed bug with wrong "Murphy" graphics (when digging etc.)
1881 * version number set to 3.0.9
1884 * version 3.0.8 released
1887 * added function checked_free()
1890 * fixed bug with double nut cracking sound
1891 (by eliminating "default element action sound" assignment in init.c)
1894 * fixed crash when no music info files are available
1897 * fixed boring and sleeping sounds
1900 * added "maze runner" and "maze hunter" movement types
1901 * added extended collision conditions for custom elements
1904 * added warnings for undefined token values in artwork config files
1907 * added menu entry for level set information to the info screen
1910 * fixed bug with wrong default impact sound for colored emeralds
1913 * added several sub-screens for the info screen
1914 * menu text now also clickable (not only blue/red sphere left of it)
1917 * added configurable "bored" and "sleeping" animations for the player
1918 * added "awakening" sound for player when waking up after sleeping
1921 * added "copy" and "exchange" functions for custom elements to editor
1924 * added configurable element animations for info screen
1927 * added configurable music credits for info screen
1930 * finally fixed tape recording when player is created from CE change
1933 * added "editorsetup.conf" for editor element list configuration
1936 * added "musicinfo.conf" for menu and level music configuration
1939 * fixed a very nasty bug in dragon turning code in TurnRoundExt()
1940 (that only showed up on Linux, but not on Windows systems)
1943 * fixed turning movement of butterflies and fireflies (no frame reset)
1944 * enhanced sniksnak turning movement (two steps instead of only one)
1947 * version number set to 3.0.8
1950 * version 3.0.7 released
1953 * fixed reset of player animation frame when, for example,
1954 walking, digging or collecting share the same animation
1955 * fixed CE with "deadly when touching" exploding when touching amoeba
1958 * fixed tape recording when player is created from CE element change
1961 * introduced "turning..." action graphic for elements with move delay
1962 (non-CE: bug, spaceship, sniksnak, mole, pacman, yamyam)
1963 * added turning animations for bug, spaceship and sniksnak
1966 * prevent "extended" changed elements from delay change in same frame
1969 * fixed bug when pushing element that can move away to the side
1970 (like pushing falling elements, but now with moving elements)
1973 * finally fixed serious bug in code for delayed element pushing (again)
1976 * unavailable setup options now marked as "n/a" instead of "off"
1977 * new boolean directive "latest_engine" for "levelinfo.conf": when set
1978 to "true", levels are always played with the latest game engine,
1979 which is desired for levels that are imported from other games; all
1980 other levels are played with the engine version stored in level file
1981 (which is normally the engine version the level was created with)
1984 * fixed serious bug in code for delayed element pushing
1985 * fixed little bug in animation frame selection for pushed elements
1986 * speed-up of reading config file for verbose output
1989 * added configuration option for opening and closing Supaplex exit
1990 * added configuration option for moving up/down animation for Murphy
1991 * fixed incorrectly displayed animation for attacking dragon
1992 * fixed bug with not setting initial gravity for each new game
1993 * fixed bug with teleportation of player by custom element change
1994 * fixed bug with player not getting smashed by rock sometimes
1997 * version number set to 3.0.7
2000 * version 3.0.6 released
2003 * added support for MP3 music for SDL version through SMPEG library
2006 * fixed bug when initializing font graphic structure
2007 * fixed bug with animation mode "pingpong" when using only 1 frame
2008 * fixed bug with extended change target introduced in 3.0.5
2009 * fixed bug where passing over moving element doubles player speed
2010 * fixed bug with elements continuing to move into push direction
2011 * fixed bug with duplicated player when dropping bomb with shield on
2012 * added "switching" event for custom elements ("pressing" only once)
2013 * fixed switching bug (resetting flag when not switching but not idle)
2016 * fixed element tokens for certain file elements with ".active" etc.
