2 * fixed bug with player relocation while the player switches an element
5 * fixed bug with EM/DC style exit and EM/DC style steel exit which was
6 not walkable (and did not let the player enter) when in process of
7 opening, but not fully open yet (which can cause the player not being
8 able to enter the exit in EM/DC style levels in time)
11 * fixed some bugs regarding the new level/CE random seed reset options
14 * moved "level settings" and "editor settings" to two tabbed screens in
15 level editor to gain space for additional level property settings
16 * added level setting to start a level with always the same random seed
17 * added CE action "set random seed" to re-initialize random seed in game
18 (this is the only CE action that gets executed before the CE changes,
19 which is needed to use the newly set random seed during the CE change)
22 * fixed redraw problem of special editor door when playing from editor
25 * fixed initialization of gfx_element for level sketch image creation
28 * added switch for EM style dynamite "[ ] explodes with chain reaction"
29 (with default set to "on" for existing levels, but "off" for all new
30 levels), as EM style dynamite does not chain-explode in original EM
33 * added optional initial inventory for players (pre-collected elements)
34 * added change page actions "set player inventory" and "set CE artwork"
35 * added recognition of "player" parameter on change pages when player
36 actions are defined, but no trigger player in corresponding condition
37 (this resulted in actions that only affected the first player before)
38 * fixed bug with change actions being executed for newly created custom
39 elements resulting from custom element changes, when the intention was
40 only to check for change actions for the previous custom element
43 * changed design and size of element drawing area in level editor
44 * added "element used as action parameter" to element change actions
47 * added possibility to reanimate player immediately after his death
48 (for example, by "change to <player> when explosion of <player>")
51 * fixed bug with "gray" white door not being uncovered by magnifier
52 * added score for collecting (any) key to the white key config page
55 * added condition "deadly when <getting hit by>" for custom elements
56 that behaves a bit like the existing "deadly when <colliding with>",
57 but with the following differences:
58 - it only kills players or friends when it was moving before it hits
59 - it does not kill players or friends that try to run into it
62 * fixed the following change conditions where a player element is used
63 as the "element that is triggering the custom element change":
66 - explosion of <element>
68 (the last two conditions already worked partially, but only for the
69 first player, and not for the "Murphy" player when using "move of")
72 * fixed crash bug caused by accessing invalid element (with value -1)
73 in UpdateGameControlValues()
74 * fixed graphical bug when using two-tile movement animations with EMC
75 game engine without explicitly using native EMC graphics engine
78 * fixed bug in new "can dig" feature (see below) so that an unsuccessful
79 try to push something (due to push delay) does not cause a dig action
82 * fixed bug with reference elements used as trigger elements on custom
83 element change pages not being recognized
84 * fixed bug with reference elements not being removed from the playfield
85 * added engine functionality that allows custom elements that "can dig"
86 other elements not only to do so when moving by themselves, but also
87 when being pushed by the player (therefore adding the functionality to
88 push one element over another element, replacing it with the new one)
91 * added command line function to write level sketch images to directory
94 * merged override and auto-override options into new override options
95 with a new data type than can take the values "no", "yes" and "auto"
98 * fixed growing steel wall to also leave behind steel wall instead of
99 normal, destructible wall
100 * fixed handling of rocks falling through stacks of quicksand with
101 different speed (before, the rocks just got stuck in the quicksand)
104 * fixed nasty bug with auto-override and normal override not working on
105 program startup (especially when current level set has custom artwork)
108 * version 3.2.5 released as special edition "R'n'D jue"
111 * fixed X11 crash bug when blitting masked title screens over background
114 * changed build system to support special editions (like "R'n'D jue")
115 * added (hardcoded) loading graphics for "R'n'D jue" special edition
116 * fixed X11 crash bug when scaling images with width/height less than 32
119 * added "background.PLAYING" (only visible as two-pixel border in game)
120 * added default level set for first start of special R'n'D version
121 * changed door animations for editor always behaving like "quick doors"
124 * added new custom artwork setup option "auto-override non-CE sets" for
125 automatic artwork override that is only used for level sets without
126 custom element artwork (as it does not make much sense to override
127 any artwork that redefines custom element artwork for sets using CEs)
128 * fixed default artwork for "special" R'n'D versions always using the
129 "classic" artwork as the base if base artwork is not explicitly
130 defined in "levelinfo.conf", regardless of different default artwork
131 used by the special R'n'D version -- this is needed because any such
132 custom artwork is designed using the "classic" artwork definitions as
133 the base (including menu definitions and screen positions etc., which
134 would otherwise be taken from the different special default artwork)
137 * fixed drawing of animated "quicksand.filling" and "quicksand.emptying"
138 for both EMC and R'n'D graphics engine (heavy workarounds needed due
139 to massively broken handling of quicksand in R'n'D game engine)
140 * fixed off-limits access to array in DrawLevelFieldCrumbledSandExt()
141 * fixed crash bug (hopefully) when scrolling with cursor keys in editor
144 * fixed small bug in toon drawing (introduced when fixing the crash bug)
147 * added graphics definition "game.panel.highscore" to display the
148 current levels current high score in the game panel
151 * version number set to 3.2.5
154 * version 3.2.4 released
157 * fixed crash bug in toon drawing functions for large step offset values
160 * fixed some problems with displaying game panel when quick-loading tape
163 * fixed (experimental only) redrawing of every tile per frame (even if
164 unneeded) for the extended (R'n'D based) EMC graphics engine
165 * added optimization to only calculate element count for panel display
166 if really needed (that is, if element count values defined on panel)
167 * fixed problem with special editor door redraw when entering main menu
170 * fixed bug with displaying background for title messages on info screen
171 * some code cleanup for the extended (R'n'D based) EMC graphics engine
174 * fixed bug with CE action "move player" always resulting in player 4
175 if there was a CE action with no trigger player (because the player
176 element was calculated by using log_2() from trigger player bits with
177 the value PLAYER_BITS_ANY) -- this is now fixed by also storing the
178 triggering player bit mask and handling all players in "move player"
179 * fixed bug when defined artwork cannot be found for artwork that has
180 default artwork cloned from other artwork (without default filename)
181 * added several fixes to the extended (R'n'D based) EMC graphics engine
184 * fixed broken editor copy and paste for custom elements between levels
187 * title messages are now also searched in graphics artwork directory;
188 those found in graphics directory have precendence over those found
189 in level directory -- this handles title messages stored in graphics
190 directories as part of the artwork set, just like title images; this
191 makes sense, as corresponding special font definitions for messages
192 are usually defined in the same graphics artwork directory, and also
193 because title images and title messages that are combined in a level
194 set introduction should usually not be separated when the level set
195 is used with a different artwork set (e.g. using "override graphics")
196 * fixed problem with door borders on main screen by first drawing doors
197 and then the corresponding border masks, but not vice versa
198 * fixed problem with artwork config entries using the value "[DEFAULT]";
199 this does not what one might expect, but sets the value to an invalid
200 value -- solution: simply ignore such entries, which results in this
201 value keeping its previous (real) default value (in general, entries
202 that should use their default value should just not be defined here)
203 * fixed problem with wrong fading area size from main menu to setup menu
206 * fixed problem with broken crumbled graphics after level set changes
207 when using R'n'D custom artwork with level sets using the EMC engine
210 * fixed invisible "joysticks deactivated ..." text on setup input screen
213 * added use of hashes created from static lists (element tokens, image
214 config, font tokens) to speed up lookup of configuration parameters
215 * fixed bug where element and graphic config token lookup was mixed up
218 * added "busy" animation when initializing program and loading artwork
219 * added initialization profiling for program startup (debugging only)
222 * fixed(?) very strange bug apparently triggered by memset() when code
223 was cross-compiled with MinGW cross-compiler for Windows XP platform
224 (this only happened when using SDL.dll also self-compiled with MinGW)
227 * added graphics engine directive "border.draw_masked_when_fading" that
228 enables/disables drawing of border mask over screen that is just faded
231 * fixed small problem with separate fading definition for game screen
234 * added additional configuration directives for setup screen draw offset
235 menu.draw_xoffset.SETUP[XXX] and menu.draw_yoffset.SETUP[XXX] with XXX
236 in GAME, EDITOR, GRAPHICS, SOUND, ARTWORK, INPUT, SHORTCUTS_1,
237 SHORTCUTS_2, CHOOSE_ARTWORK, CHOOSE_OTHER (where "CHOOSE_ARTWORK" is
238 used to define draw offset on custom artwork selection screens and
239 "CHOOSE_OTHER" is used on all other list style selection screens, like
240 choosing game speed or screen mode for fullscreen mode)
241 * added additional configuration directives to define main menu buttons:
242 - menu.button_name and menu.button_name.active
243 - menu.button_levels and menu.button_levels.active
244 - menu.button_scores and menu.button_scores.active
245 - menu.button_editor and menu.button_editor.active
246 - menu.button_info and menu.button_info.active
247 - menu.button_game and menu.button_game.active
248 - menu.button_setup and menu.button_setup.active
249 - menu.button_quit and menu.button_quit.active
250 * added eight pure decoration graphic definitions for the game panel
253 * added support for accessing native Diamond Caves II level packages
254 * fixed displaying of game panel values for Emerald Mine game engine
255 * fixed displaying end-of-level time and score values on new game panel
258 * added game panel control to display arbitrary elements on game panel
259 * added game panel control to display custom element score (globally
260 unique for identical custom elements) either as value or as element
261 * added ".draw_masked" and ".draw_order" to game panel control drawing
264 * fixed some general bugs with handling of ".active" elements and fonts
267 * cleanup of game panel elements (some elements were not really needed)
268 * added displaying of gravity state (on/off) as new game panel control
269 * added animation for game panel elements (similar to game elements)
272 * added new pseudo game mode "PANEL" to define panel fonts and graphics
273 - panel fonts now use ".PANEL" suffix instead of ".PLAYING" suffix
274 - panel graphics now use ".PANEL" suffix instead of ".DOOR" suffix
275 (else graphics would have to use ".PLAYING", which would be confusing)
276 * fixed bug when fading out to game screen with border mask defined
279 * added attribute ".tile_size" for element style game panel controls
282 * added <space> key as additional valid key to use for confirm requester
285 * improved menu fading, adding separate fading definitions for entering
286 and leaving a "content" screen (in general), and optional definitions
287 for the special "content" screens SCORES, EDITOR, INFO and PLAYING
290 * added (currently invisible) setup option to define scroll delay value
291 * fixed small bug in priority handling when auto-detecting level start
292 position in levels without player element (but player from CE etc.)
293 * added option "game.forced_scroll_delay_value" to override user choice
294 of scroll delay value for certain level sets with "graphicsinfo.conf"
295 * replaced setup option "scroll delay: on/off" by new setup option that
296 directly allows selecting the desired scroll delay value from 0 to 8
299 * added displaying of most game panel control elements (not animated)
302 * added new configuration directives to display additional game engine
303 values on the game control panel, like the following examples:
304 - game.panel.time_hh/time_mm/time_ss - level time in HH/MM/SS format
305 - game.panel.penguins - number of penguins to rescue
306 - game.panel.level_name - level name of current level
309 * added support for preview tile sizes "1" and "2" (1x1 and 2x2 pixels)
312 * added new player option "no centering when relocating" for "invisible"
313 teleportations to level areas that look exactly the same, giving the
314 illusion that the player did not relocate at all (this was the default
315 since 3.2.3, but caused visual problems with room creation in "Zelda")
316 * added new menu fading effect "melt", shamelessly stolen from "DOOM"
319 * improved menu fading, adding separate fading definitions for entering
320 and leaving a menu and for fading between menu and "content" screens
321 * fixed small bug with recognizing also ".font_xyz" style definitions
324 * improved menu fading, adding separate fading definitions for fading
325 between menu screens and fading between menu and "destination" screens
328 * titlemessage_initial_x and titlemessage_x set to "[DEFAULT]" in static
329 configuration (set from "[titlemessage_initial]" and "[titlemessage]")
330 * fading settings of "[titlemessage_initial]" and "[titlemessage]" set
331 to "[DEFAULT]" in static configuration (set from "[title_initial]" and
333 * improved title fading, allowing fading animation types "none", "fade"
334 and "crossfade" (including cross-fading of last title to main menu)
337 * added configurability of graphics, sounds and music for title screens,
338 which are separated into initial title screens (only shown once at
339 program startup) and title screens shown for a given level set; these
340 title screens can be composed of up to five title images and up to
341 five title text messages (each drawn using an optional background
342 image), also using background music and/or sounds; aspects like
343 background images, sounds and music of title screens can either be
344 defined generally (valid for all title screens) or specifically (and
345 therefore differently for each title screen) using these directives:
347 to define a background image, sound or music file for all screens:
348 - background.TITLE_INITIAL (for all title screens for game startup)
349 - background.TITLE (for all title screens for level sets)
351 to define a background image, sound or music file for a single screen:
352 - background.titlescreen_initial_x (with x in 1,2,3,4,5)
353 - background.titlescreen_x (with x in 1,2,3,4,5)
354 - background.titlemessage_initial_x (with x in 1,2,3,4,5)
355 - background.titlemessage_x (with x in 1,2,3,4,5)
357 to define the title screen images:
358 - titlescreen_initial_x (with x in 1,2,3,4,5)
359 - titlescreen_x (with x in 1,2,3,4,5)
361 to define the title text messages, place text files into the level set
362 directory that have the following file names:
363 - titlemessage_initial_x.txt (with x in 1,2,3,4,5)
364 - titlemessage_x.txt (with x in 1,2,3,4,5)
366 to define the properties of the text messages, either use directives
367 that affect all text messages:
368 - [titlemessage_initial].<suffix>
369 - [titlemessage].<suffix>
370 or use directives that affect single text messages:
371 - titlemessage_initial_x.<suffix> (with x in 1,2,3,4,5)
372 - titlemessage_x.<suffix> (with x in 1,2,3,4,5)
374 valid values for <suffix> are the same as for readme.<suffix> below;
375 use ".sort_priority" (default: 0) to define an arbitrary order for
376 title images and title messages (which can therefore be mixed)
379 * added full configurability of "readme.txt" screen appearance:
380 - readme.x: <left position used with alignment>
381 - readme.y: <top position>
382 - readme.width: <maximim text width in pixels>
383 - readme.height: <maximum text height in pixels>
384 - readme.chars: <maximum number of chars per line>
385 - readme.lines: <maximum number of lines displayed>
386 - readme.align: left,center,right (default: center)
387 - readme.top: top,middle,bottom (default: top)
388 - readme.font: font name
389 - readme.autowrap: true,false (default: true)
390 - readme.centered: true,false (default: false)
391 - readme.parse_comments: true,false (default: true)
392 - readme.sort_priority: (not used here, but only for title screens)
393 when "readme.chars" and/or "readme.lines" is set to "-1" (this is the
394 default), they are automatically determined from "readme.width" and
395 "readme.height" accordingly; when they are not "-1", they have
396 precedence over "readme.width" and "readme.height"
397 * added internal ad-hoc config settings for displaying text files like
398 title messages or "readme.txt" style level set info files:
399 - .font: font name (default: readme.font)
400 - .autowrap: true,false (default: readme.autowrap)
401 - .centered: true,false (default: readme.centered)
402 - .parse_comments: true,false (default: readme.parse_comments)
403 (the leading '.' and the separating ':' are mandatory here); to use
404 these ad-hoc settings, they have to be written inside a comment, like
405 "# .autowrap: false" or "# .centered: true"; these settings then
406 override the above global settings (they can even be used more than
407 once, like "# .centered: true", then some text that should be drawn
408 centered, then "# .centered: false" to go back to non-centered text;
409 important note: after using "# .parse_comments: false", or when using
410 "readme.parse_comments: false", detecting and parsing comments inside
411 the file is disabled and comments are just printed like normal text;
412 also be aware that all automatic text size calculations are done with
413 the font defined in "readme.font", while using different fonts using
414 "# .font: <font>" inside the text file may cause unexpected results
417 * changed some numerical limits in the level editor from 255 to 999
420 * added option "system.sdl_videodriver" to select SDL video driver
421 * added output of SDL video and audio driver to "version info" page
424 * added group element drawing to IntelliDraw drawing functions
425 * fixed animation resetting problem again (last try broke Snake Bite)
426 * fixed diagonal scrolling in screen scrolling (last try broke Pac Man)
429 * added new (special) "include: <filename>" directive that works in all
430 configuration files (like "graphicsinfo.conf") and that has the same
431 effect as if that directive would be replaced with the content of the
432 specified file (this can be useful to split large configuration files
433 into several smaller ones and include them from one main file, or to
434 store configuration settings that always stay the same into a separate
435 file, while including it and only add those parts that really change)
438 * fixed minor bug (screen redraw of player tiles) in EMC graphics engine
441 * fixed bug in "InitMovingField()" where treating an integer array as
442 boolean caused wrong resetting of animations while elements are moving
443 * fixed problem with resetting animations when starting element change
446 * added sort priority for order of title screens and title messages
449 * changed end of game again: do not wait for the user to press a key
450 anymore, but directly ask/confirm tape saving and go to hall of fame
451 * re-enabled quitting of lost game by pressing space or return again
452 * added blanking of mouse pointer when displaying title screens
453 * added remaining menu draw offset definitions for info sub-screens
456 * added setup option to select game speed (from very slow to very fast)
457 * improved handling of title text messages (initial and for level set)
460 * added new options "auto-wrap" and "centered" for DC2 style envelopes
463 * fixed displaying and typing of player name when it is centered
464 * added special characters to be allowed for player name (not only A-Z)
467 * fixed blit in ScrollLevel() to same bitmap to not overlap anymore
468 (newer versions of the SDL library seem to not like this anymore)
471 * added code for configuration directives for control of game panel
474 * fixed small cosmetical bug with underlining property tabs in editor
477 * fixed small drawing bug in X11FadeRectangle
478 * added new elements for newly supported Diamond Caves II levels:
479 - EM/DC style exits that disappear after passing
480 - white key and gate (one white key needed for each white gate)
481 - fake gate (there is no key to open/pass this kind of gate!)