2019 * version number set to 3.0.6
2022 * version 3.0.5 released
2025 * now four envelope elements available
2026 * font, background, animation and sound for envelope now configurable
2027 * main menu doors opening/closing animation type now configurable
2030 * active/inactive sides configurable for custom element changes
2031 * new movement type "move when pushed" available for custom elements
2034 * fixed bug in multiple config pages loader code that caused crashes
2037 * enhanced (remaining low-resolution) Supaplex graphics
2040 * version number set to 3.0.5
2043 * version 3.0.4 released
2045 2003-09-12 src/tools.c
2046 * fixed bug in custom definition of crumbled element graphics
2048 2003-09-11 src/files.c
2049 * fixed bug in multiple config pages code that caused crashes
2052 * version number set to 3.0.4
2055 * version 3.0.3 released
2058 * added music to Supaplex classic level set
2060 2003-09-07 src/libgame/misc.c
2061 * added support for loading various music formats through SDL_mixer
2063 2003-09-06 (various source files)
2064 * fixed several nasty bugs that may have caused crashes on some systems
2065 * added envelope content which gets displayed when collecting envelope
2066 * added multiple change event pages for custom elements
2068 2003-08-24 src/game.c
2069 * fixed problem with player animation when snapping and moving
2071 2003-08-23 src/screens.c, src/cartoons.c, src/libgame/toons.c
2072 * fixed problem with flickering when drawing toon animations
2074 2003-08-23 src/libgame/sdl.c
2075 * fixed problem with setting mouse cursor in SDL version in fullscreen
2077 2003-08-23 src/game.c
2078 * fixed bug (missing array boundary check) which could crash the game
2081 * version number set to 3.0.3
2084 * version 3.0.2 released
2086 2003-08-21 src/game.c
2087 * fixed bug with creating inaccessible elements at player position
2089 2003-08-20 src/init.c
2090 * fixed bug with not finding current level artwork directory
2092 2003-08-20 src/files.c
2093 * fixed bug with choosing wrong engine version when playing tapes
2094 * fixed bug with messing up custom element properties in 3.0.0 levels
2097 * version number set to 3.0.2
2100 * version 3.0.1 released
2102 2003-08-17 (no source files affected)
2103 * changed all "classic" PCX image files with 16 colors or less to
2104 256 color (8 bit) storage format, because the Allegro game library
2105 cannot handle PCX files with less than 256 colors (contributed
2106 graphics are not affected and might look wrong in the DOS version)
2108 2003-08-16 src/init.c
2109 * fixed bug which (for example) crashed the level editor when defining
2110 "dynamite.EDITOR: [NONE]", because graphics may not be undefined
2111 (only set to default) -- invalid graphics now set to default graphic
2113 2003-08-16 src/init.c
2114 * fixed graphical bug of player digging/collecting/snapping element
2115 when no corresponding graphic/animation is defined for this action,
2116 resulting in player being drawn as EL_EMPTY (which should only be
2117 done to elements being collected, but not to the player)
2119 2003-08-16 src/game.c
2120 * fixed small graphical bug of player not totally moving into exit
2122 2003-08-16 src/libgame/setup.c
2123 * fixed bug with wrong MS-DOS 8.3 filename conversion
2125 2003-08-16 src/tools.c
2126 * fixed bug with invisible mouse cursor when pressing ESC while playing
2128 2003-08-16 (various source files)
2129 * added another 128 custom elements (disabled in editor by default)
2131 2003-08-16 src/editor.c
2132 * fixed NULL string bug causing Solaris to crash in sprintf()
2134 2003-08-16 src/screen.c
2135 * fixed drawing over scrollbar on level selection with custom fonts
2137 2003-08-15 src/game.c
2138 * cleanup of simple sounds / loop sounds / music settings
2140 2003-08-08 (various source files)
2141 * added custom element property for dropping collected elements
2143 2003-08-08 src/conf_gfx.c
2144 * fixed bug with missing graphic for active red disk bomb
2146 2003-08-07 src/files.c, src/editor.c src/game.c, src/main.h
2147 * extended variable "level.gravity" to "level.initial_gravity" and
2148 "game.current_gravity" to prevent level setting from being changed
2149 by playing the level (keeping the runtime value after playing)
2151 * fixed graphics bug when digging element that has 'crumbled' graphic
2152 definition, but not 'diggable' graphic definition
2155 * version number set to 3.0.1
2158 * version 3.0.0 released
2161 * various bug fixes; among others:
2162 - fixed bug with pushing spring over empty space
2163 - fixed bug with leaving tube while placing dynamite
2164 - fixed bug with explosion of smashed penguins
2165 - allow Murphy player graphic in levels with non-Supaplex elements
2169 * I have forgotten to document changes for some time
2172 * pre-release version 2.2.0rc1 released
2175 * version number set to 2.1.2
2178 * version 2.1.1 released
2181 * version number set to 2.1.1
2184 * version 2.1.0 released
2187 * version number set to 2.1.0
2189 2002-04-03 to 2002-05-19 (various source files)
2190 * graphics, sounds and music now fully configurable
2191 * bug fixed that prevented walking through tubes when gravity on
2193 2002-04-02 src/events.c, src/editor.c
2194 * Make Escape key less aggressive when playing or when editing level.