482 - extended magic wall which also handles pearls and crystals
486 * changed maximum value for endless loop detection to a higher value
487 (some levels really used very deep recursion without being endless)
490 * added new elements for newly supported Diamond Caves II levels:
491 - growing steel walls
492 - snappable land mine
495 * added new elements for newly supported Diamond Caves II levels:
496 - steel text elements
499 * added level file loader for native Diamond Caves II levels
502 * version number set to 3.2.4
505 * version 3.2.3 released
508 * fixed malloc/free bug when updating EMC artwork entries in level list
509 * added workaround (warning and request to quit the current game) when
510 changing elements cause endless recursion loop (which would otherwise
511 freeze the game, causing a crash-like program exit on some systems)
514 * fixed nasty string overflow bug when entering too long envelope text
517 * added feedback sounds for menu navigation "menu.item.activating" and
518 "menu.item.selecting" (for highlighting and executing menu entries)
521 * improved "no scrolling when relocating" to also consider scroll delay
522 (meaning that the player is not automatically centered in this case;
523 this makes it possible to "invisibly" relocate the player to a region
524 of the level playfield which looks the same as the old level region)
525 * fixed bug with not recognizing "main.input.name.align" when active
528 * fixed bug with displaying masked borders over title screens when
529 screen fading is disabled
532 * fixed infinite loop / crash bug when killing the player while having
533 a CE with the setting "kill player X when explosion of <player X>"
534 * added special editor graphic for "char_space" to distinguish it from
535 "empty_space" when editing a level (in-game graphics still the same)
538 * fixed nasty bug with initialization only done for the first player
541 * small change to handle loading empty element/content list micro chunks
544 * uploaded pre-release (test) version 3.2.3-0 binary and source code
547 * some optimizations on startup speed by reducing initial text output
550 * added caching of custom artwork information for faster startup times
553 * fixed graphical bug when using fewer menu entries on level selection
554 screen than usual (with "menu.list_size.LEVELS" directive)
555 * fixed crash bug (Windows/SDL only) caused by BlitBitmap blitting from
556 the backbuffer to the backbuffer by error (with identical rectangle)
559 * fixed bug when displaying titlescreen with size less than element tile
560 * fixed bug that caused elements with "change when digging <e>" event
561 to change for _every_ digged element, not only those specified in <e>
562 * fixed bug that caused impact style collision when dropping element one
563 tile over the player that can both fall down and smash players
564 * fixed bug that caused impact style collision when element changed to
565 falling/smashing element over the player immediately after movement
568 * fixed bug that allowed making engine snapshots from the level editor
571 * fixed bugs with player name and current level positions on main screen
574 * added configuration directives for control of title screens:
575 - "title.fade_delay" for fading time
576 - "title.post_delay" for pause between screens (when not crossfading)
577 - "title.auto_delay" to automatically continue after some time
578 these settings can each be overridden by specifying them with titles:
579 - "titlescreen_initial_{1-5}.{fade_delay,post_delay,auto_delay}"
580 - "titlescreen_{1-5}.{fade_delay,post_delay,auto_delay}"
581 fading mode can also be specified:
582 - "titlescreen_initial_{1-5}.anim_mode: {fade,crossfade}
583 - "titlescreen_{1-5}.anim_mode: {fade,crossfade}
584 default is using normal fading for menues and initial title screens,
585 while using cross-fading for level set title screens
586 * fixed bug with background not drawn in Hall of Fame after game was won
589 * added configuration directives for the remaining main menu items
592 * added additional configuration directives for info screen draw offset:
593 menu.draw_{x,y}offset.INFO[{ELEMENTS,MUSIC,CREDITS,PROGRAM,LEVELSET}]
594 * added additional configuration directives for preview info text
595 * limited mouse wheel sensitive screen area to scrollable screen area
598 * added highlighted menu text entries to menu navigation when selected
601 * fixed bug that prevented player from correctly being created in the
602 top left corner by a custom element change in a level without player
603 * fixed bug that prevented player from being killed when indestructible,
604 non-walkable element is placed on player position by extended change
605 * added configurable menu button, text and input positions to main menu
608 * added page fading effects for remaining info sub-screens
609 * fixed small bug that caused some delays when answering door request
612 * added directives "border.draw_masked.*" for menu/playfield area and
613 door areas to display overlapping/masked borders from "global.border"
616 * fixed bug with CE with move speed "not moving" not being animated
617 * when changing player artwork by CE action, reset animation frame
620 * fixed bug with not unmapping main menu screen gadgets on other screens
621 * fixed bug with un-pausing a paused game by releasing still pressed key
622 * fixed bug with not redrawing screen when toggling to/from fullscreen
623 mode while fast reloading tape (without redrawing playfield contents)
624 * fixed bug with quick-saving tape snapshot despite answering with "no"
627 * version number set to 3.2.3
630 * version 3.2.2 released
633 * fixed bug with redrawing screen in fullscreen mode after quick tape
634 reloading when using the EMC game engine
635 * changed token names from "last_ce_[1-8]" to "prev_ce_[1-8]"
638 * fixed bug in GameWon() when level contains no exit (like in Sokoban)
641 * added engine snapshot functionality for instant tape reloading (this
642 only works for the last tape saved using "quick save", and does not
643 work across program restarts, because it completely works in memory)
646 * version number set to 3.2.2
649 * version 3.2.1 released
652 * fixed nasty bugs with handling error message file on Mac OS X systems
655 * general code cleanup (removing many annoying "#if 0" blocks etc.)
658 * fixed bug that caused broken tapes when manually appending to tapes
659 using the "pause before death" functionality, followed by recording
660 * added setup option to disable fading of screens for faster testing
663 * code cleanup of new fading functions
666 * changed behaviour after solved game -- do not immediately stop engine
667 * added some more smooth screen fadings (game start, hall of fame etc.)
670 * fixed bug with displaying pushed CE with value/score/delay anim_mode
673 * added configurable level preview position, tile size and dimensions
674 * added configurable game panel value positions (gems, time, score etc.)
677 * fixed small bug with time displayed incorrectly when collecting CEs
680 * fixed bug with bumpy scrolling with EM engine in double player mode
683 * added compatibility code to fix "Snake Bite" style levels that were
684 broken due to a bugfix regarding EL_SOKOBAN_FIELD_PLAYER in 3.2.0
687 * fixed bug with scrollbars inside editor when using the Windows mouse
688 enhancement tool "True X-Mouse" (which injects key events to the event
689 queue to insert selected stuff into the Windows clipboard, which gets
690 confused with the "Insert" key for jumping to the last editor cascade
691 block in the element list)
692 * added Rocks'n'Diamonds icon for use as window icon to SDL version
693 * added key shortcut "Alt + Enter" to toggle fullscreen mode at any time
696 * added selection of preferred fullscreen mode to setup / graphics menu
697 (useful if default mode 800 x 600 does not match screen aspect ratio)
700 * improved down-scaling of images for better editor and preview graphics
701 * changed user data directory for Mac OS X from Unix style to new place
704 * improved level number selection in main menu and player selection in
705 setup menu (input devices section) by using standard button gadgets
706 * added support for mouse scroll wheel (caused buggy behaviour before)
707 * added support for scrolling horizontal scrollbars with mouse wheel by
708 holding "Shift" key pressed while scrolling the wheel
709 * added support for single step mouse wheel scrolling by holding "Alt"
710 key pressed while scrolling the wheel (can be combined with "Shift")
711 * changed output file "stderr.txt" on Windows platform now always to be
712 created in the R'n'D sub-directory of the personal documents directory
713 * added Windows message box to direct to "stderr.txt" after error aborts
716 * improved general scrollbar handling (when jump-scrolling scrollbars)
719 * changed scrollbars to always show last line as first after scrolling
720 (that means jumping n - 1 screen lines instead of n screen lines)
723 * fixed level versions of EMC level loader (from V4 to V1, V2 and V3)
724 * fixed level time for EMC levels for V2 engine (V2 and V5 levels)
725 * fixed special handling of vertically stacked acid becoming fake acid
728 * fixed bug (very special case) with CE_SCORE_GETS_ZERO, which can
729 affect multiple instances of the same CE, although this kind of
730 change condition usually only affects one single custom element
733 * version number set to 3.2.1
736 * version 3.2.0 released
739 * reorganized level editor element list a bit to match engines better
742 * fixed newly introduced bug with wrongly initializing clipboard element
745 * fixed bug with displaying visible/invisible level border in editor
748 * reorganized some elements in the level editor element list
751 * fixed bug with displaying any player as "yellow" when moving into acid
752 * fixed bug with displaying running player when player stopped at border
755 * fixed bug with player exploding when moving into acid
756 * fixed bug with level settings being reset in editor and when playing
757 (some compatibility settings being set not only after level loading)
758 * fixed crash bug when number of custom graphic frames was set to zero
759 * fixed bug with teleporting player on walkable tile not working anymore
760 * added partial compatibility support for pre-release-only "CONF" chunk
761 (to make Alan Bond's "color cycle" demo work again :-) )
764 * fixed some bugs when displaying title screens from info screen menu
765 * fixed bug which caused EMC doors #5 to #8 to be passable without keys
768 * changed file major version to 3 to reflect level file format changes
769 * uploaded pre-release (test) version 3.2.0-8 binary and source code
772 * added new chunk "NAME" to level file format for level name settings
773 * added new chunk "NOTE" to level file format for envelope settings
774 * changed name of chunk "CONF" to "ELEM" (for normal element settings)
775 * updated magic(5) file to recognize changed and new level file chunks
776 * removed change events "change when CE value/score changes" as unneeded
779 * changed gravity (which only affects the player) from level property
780 to player property (only makes a difference in multi-player levels)
781 * added change events "change when CE value/score changes"
782 * added change events "change when CE value/score changes of <element>"
785 * added new chunk "INFO" to level file format for global level settings
786 * added all element settings from "HEAD" chunk to "CONF" chunk
787 * added all global level settings from "HEAD" chunk to "INFO" chunk
790 * changed level file format by adding two new chunks "CUSX" (for custom
791 elements, replacing the previous "CUS4" chunk) and "GRPX" (for group
792 elements, replacing the previous "GRP1" chunk); these new IFF style
793 chunks use the new and flexible "micro chunks inside chunks" technique
794 already used with the new "CONF" chunk (for normal element properties)
795 which makes it possible to easily extend the existing level format
796 (instead of using fixed-length chunks like before, which are either
797 too big due to reserved bytes for future use, or too small when those
798 reserved bytes have all been used and even more data should be stored,
799 requiring the replacement by new and larger chunks just like it went
800 with "CUS1" to "CUS4"); this whole problem now does not exist anymore
803 * added credits pages to the "credits" section that were really missing
804 * added some missing element descriptions to the level editor
805 * added down position of switchgate switch to the level editor
806 and allowed the use of both switch positions at the same time
807 * changed use of "Insert" and "Delete" keys to navigate element list in
808 level editor to start of previous or next cascading block of elements
811 * added the possibility to view the title screen to the info screen menu
812 * fixed some minor bugs with viewing title screens
815 * fixed bug with title (cross)fading in/out when using fullscreen mode
818 * fixed bug that forced re-defining of menu settings in local graphics
819 config file which are already defined in existing base config file
820 * fixed small bug that caused door sounds playing when music is enabled
823 * added the possibility to define up to five title screens for each
824 level set that are displayed after loading using (cross)fading in/out
825 (this was added to display the various start images of the EMC sets)
828 * added "CE score gets zero [of]" to custom element trigger conditions
829 * added setup option to display element token name in level editor
832 * added compatibility code for Juergen Bonhagen's menu artwork settings
835 * fixed bug with displaying wrong animation frame 0 after CE changes
836 * fixed bug with creating invisible elements when light switch is on
839 * added selection between ECS and AGA graphics for EMC levels to setup
842 * adjusted font handling for various narrow EMC style fonts
845 * changed EM engine behaviour back to re-allow initial rolling springs
848 * fixed handling of over-large selectboxes (less error-prone now)
849 * fixed bug when creating GE with walkable element under the player
852 * added use of "Insert" and "Delete" keys to navigate element list in
853 level editor to start of custom elements or start of group elements
854 * added virtual elements to access CE value and CE score of elements:
855 - "CE value of triggering element"
856 - "CE score of triggering element"
857 - "CE value of current element"
858 - "CE score of current element"
861 * fixed "grass" to "sand" in older EM levels (up to file version V4)
864 * changed behaviour of network games with internal errors (because of
865 different client frame counters) from immediately terminating R'n'D
866 to displaying an error message requester and stopping only the game
867 (also to prevent impression of crashes under non command-line runs)
868 * fixed playing network games with the EMC engine (did not work before)
869 * fixed bug with not scrolling the screen in multi-player mode with the
870 focus on player 1 when all players are moving in different directions
871 * fixed bug with keeping pointer to gadget even after its deallocation
872 * fixed bug with allowing "focus on all players" in network games
873 * fixed bug with player focus when playing tapes from network games
876 * uploaded pre-release (test) version 3.2.0-7 binary and source code
879 * code cleanup for game action control for R'n'D and EMC game engine
882 * fixed bug in multi-player movement with focus on both players
883 * added option to control only the focussed player with all input
886 * added player focus switching to level tape recording and re-playing
889 * fixed some bugs in player focus switching in EMC and RND game engine
892 * added special Supaplex animations for Murphy digging and snapping
893 * added special Supaplex animations for Murphy being bored and sleeping
896 * added four new yam yams with explicit start direction for EMC engine
897 * fixed bug in src/libgame/text.c with printing text outside the window
900 * fixed small bug in EMC level loader (copyright sign in EM II levels)
903 * added delayed ignition of EM style dynamite when used in R'n'D engine
904 * added limited movement range to EMC engine when focus on all players
907 * fixed bug with missing (zero) score values for native Supaplex levels
910 * added "continuous snapping" (snapping many elements while holding the
911 snap key pressed, without releasing the snap key after each element)
912 as a new player setting for more compatibility with the classic games
915 * finished scrolling for "focus on all players" in EMC graphics engine
918 * level sets with "levels: 0" are ignored for levels, but not artwork
919 * fixed bug when scanning empty level group directories (endless loop)
922 * fixed bug with explosion graphic for player using "Murphy" graphic
923 * fixed bug with explosion graphic if player leaves explosion in time
924 * changed some descriptive text in setup menu to use medium-width font
925 * added key shortcut settings for switching player focus to setup menu
928 * fixed bug with random value initialization when recording tapes
929 * fixed bug with playing single player tapes when team mode activated
932 * fixed little bug when trying to switch to player that does not exist
935 * added player switching (visual and quick) to R'n'D and EM game engine
936 * added setup option to select visual or quick in-game player switching
939 * added use of "Home" and "End" keys to handle element list in editor
942 * fixed bug with adding score when playing tape with EMC game engine
943 * added steel wall border for levels using EMC engine without border
944 * finally fixed delayed scrolling in EMC engine also for small levels
947 * fixed potential crash bug in WarnBuggyBase() (missing boundary check)
950 * fixed bug with CE change order in TestIfElementTouchesCustomElement()
951 * fixed bug when displaying info element without action, but direction
954 * fixed minor graphical problems with springs smashing and slurping
955 (when using R'n'D style graphics instead of EMC style graphics)
958 * added scroll delay (as configured in setup) to EMC graphics engine
961 * improved screen redraw for EMC graphics engine (faster and smoother)
962 * when not scrolling, do not redraw the whole playfield if not needed
965 * added multi-player mode for EMC game engine (with up to four players)
968 * added android (can clone elements) from EMC engine to R'n'D engine
971 * added spring bumper (reflects spring) from EMC engine to R'n'D engine
974 * added selectbox for initial player speed to player settings in editor
977 * version 3.1.2 created that is basically version 3.1.1, but with a
978 major bug fixed that prevented editing your own private levels
979 * version 3.1.2 released
982 * added magic ball (creates elements) from EMC engine to R'n'D engine
985 * uploaded fixed pre-release version 3.2.0-6 binary and source code
988 * fixed bug when using "CE can leave behind <trigger element>"
989 * added new change condition "(after/when) creation of <element>"
990 * added new change condition "(after/when) digging <element>"
991 * fixed bug accessing invalid gadget that caused crashes under Windows
992 * deactivated new possibility for multiple CE changes per frame
995 * uploaded pre-release (test) version 3.2.0-6 binary and source code
998 * added animation types "ce_value" and "ce_score" to graphicsinfo.conf
999 * fixed bug with not keeping CE value for moving CEs with only action
1000 * changed CE action selectboxes in editor to be only reset when needed
1003 * added option "use artwork from element" for custom player artwork
1004 * added option "use explosion from element" for player explosions
1007 * added cascaded element lists in the level editor
1008 * added persistence for cascaded element lists by "editorcascade.conf"
1009 * added dynamic element list with all elements used in current level
1010 * added possibility for multiple CE changes per frame (experimental)
1013 * uploaded pre-release (test) version 3.2.0-5 binary and source code
1016 * changed "score for each 10 seconds/steps left" to "1 second/step"
1017 * added own score for collecting "extra time" instead of sharing it
1018 * added change events "switched by player" and "player switches <e>"
1019 * added change events "snapped by player" and "player snaps <e>"
1020 * added "set player artwork: <element choice>" to CE action options
1021 * added change event "move of <element>"
1024 * added "set player shield: off / normal / deadly" to CE action options
1025 * added new player option "use level start element" in level editor
1026 to set the correct focus at level start to elements from which the
1027 player is created later (this did not work before for cascaded CE
1028 changes resulting in creation of the player; it is now also possible
1029 to create the player from a yam yam which is smashed at level start)
1032 * added "set player speed: frozen (not moving)" to CE action options
1033 * added "move player: l/r/u/d/trigger/-trigger" to CE action options