2195 This can be configured as an option in the setup menu. (Default is
2196 "less aggressive" which means "ask user if something can be lost"
2197 when pressing the Escape key.)
2199 2002-04-02 src/screen.c
2200 * Added "graphics setup" screen.
2202 2002-04-01 src/screen.c
2203 * Changed "choose level" setup screen stuff to be more generic (to
2204 make it easier to add more "choose from generic tree" setup screens).
2206 2002-04-01 src/config.c, src/timestamp.h
2207 * Added source files "src/config.[ch]" and "src/timestamp.h" (which
2208 automatically gets created by "src/Makefile" and contains an actual
2209 compile-time timestamp to identify development versions of the game).
2211 2002-03-31 src/tape.c, src/events.c
2212 * Added quick game/tape save/load functions to tape stuff which can be
2213 invoked by a keyboard shortcut. Default: "F1" saves game/tape, "F2"
2214 loads previously recorded tape and directly goes into recording mode
2215 from the end of the tape (therefore appending to the tape).
2217 2002-03-31 src/tape.c
2218 * Added "index mark" function to tape recorder. When playing or
2219 recording, "eject" button changes to "index" button. Setting index
2220 mark is not yet implemented, but pressing index button when playing
2221 allows very quick advancing to end of tape (when normal playing),
2222 very fast forward mode (when playing with normal fast forward) or
2223 very fast reaching of "pause before end of tape" (when playing with
2224 "pause before end" playing mode).
2226 2002-03-30 src/cartoons.c
2227 * Moved some stuff from cartoons.c to the new "src/libgame/toons.c".
2229 2002-03-29 src/screen.c
2230 * Changed setup screen stuff to be more generic (to make it easier
2231 to add more setup screens).
2233 2002-03-23 src/main.c, src/main.h
2234 * Various changes due to the introduction of the new libgame files
2235 "setup.c" and "joystick.c".
2237 2002-03-23 src/files.c
2238 * Generic parts of "src/files.c" (mainly setup and level directory
2239 stuff) moved to new libgame file "src/libgame/setup.c".
2241 2002-03-23 src/joystick.c
2242 * File "src/joystick.c" moved to libgame source tree, with
2243 correspondig changes.
2245 2002-03-22 src/screens.c
2246 * "HandleChooseLevel()": Another bug in level series navigation fixed.
2247 (Wrong level series information displayed when entering main group.)
2249 2002-03-22 src/editor.c
2250 * Slight change to support new gadget event "GD_EVENT_INFO_LEAVING".
2252 2002-03-22 src/editor.c
2253 * Changed behaviour of "Escape" key in level editor to be more
2254 intuitive: When in "Element Properties" or "Level Info" mode,
2255 return to "Drawing Mode" instead of leaving the level editor.
2257 2002-03-21 src/game.c, src/editor.c, src/files.c
2258 * 2.0.1 introduced the corrected "Emerald Mine" style behaviour of
2259 gems (emeralds, diamonds, ...) slipping down from normal wall,
2260 steel wall and growing wall (as in E.M.C. style levels). Although
2261 the behaviour of contributed and private levels wasn't changed (due
2262 to the use of "level.game_version"; see previous entry), editing
2263 those levels will (of course) change the behaviour accordingly.
2265 This change seems a bit too hard after thinking about it, because
2266 the EM style behaviour is not the "expected" behaviour (gems would
2267 normally only slip down from "rounded" walls). Therefore this was
2268 now changed to an element property for gem style elements, with the
2269 default setting "off" (which means: no special EM style behaviour).
2270 To fix older converted levels, this flag is set to "on" for pre-2.0
2271 levels that are neither contributed nor private levels.
2273 2002-03-20 src/files.h
2274 * Corrected settings for "level.game_version" depending of level type.
2275 (Contributed and private levels always get played with game engine
2276 version they were created with, while converted levels always get
2277 played with the most recent version of the game engine, to let new
2278 corrections of the emulation behaviour take effect.)
2280 2002-03-20 src/main.h
2281 * Added "#include <time.h>". This seems to be needed by "tape.c" for
2282 compiling the SDL version on some systems.
2283 Thanks to the several people who pointed this out.
2286 * Version number set to 2.0.2.
2289 * Version 2.0.1 released.
2291 2002-03-18 src/screens.c
2292 * "HandleChooseLevel()": Small bug in level series navigation fixed.