1036 * added new player option "block snap field" (enabled by default) to
1037 make it possible to show a snapping animation like in Emerald Mine
1040 * added dynamic selectboxes to custom element action settings in editor
1041 * added "CE value" counter for custom elements (instead of "CE count")
1042 * added option to use the last "CE value" after custom element change
1043 * added option to use the "CE value" of other elements in CE actions
1044 * fixed odd behaviour when pressing time orb in levels w/o time limit
1045 * added checkbox "use time orb bug" for older levels that use this bug
1048 * added missing configuration settings for the following elements:
1049 - EL_TIMEGATE_SWITCH (time of open time gate)
1050 - EL_LIGHT_SWITCH_ACTIVE (time of light switched on)
1051 - EL_SHIELD_NORMAL (time of shield duration)
1052 - EL_SHIELD_DEADLY (time of shield duration)
1053 - EL_EXTRA_TIME (time added to level time)
1054 - EL_TIME_ORB_FULL (time added to level time)
1057 * added "wind direction" as a movement pattern for custom elements
1058 * added initial wind direction for balloon / custom elements to editor
1059 * added functionality for EL_BALLOON_SWITCH_NONE to R'n'D game engine
1062 * added parameters for "game of life" and "biomaze" elements to editor
1065 * added level file chunk "CONF" for generic level and element settings
1068 * uploaded pre-release (test) version 3.2.0-4 binary and source code
1071 * skip empty level sets (with "levels: 0"; may be artwork base sets)
1072 * added sound action ".page[1]" to ".page[32]" for each CE change page
1075 * added image config suffix ".clone_from" to copy whole image settings
1076 * fixed bug with invalid ("undefined") CE settings in old level files
1079 * fixed graphical bug with smashing elements falling faster than player
1082 * fixed major bug which prevented private levels from being edited
1083 * fixed bug with precedence of general and special font definitions
1086 * fixed graphical bug with player animation when player moves slowly
1089 * uploaded pre-release (test) version 3.2.0-3 binary and source code
1092 * fixed bug which prevented "global.num_toons: 0" from working
1095 * major code cleanup (removed all these annoying "#if 0" blocks)
1098 * added custom element actions for CE change page in level editor
1101 * fixed music initialization bug in init.c (thanks to David Binderman)
1102 * fixed mouse wheel "button" bug in editor (thanks to Tomi Belan)
1103 (this bug must probably be fixed at other places, too)
1106 * fixed buggy '#include "SDL.h"' statements in src/libgame/sdl.h
1107 (should be '#include <SDL.h>' instead)
1110 * fixed bug which prevented "walkable from no direction" from working
1111 (due to compatibility code overwriting this setting after loading)
1114 * fixed bug on Mac OS X (use of reserved name "Random") in EM engine
1117 * version number temporarily set to 3.1.1 (intermediate bugfix release)
1118 * version 3.1.1 released
1121 * changed some va_arg() arguments from 'long' to 'int', fixing problems
1122 on 64-bit architecture systems with LP64 data model
1125 * fixed bug with bombs not exploding when hitting the last level line
1126 (introduced after the release of 3.1.0)
1129 * added support for dumping small-sized level sketches from editor
1132 * added recognition of "trigger element" for "change digged element to"
1133 (this is not really what the "trigger element" was made for, but its
1134 use may seem obvious for leaving back digged elements unchanged)
1137 * fixed multiple warnings about failed joystick device initialization
1140 * fixed bug with dynamite dropped on top of just dropped custom element
1141 (collect dynamite, collect CE, drop CE => dynamite was also dropped);
1142 dynamite can still be dropped, but drop key must be released before
1145 * fixed bug with wrong start directory when started from file browser
1146 (due to this bug, R'n'D could not be started from KDE's Konqueror)
1149 * fixed bug causing "change when impact" on player not working
1150 * fixed wrong priority of "hitting something" over "hitting <element>"
1151 * fixed wrong priority of "hit by something" over "hit by <element>"
1154 * fixed graphical bug which caused the player (being Murphy) to show
1155 collecting animations although the element was collected by penguin
1158 * fixed two bugs causing wrong door background graphics in system.c
1159 (in functions "SetBackgroundBitmap()" and "DrawingOnBackground()")
1162 * fixed graphic bug with exploding bomb and R'n'D graphics in EM engine
1163 * added "no direction" to "walkable/passable from" selectbox options
1166 * enhanced tape autoplay to accept "autoplay <set> [<nr> ...]" format
1167 * in tape autoplay, not only report broken, but also missing tapes
1170 * uploaded pre-release (test) version 3.2.0-2 binary and source code
1173 * fixed small bug with "linear" animation not working for active lamp
1176 * fixed bug with moving up despite gravity due to "block last field"
1177 * fixed small bug with wrong draw offset when typing name in main menu
1178 * when reading user names from "passwd", ignore data after first comma
1179 * when creating new "levelinfo.conf", only write some selected entries
1182 * fixed displaying "imported from/by" on preview with empty string
1183 * fixed ignoring draw offset for fonts used for level preview texts
1186 * fixed a delay problem with SDL and too many mouse motion events
1187 * added setup option "skip levels" and level skipping functionality
1190 * added move speed "not moving" for non-moving CEs, but with direction
1193 * fixed mapping of obsolete element token names in "editorsetup.conf"
1194 * fixed bug with sound "acid.splashing" treated as a loop sound
1195 * fixed some little sound bugs in native EM engine
1198 * fixed small bug when dragging scrollbars to end positions
1201 * added editor element descriptions written by Aaron Davidson
1204 * improved fallback handling when configured artwork is not available
1205 (now using default artwork instead of exiting when files not found)
1208 * fixed bug on level selection screen when dragging scrollbar
1211 * fixed bug which caused broken tapes when appending to EM engine tapes
1214 * uploaded pre-release (test) version 3.2.0-1 binary and source code
1217 * added code to replace changed artwork config tokens with other tokens
1218 (needed for backwards compatibility, so that older tokens still work)
1221 * added native R'n'D graphics for some new EMC elements in EM engine
1224 * fixed some bugs in the EM engine integration code
1225 * changed EM engine code to allow diagonal movement
1226 * changed EM engine code to allow use of separate snap and drop keys
1229 * fixed some redraw bugs when using EM engine
1232 * fixed bug with not converting RND levels which are set to use native
1233 engine to native level structure when loading
1236 * uploaded pre-release (test) version 3.2.0-0 binary and source code
1239 * version number set to 3.2.0
1242 * level data now reset to defaults after attempt to load invalid file
1245 * added use of "editorsetup.conf" for different level sets
1248 * added auto-detection for various types of Emerald Mine level files
1251 * fixed bug with scrollbars getting too small when list is very large
1254 * fixed bug with 3+3 (cross) sized explosion not making explosion sound
1257 * added most level editor configuration gadgets for new EMC elements
1260 * added more element and graphic definitions for new EMC elements
1263 * modified native EM engine to use integrated R'n'D sound system
1266 * added SDL support to graphics functions in native EM engine
1267 (by always using generic libgame interface functions)
1270 * fixed bug in frame synchronization in native EM engine
1273 * added code to convert levels between R'n'D and native EM engine
1276 * new Emerald Mine engine can now play levels selected in main menu
1279 * fixed big memory leak in function "CreateBitmapWithSmallBitmaps()"
1280 (which creates scaled down graphics for level editor and preview);
1281 there's still a memory leak somewhere in the artwork handling code
1282 * added "scale image up" functionality to X11 version of zoom function
1285 * first attempts to integrate new, native Emerald Mine Club engine
1288 * fixed bug in gadget code which caused reset of CEs in level editor
1289 (example: pressing 'b' [grab brush] on CE config page erased values)
1290 (solution: check if gadgets in ClickOnGadget() are really mapped)
1291 * improved level change detection in editor (settings now also checked)
1292 * fixed bug with "can move into acid" and "don't collide with" state
1295 * fixed maze runner style CEs to use the configured move delay value
1298 * added Aaron Davidson's tutorial level set to the "Tutorials" section
1301 * fixed engine change that broke 3.0.8 levels like "Walpurgis Gardens"
1302 * fixed the above fix because it broke level set "machine" (*sigh*)
1303 * fixed random element placement in level editor to work as expected
1304 * fixed undefined graphic of runtime element "EL_AMOEBA_TO_DIAMOND"
1307 * re-recorded tape for BD2K3, level 010 (broken due to bugfix)
1310 * fixed bug (missing array boundary check) which caused broken tapes
1311 * fixed bug (when loading level template) which caused broken levels
1312 * fixed bug with new block last field code when using non-yellow player
1315 * fixed bug when pressing "stop, pause, stop, play" on tape recorder
1316 * internal change of how the player blocks the last field when moving
1317 * fixed blocking delay of last field for EM and SP style block delay
1318 * fixed bug where the player had to wait for the usual move delay after
1319 unsuccessfully trying to move, when he directly could move after that
1320 * the last two changes should make original Supaplex level 93 solvable
1321 * improved use of random number generator to make it less predictable
1322 * fixed behaviour of slippery SP elements to let slip left, then right
1325 * fixed bug with wrong door state after trying to quickload empty tape
1326 * fixed waste of static memory usage of the binary, making it smaller
1327 * fixed very little graphical bug in Supaplex explosion
1330 * version number set to 3.1.1
1333 * version 3.1.0 released
1336 * fixed bug with crash when writing user levelinfo.conf the first time
1339 * added option "convert LEVELDIR [NR]" to command line batch commands
1340 * re-converted Supaplex levels to apply latest engine fixes
1341 * changed "use graphic/sound of element" to "use graphic of element"
1342 due to compatibility problems with some levels ("bug machine" etc.)