2294 2002-03-18 src/files.c [src/libgame/misc.c]
2295 * Moved some common functions from src/files.c to src/libgame/misc.c.
2297 2002-03-18 src/files.c [src/libgame/misc.c]
2298 * Changed permissions for new directories and saved files (especially
2299 score files) according to suggestions of Debian users and mantainers.
2300 Thanks to Drew Parsons <dparsons@emerall.com> for the patch.
2302 2002-03-17 src/files.c
2303 * Changed "{Load|Save}{Level|Tape}()" to IFF style file format:
2304 Replaced "cookie" header string ("ROCKSNDIAMONDS_...\n") with
2305 real IFF style header "RND1....XXXX" (where "XXXX" is "CAVE"
2306 for levels and "TAPE" for tapes). Old "cookie" style format is
2307 still supported for reading. New level and tape files are written
2310 * New IFF chunk "VERS" contains version numbers for file and game
2311 (where "game version" is the version of the program that wrote the
2312 file, and "file version" is a version number to distinguish files
2313 with different format, for example after adding new features).
2315 2002-03-15 src/screen.c
2316 * "DrawHallOfFame()": "FadeSounds()" when entering the hall of fame.
2317 (Before, you heard a mixture of the in-game music and the
2318 hall-of-fame music.)
2320 2002-03-14 src/events.c
2321 * Function "DumpTape()" (files.c) now available by pressing 't' from
2322 main menu (when in DEBUG mode).
2324 2002-03-14 src/game.c
2325 * "GameWon()": When game was won playing a tape, now there is no delay
2326 raising the score and no corresponding sound is played.
2328 2002-03-14 src/files.c
2329 * Changed "LoadTape()" for real chunk support and also adjusted
2330 "SaveTape()" accordingly.
2332 2002-03-14 src/game.c, src/tape.c, src/files.c
2333 * Important changes to tape format: The old tape format stored all
2334 actions with a real effect with a corresponding delay between the
2335 stored actions. This had some major disadvantages (for example,
2336 push delays had to be ignored, pressing a button for some seconds
2337 mutated to several single button presses because of the non-action
2338 delays between two action frames etc.). The new tape format just
2339 stupidly records all device actions and replays them later. I really
2340 don't know why I haven't solved it that way before?! Old-style tapes
2341 (with tape file version less than 2.0) get converted to the new
2342 format on-the-fly when loading and can therefore still be played;
2343 only some minor parts of the old-style tape handling code was needed.
2344 (A perfect conversion is not possible, because there is information
2345 missing about the device actions between two action frames.)
2347 2002-03-14 src/files.c
2348 * New function "DumpTape()" to dump the contents of the current tape
2349 in a human readable format.
2351 2002-03-14 src/game.c
2352 * Small tape bug fixed: When automatically advancing to next level
2353 after a game was won, the tape from the previous level still was
2354 loaded as a tape for the new level.
2356 2002-03-14 src/tape.c
2357 * Small graphical bug fixed: When pressing ""Record" or "Play" on
2358 tape, cartoons did not get completely removed because
2359 StopAnimation() was not called.
2361 2002-03-13 src/files.c
2362 * Changed "LoadLevel()" and "SaveLevel()" to add new chunk "CNT2".
2363 Fixed bug of "CONT" and "BODY" (chunk size was set to 8-bit element
2364 size even when using 16-bit elements). Added new chunk "CNT2" for
2365 16-bit amoeba content (previously written in 8-bit field in "HEAD"
2366 chunk even when content was 16-bit element). "CNT2" should now be
2367 able to store content for arbitrary elements (up to eight blocks of
2368 3 x 3 element arrays). All "CNT2" elements will always be stored as
2369 16-bit elements. "CONT" (with 8/16-bit elements) now obsolete.
2371 2002-03-13 src/files.c
2372 * Changed "LoadLevel()" for real chunk support.
2374 2002-03-12 src/game.c
2375 * Fixed problem (introduced after 2.0.0 release) with penguins
2376 not getting killed by enemies
2378 2002-02-24 src/game.c, src/main.h
2379 * Added "player->is_moving"; now "player->last_move_dir" does
2380 not contain any information if the player is just moving at
2382 Before, "player->last_move_dir" was misused for this purpose
2383 for the robot stuff (robots don't kill players when they are
2384 moving). But setting "player->last_move_dir" to MV_NO_MOVING
2385 broke tapes when walking through pipes!
2386 ("IS_MOVING()" uses "MovPos[][]", but this fails when it is 0
2387 in a continuous movement. This fact is ignored for friends and