1345 * fixed bug with CE change replacing player with same or other player
1348 * fixed bug with opaque font in envelope with background graphic when
1349 background graphic is not transparent itself
1352 * added "gravity on" and "gravity off" ports for Supaplex compatibility
1353 * corrected original Supaplex level loading code to use these new ports
1354 * also corrected Supaplex loader to auto-count infotrons if set to zero
1357 * fixed bug with missing initialization of "modified" flag for GEs
1360 * fixed bug that caused endless recursion loop when relocating player
1361 * fixed tape recorder bug in "step mode" when using "pause before end"
1362 * fixed tape recorder bug when changing from "warp forward" mode
1365 * fixed bug with "when touching" for pushed elements at last position
1368 * fixed bug that caused two activated toolbox buttons in level editor
1369 * fixed bug with exploding dynabomb under player due to other explosion
1372 * fixed bug with creating walkable custom element under player (again)
1373 * fixed bug with not copying explosion type when copying CEs in editor
1374 * fixed graphical bug when drawing player in setup menu (input devices)
1375 * fixed graphical bug when the player is pushing an accessible element
1376 * fixed bug with classic switchable elements triggering CE changes
1377 * fixed bug with entering/leaving walkable element in RelocatePlayer()
1378 * fixed crash bug when CE leaves behind the trigger player element
1381 * fixed bug with broken tubes after placing/exploding dynamite in them
1382 * fixed bug with exploding dynamite under player due to other explosion
1383 * fixed bug with not resetting push delay under certain circumstances
1386 * added option "handicap" for "levelinfo.conf" (thanks to Niko Böhm)
1387 * added network multiplayer code for Windows (thanks to Niko Böhm)
1390 * added option "reachable despite gravity" for gravity movement
1391 * changed gravity movement of most classic walkable and passable
1392 elements back to "not reachable" (for compatibility reasons)
1395 * fixed (removed) "indestructible" / "can explode" dependency in editor
1396 * fixed (removed) "accessible inside" / "protected" dependency
1397 * fixed (removed) "step mode" / "shield time" dependency
1400 * fixed dynabombs exploding now into anything diggable
1401 * fixed Supaplex style gravity movement into buggy base now impossible
1402 * added pressing key "space" as valid action to select menu options
1405 * added "replace when walkable" to relocate player to walkable element
1406 * added "enter"/"leave" event for elements affected by relocation
1407 * fixed "direct"/"indirect" change order also for "when change" event
1408 * fixed graphical bug when pushing things from elements walkable inside
1411 * fixed graphic bug when player is snapping while moving in old levels
1412 * fixed bug when a moving custom element leaves a player element behind
1413 * fixed bug with mole not disappearing when moving into acid pool
1414 * fixed bug with incomplete path setting when using "--basepath" option
1415 * moving CE can now leave walkable elements behind under the player
1416 * when relocating, player can be set on walkable element now
1417 * fixed another gravity movement bug
1420 * uploaded pre-release (test) version 3.1.0-2 binary and source code
1423 * added "collectible" and "removable" to extended replacement types
1424 (where "removable" replaces "diggable" and "collectible" elements)
1425 * added "collectible & throwable" (to throw element to the next field)
1426 * fixed bug with CEs digging elements that are just about to explode
1427 * changed mouse cursor now always being visible when game is paused
1430 * added possibility to push/press accessible elements from a side that
1432 * fixed bug with not setting actual date when appending to tape
1435 * fixed bug with incorrectly initialized custom element editor graphics
1438 * corrected set "Contributions_1995-2000/rnd_kjell_kristiansson":
1439 - number of levels corrected from 18 to 17 in "levelinfo.conf"
1442 * fixed bug with destroyed robot wheel still attracting robots forever
1443 * fixed bug with time gate switch deactivating after robot wheel time
1444 (while the time gate itself is not affected by this misbehaviour)
1445 * changed behaviour of BD style amoeba to always get blocked by player
1446 (before it was different when there were non-BD elements in level)
1447 * fixed bug with player destroying indestructable elements with shield
1450 * added option to make growing elements grow into anything diggable
1451 (for the various amoeba types, biomaze and "game of life")
1454 * fixed bug with movable elements not moving after left behind by CEs
1455 * changed gravity movement to anything diggable, not only sand/base
1456 * optionally allowing passing to walkable element, not only empty space
1457 * added option "can pass to walkable element" for players
1458 * finally fixed gravity movement (hopefully)
1461 * fixed bug with movable elements not moving anymore after falling down
1464 * fixed another bug with custom elements digging and leaving elements
1465 * fixed bug with "along left/right side" and automatic start direction
1466 * trigger elements now also displayed when "more custom" deactivated
1467 * fixed bug with clipboard element initialized when loading new level
1468 * added option "drop delay" to set delay before dropping next element
1471 * uploaded pre-release (test) version 3.1.0-1 binary and source code
1474 * added copy and paste functions for custom change pages
1475 * enhanced graphical display and functionality of tape recorder
1476 * fixed bug with custom elements digging and leaving elements
1479 * added move speed faster than "very fast" for custom elements
1480 * fixed bug with 3+3 style explosions and missing border content
1481 * fixed little bug when copying custom elements in the editor
1482 * enhanced custom element changes by more side trigger actions
1485 * added option "no scrolling when relocating" for instant teleporting
1486 * uploaded pre-release (test) version 3.1.0-0 binary and source code
1489 * added trigger element and trigger player to use as target elements
1490 * added copy and paste functions for custom and group elements
1493 * fixed graphical bug when displaying explosion animations
1494 * fixed bug when appending to tapes, resulting in broken tapes
1495 * re-recorded a few tapes broken by fixing gravity checking bug
1498 * "can move into acid" property now for all elements independently
1499 * "can fall into acid" property for player stored in same bitfield now
1500 * added option for deadliness of Supaplex 'sniksnak' and 'electron'
1501 * version number set to 3.1.0 (finally!)
1504 * changed tape recording to only record input, not programmed actions
1507 * fixed totally broken (every 8th frame skipped) step-by-step recording
1508 * fixed bug with requester not displayed when quick-loading interrupted
1509 * added option "can fall into acid (with gravity)" for players
1510 * fixed bug with player not falling when snapping down with gravity
1513 * fixed bug which messed up key config when using keypad number keys
1516 * fixed bug which allowed moving upwards even when gravity was active
1517 * fixed bug with missing error handling when dumping levels or tapes
1520 * added different colored editor graphics for Supaplex gravity tubes
1523 * fixed bug that allowed solvable tapes for unsolvable levels
1526 * use unlimited number of droppable elements when "count" set to zero
1527 * added option to use step limit instead of time limit for level
1530 * added player and change page as trigger for custom element change
1533 * fixed bug with exploding amoeba (explosion 3x3 instead of 1x1)
1536 * fixed bug with dark yamyam changing to acid when moving over acid
1537 * fixed handling of levels with more than 999 seconds level time
1538 (example: level 76 of "Denmine")
1541 * "spring push bug" reintroduced as configurable element property
1542 * fixed bug with missing properties for "mole"
1543 * fixed bug that showed up when fixing the above "mole" properties bug
1544 * added option "can move into acid" for all movable elements
1545 * fixed graphical bug for elements moving into acid
1546 * changed event handling to handle all pending events before going on
1549 * fixed bug which caused all CE change pages to be ignored which had
1550 the same change event, but used a different element side
1551 (reported by Simon Forsberg)
1553 * fixed bug which caused elements that can move and fall and that are
1554 transported by a conveyor belt to continue moving into that direction
1555 after leaving the conveyor belt, regardless of their own movement
1556 type; only elements which can not move are transported now
1557 (reported by Simon Forsberg)
1559 * fixed bug which could cause an array overflow in RelocatePlayer()
1560 (reported by Niko Böhm)
1562 * changed Emerald Mine style "passable / over" elements to "protected"
1563 (fixing unsolvable level 10 of "Bondmine 9" with bug beside gate)
1565 * added new option to select from which side a "walkable/passable"
1566 element can be entered
1569 * added explosion and ignition delay for elements that can explode
1572 * fixed bug which caused player not being protected against enemies
1573 when a CE was "walkable / inside" and was not "indestructible"
1574 * added "walkable/passable" fields to be "protected/unprotected"
1575 against enemies, even if not accessible "inside" but "over/under"
1578 * corrected move pattern to 32 bit and initial move direction to 8 bit
1581 * added second custom element base configuration page
1584 * added some special EMC mappings to Emerald Mine level loader
1585 (also covering previously unknown element in level 0 of "Bondmine 8")
1588 * added option to block last field when player is moving (for Supaplex)
1589 * adjusted push delay of Supaplex elements
1590 * removed delays for envelopes etc. when replaying with maximum speed
1591 * fixed bug when dropping element on a field that just changed to empty
1594 * fixed bug: infotrons can now smash yellow disks
1595 * fixed bug: when gravity active, port above player can now be entered
1596 * removed "one white dot" mouse pointer which irritated some people
1599 * added "choice type" for group element selection
1602 * fixed bug with initial invulnerability of non-yellow player
1605 * added level loader for loading native Supaplex packed levels
1606 (including multi-part levels like the "splvls99" levels)
1609 * fixed bug which allowed creating emeralds by escaping explosions
1612 * custom elements can change (limited) or leave (unlimited) elements
1613 * finally added multiple matches using group elements
1614 * added shortcut to dump brush (type ":DB" in editor) for use in forum
1617 * added new start movement type "previous" for continued CE movement
1618 * added new start movement type "random" for random CE movement start
1621 * added new element "sokoban_field_player" needed for Sokoban levels
1622 (thanks to Ed Booker for pointing this out!)
1625 * added elements that can be digged or left behind by custom elements
1628 * added group elements for multiple matches and random element creation
1631 * fixed some graphical errors displayed in old levels
1634 * fixed wrong double speed movement after passing closing gates
1637 * added level loader for loading native Emerald Mine levels
1640 * changes for "shooting" style CE movement
1643 * Happy New Year! ;-)
1646 * changed default snap/drop keys from left/right Shift to Control keys
1649 * fixed bug with dead player getting reanimated from custom element
1652 * fixed bug with wrong penguin graphics (when entering exit)
1655 * fixed bug with wrong "Murphy" graphics (when digging etc.)
1658 * version number set to 3.0.9
1661 * version 3.0.8 released
1664 * added function checked_free()
1667 * fixed bug with double nut cracking sound
1668 (by eliminating "default element action sound" assignment in init.c)
1671 * fixed crash when no music info files are available
1674 * fixed boring and sleeping sounds
1677 * added "maze runner" and "maze hunter" movement types
1678 * added extended collision conditions for custom elements
1681 * added warnings for undefined token values in artwork config files
1684 * added menu entry for level set information to the info screen
1687 * fixed bug with wrong default impact sound for colored emeralds
1690 * added several sub-screens for the info screen
1691 * menu text now also clickable (not only blue/red sphere left of it)
1694 * added configurable "bored" and "sleeping" animations for the player
1695 * added "awakening" sound for player when waking up after sleeping
1698 * added "copy" and "exchange" functions for custom elements to editor
1701 * added configurable element animations for info screen
1704 * added configurable music credits for info screen
1707 * finally fixed tape recording when player is created from CE change
1710 * added "editorsetup.conf" for editor element list configuration
1713 * added "musicinfo.conf" for menu and level music configuration
1716 * fixed a very nasty bug in dragon turning code in TurnRoundExt()
1717 (that only showed up on Linux, but not on Windows systems)
1720 * fixed turning movement of butterflies and fireflies (no frame reset)
1721 * enhanced sniksnak turning movement (two steps instead of only one)
1724 * version number set to 3.0.8
1727 * version 3.0.7 released
1730 * fixed reset of player animation frame when, for example,
1731 walking, digging or collecting share the same animation
1732 * fixed CE with "deadly when touching" exploding when touching amoeba
1735 * fixed tape recording when player is created from CE element change
1738 * introduced "turning..." action graphic for elements with move delay
1739 (non-CE: bug, spaceship, sniksnak, mole, pacman, yamyam)
1740 * added turning animations for bug, spaceship and sniksnak
1743 * prevent "extended" changed elements from delay change in same frame
1746 * fixed bug when pushing element that can move away to the side
1747 (like pushing falling elements, but now with moving elements)
1750 * finally fixed serious bug in code for delayed element pushing (again)
1753 * unavailable setup options now marked as "n/a" instead of "off"
1754 * new boolean directive "latest_engine" for "levelinfo.conf": when set
1755 to "true", levels are always played with the latest game engine,
1756 which is desired for levels that are imported from other games; all
1757 other levels are played with the engine version stored in level file
1758 (which is normally the engine version the level was created with)
1761 * fixed serious bug in code for delayed element pushing
1762 * fixed little bug in animation frame selection for pushed elements
1763 * speed-up of reading config file for verbose output
1766 * added configuration option for opening and closing Supaplex exit
1767 * added configuration option for moving up/down animation for Murphy
1768 * fixed incorrectly displayed animation for attacking dragon
1769 * fixed bug with not setting initial gravity for each new game
1770 * fixed bug with teleportation of player by custom element change
1771 * fixed bug with player not getting smashed by rock sometimes
1774 * version number set to 3.0.7
1777 * version 3.0.6 released
1780 * added support for MP3 music for SDL version through SMPEG library
1783 * fixed bug when initializing font graphic structure
1784 * fixed bug with animation mode "pingpong" when using only 1 frame
1785 * fixed bug with extended change target introduced in 3.0.5
1786 * fixed bug where passing over moving element doubles player speed
1787 * fixed bug with elements continuing to move into push direction
1788 * fixed bug with duplicated player when dropping bomb with shield on
1789 * added "switching" event for custom elements ("pressing" only once)
1790 * fixed switching bug (resetting flag when not switching but not idle)
1793 * fixed element tokens for certain file elements with ".active" etc.
1796 * version number set to 3.0.6
1799 * version 3.0.5 released
1802 * now four envelope elements available
1803 * font, background, animation and sound for envelope now configurable
1804 * main menu doors opening/closing animation type now configurable
1807 * active/inactive sides configurable for custom element changes
1808 * new movement type "move when pushed" available for custom elements
1811 * fixed bug in multiple config pages loader code that caused crashes
1814 * enhanced (remaining low-resolution) Supaplex graphics
1817 * version number set to 3.0.5
1820 * version 3.0.4 released
1822 2003-09-12 src/tools.c
1823 * fixed bug in custom definition of crumbled element graphics
1825 2003-09-11 src/files.c
1826 * fixed bug in multiple config pages code that caused crashes
1829 * version number set to 3.0.4
1832 * version 3.0.3 released
1835 * added music to Supaplex classic level set
1837 2003-09-07 src/libgame/misc.c
1838 * added support for loading various music formats through SDL_mixer
1840 2003-09-06 (various source files)
1841 * fixed several nasty bugs that may have caused crashes on some systems
1842 * added envelope content which gets displayed when collecting envelope
1843 * added multiple change event pages for custom elements
1845 2003-08-24 src/game.c
1846 * fixed problem with player animation when snapping and moving
1848 2003-08-23 src/screens.c, src/cartoons.c, src/libgame/toons.c
1849 * fixed problem with flickering when drawing toon animations
1851 2003-08-23 src/libgame/sdl.c
1852 * fixed problem with setting mouse cursor in SDL version in fullscreen
1854 2003-08-23 src/game.c
1855 * fixed bug (missing array boundary check) which could crash the game
1858 * version number set to 3.0.3
1861 * version 3.0.2 released
1863 2003-08-21 src/game.c
1864 * fixed bug with creating inaccessible elements at player position
1866 2003-08-20 src/init.c
1867 * fixed bug with not finding current level artwork directory
1869 2003-08-20 src/files.c
1870 * fixed bug with choosing wrong engine version when playing tapes
1871 * fixed bug with messing up custom element properties in 3.0.0 levels
1874 * version number set to 3.0.2
1877 * version 3.0.1 released
1879 2003-08-17 (no source files affected)
1880 * changed all "classic" PCX image files with 16 colors or less to
1881 256 color (8 bit) storage format, because the Allegro game library
1882 cannot handle PCX files with less than 256 colors (contributed
1883 graphics are not affected and might look wrong in the DOS version)
1885 2003-08-16 src/init.c
1886 * fixed bug which (for example) crashed the level editor when defining
1887 "dynamite.EDITOR: [NONE]", because graphics may not be undefined
1888 (only set to default) -- invalid graphics now set to default graphic
1890 2003-08-16 src/init.c
1891 * fixed graphical bug of player digging/collecting/snapping element
1892 when no corresponding graphic/animation is defined for this action,
1893 resulting in player being drawn as EL_EMPTY (which should only be
1894 done to elements being collected, but not to the player)
1896 2003-08-16 src/game.c
1897 * fixed small graphical bug of player not totally moving into exit
1899 2003-08-16 src/libgame/setup.c
1900 * fixed bug with wrong MS-DOS 8.3 filename conversion
1902 2003-08-16 src/tools.c
1903 * fixed bug with invisible mouse cursor when pressing ESC while playing
1905 2003-08-16 (various source files)
1906 * added another 128 custom elements (disabled in editor by default)
1908 2003-08-16 src/editor.c
1909 * fixed NULL string bug causing Solaris to crash in sprintf()
1911 2003-08-16 src/screen.c
1912 * fixed drawing over scrollbar on level selection with custom fonts
1914 2003-08-15 src/game.c
1915 * cleanup of simple sounds / loop sounds / music settings
1917 2003-08-08 (various source files)
1918 * added custom element property for dropping collected elements
1920 2003-08-08 src/conf_gfx.c
1921 * fixed bug with missing graphic for active red disk bomb
1923 2003-08-07 src/files.c, src/editor.c src/game.c, src/main.h
1924 * extended variable "level.gravity" to "level.initial_gravity" and
1925 "game.current_gravity" to prevent level setting from being changed
1926 by playing the level (keeping the runtime value after playing)
1928 * fixed graphics bug when digging element that has 'crumbled' graphic
1929 definition, but not 'diggable' graphic definition
1932 * version number set to 3.0.1
1935 * version 3.0.0 released
1938 * various bug fixes; among others:
1939 - fixed bug with pushing spring over empty space
1940 - fixed bug with leaving tube while placing dynamite
1941 - fixed bug with explosion of smashed penguins
1942 - allow Murphy player graphic in levels with non-Supaplex elements
1946 * I have forgotten to document changes for some time
1949 * pre-release version 2.2.0rc1 released
1952 * version number set to 2.1.2
1955 * version 2.1.1 released
1958 * version number set to 2.1.1
1961 * version 2.1.0 released
1964 * version number set to 2.1.0
1966 2002-04-03 to 2002-05-19 (various source files)
1967 * graphics, sounds and music now fully configurable
1968 * bug fixed that prevented walking through tubes when gravity on
1970 2002-04-02 src/events.c, src/editor.c
1971 * Make Escape key less aggressive when playing or when editing level.
1972 This can be configured as an option in the setup menu. (Default is
1973 "less aggressive" which means "ask user if something can be lost"
1974 when pressing the Escape key.)
1976 2002-04-02 src/screen.c
1977 * Added "graphics setup" screen.
1979 2002-04-01 src/screen.c
1980 * Changed "choose level" setup screen stuff to be more generic (to
1981 make it easier to add more "choose from generic tree" setup screens).
1983 2002-04-01 src/config.c, src/timestamp.h
1984 * Added source files "src/config.[ch]" and "src/timestamp.h" (which
1985 automatically gets created by "src/Makefile" and contains an actual
1986 compile-time timestamp to identify development versions of the game).
1988 2002-03-31 src/tape.c, src/events.c
1989 * Added quick game/tape save/load functions to tape stuff which can be
1990 invoked by a keyboard shortcut. Default: "F1" saves game/tape, "F2"
1991 loads previously recorded tape and directly goes into recording mode
1992 from the end of the tape (therefore appending to the tape).
1994 2002-03-31 src/tape.c
1995 * Added "index mark" function to tape recorder. When playing or
1996 recording, "eject" button changes to "index" button. Setting index
1997 mark is not yet implemented, but pressing index button when playing
1998 allows very quick advancing to end of tape (when normal playing),
1999 very fast forward mode (when playing with normal fast forward) or
2000 very fast reaching of "pause before end of tape" (when playing with
2001 "pause before end" playing mode).
2003 2002-03-30 src/cartoons.c
2004 * Moved some stuff from cartoons.c to the new "src/libgame/toons.c".
2006 2002-03-29 src/screen.c
2007 * Changed setup screen stuff to be more generic (to make it easier
2008 to add more setup screens).
2010 2002-03-23 src/main.c, src/main.h
2011 * Various changes due to the introduction of the new libgame files
2012 "setup.c" and "joystick.c".
2014 2002-03-23 src/files.c
2015 * Generic parts of "src/files.c" (mainly setup and level directory
2016 stuff) moved to new libgame file "src/libgame/setup.c".
2018 2002-03-23 src/joystick.c
2019 * File "src/joystick.c" moved to libgame source tree, with
2020 correspondig changes.
2022 2002-03-22 src/screens.c
2023 * "HandleChooseLevel()": Another bug in level series navigation fixed.
2024 (Wrong level series information displayed when entering main group.)
2026 2002-03-22 src/editor.c
2027 * Slight change to support new gadget event "GD_EVENT_INFO_LEAVING".
2029 2002-03-22 src/editor.c
2030 * Changed behaviour of "Escape" key in level editor to be more
2031 intuitive: When in "Element Properties" or "Level Info" mode,
2032 return to "Drawing Mode" instead of leaving the level editor.
2034 2002-03-21 src/game.c, src/editor.c, src/files.c
2035 * 2.0.1 introduced the corrected "Emerald Mine" style behaviour of
2036 gems (emeralds, diamonds, ...) slipping down from normal wall,
2037 steel wall and growing wall (as in E.M.C. style levels). Although
2038 the behaviour of contributed and private levels wasn't changed (due
2039 to the use of "level.game_version"; see previous entry), editing
2040 those levels will (of course) change the behaviour accordingly.
2042 This change seems a bit too hard after thinking about it, because
2043 the EM style behaviour is not the "expected" behaviour (gems would
2044 normally only slip down from "rounded" walls). Therefore this was
2045 now changed to an element property for gem style elements, with the
2046 default setting "off" (which means: no special EM style behaviour).
2047 To fix older converted levels, this flag is set to "on" for pre-2.0
2048 levels that are neither contributed nor private levels.
2050 2002-03-20 src/files.h
2051 * Corrected settings for "level.game_version" depending of level type.
2052 (Contributed and private levels always get played with game engine
2053 version they were created with, while converted levels always get
2054 played with the most recent version of the game engine, to let new
2055 corrections of the emulation behaviour take effect.)
2057 2002-03-20 src/main.h
2058 * Added "#include <time.h>". This seems to be needed by "tape.c" for
2059 compiling the SDL version on some systems.
2060 Thanks to the several people who pointed this out.
2063 * Version number set to 2.0.2.
2066 * Version 2.0.1 released.
2068 2002-03-18 src/screens.c
2069 * "HandleChooseLevel()": Small bug in level series navigation fixed.
2071 2002-03-18 src/files.c [src/libgame/misc.c]
2072 * Moved some common functions from src/files.c to src/libgame/misc.c.
2074 2002-03-18 src/files.c [src/libgame/misc.c]
2075 * Changed permissions for new directories and saved files (especially
2076 score files) according to suggestions of Debian users and mantainers.
2077 Thanks to Drew Parsons <dparsons@emerall.com> for the patch.
2079 2002-03-17 src/files.c
2080 * Changed "{Load|Save}{Level|Tape}()" to IFF style file format:
2081 Replaced "cookie" header string ("ROCKSNDIAMONDS_...\n") with
2082 real IFF style header "RND1....XXXX" (where "XXXX" is "CAVE"
2083 for levels and "TAPE" for tapes). Old "cookie" style format is
2084 still supported for reading. New level and tape files are written
2087 * New IFF chunk "VERS" contains version numbers for file and game
2088 (where "game version" is the version of the program that wrote the
2089 file, and "file version" is a version number to distinguish files
2090 with different format, for example after adding new features).
2092 2002-03-15 src/screen.c
2093 * "DrawHallOfFame()": "FadeSounds()" when entering the hall of fame.
2094 (Before, you heard a mixture of the in-game music and the
2095 hall-of-fame music.)
2097 2002-03-14 src/events.c
2098 * Function "DumpTape()" (files.c) now available by pressing 't' from
2099 main menu (when in DEBUG mode).
2101 2002-03-14 src/game.c
2102 * "GameWon()": When game was won playing a tape, now there is no delay
2103 raising the score and no corresponding sound is played.
2105 2002-03-14 src/files.c
2106 * Changed "LoadTape()" for real chunk support and also adjusted
2107 "SaveTape()" accordingly.
2109 2002-03-14 src/game.c, src/tape.c, src/files.c
2110 * Important changes to tape format: The old tape format stored all
2111 actions with a real effect with a corresponding delay between the
2112 stored actions. This had some major disadvantages (for example,
2113 push delays had to be ignored, pressing a button for some seconds
2114 mutated to several single button presses because of the non-action
2115 delays between two action frames etc.). The new tape format just
2116 stupidly records all device actions and replays them later. I really
2117 don't know why I haven't solved it that way before?! Old-style tapes
2118 (with tape file version less than 2.0) get converted to the new
2119 format on-the-fly when loading and can therefore still be played;
2120 only some minor parts of the old-style tape handling code was needed.
2121 (A perfect conversion is not possible, because there is information
2122 missing about the device actions between two action frames.)
2124 2002-03-14 src/files.c
2125 * New function "DumpTape()" to dump the contents of the current tape
2126 in a human readable format.
2128 2002-03-14 src/game.c
2129 * Small tape bug fixed: When automatically advancing to next level
2130 after a game was won, the tape from the previous level still was
2131 loaded as a tape for the new level.
2133 2002-03-14 src/tape.c
2134 * Small graphical bug fixed: When pressing ""Record" or "Play" on
2135 tape, cartoons did not get completely removed because
2136 StopAnimation() was not called.
2138 2002-03-13 src/files.c
2139 * Changed "LoadLevel()" and "SaveLevel()" to add new chunk "CNT2".
2140 Fixed bug of "CONT" and "BODY" (chunk size was set to 8-bit element
2141 size even when using 16-bit elements). Added new chunk "CNT2" for
2142 16-bit amoeba content (previously written in 8-bit field in "HEAD"
2143 chunk even when content was 16-bit element). "CNT2" should now be
2144 able to store content for arbitrary elements (up to eight blocks of
2145 3 x 3 element arrays). All "CNT2" elements will always be stored as
2146 16-bit elements. "CONT" (with 8/16-bit elements) now obsolete.
2148 2002-03-13 src/files.c
2149 * Changed "LoadLevel()" for real chunk support.
2151 2002-03-12 src/game.c
2152 * Fixed problem (introduced after 2.0.0 release) with penguins
2153 not getting killed by enemies
2155 2002-02-24 src/game.c, src/main.h
2156 * Added "player->is_moving"; now "player->last_move_dir" does
2157 not contain any information if the player is just moving at
2159 Before, "player->last_move_dir" was misused for this purpose
2160 for the robot stuff (robots don't kill players when they are
2161 moving). But setting "player->last_move_dir" to MV_NO_MOVING
2162 broke tapes when walking through pipes!
2163 ("IS_MOVING()" uses "MovPos[][]", but this fails when it is 0
2164 in a continuous movement. This fact is ignored for friends and