2 * version 3.2.4 released
5 * fixed crash bug in toon drawing functions for large step offset values
8 * fixed some problems with displaying game panel when quick-loading tape
11 * fixed (experimental only) redrawing of every tile per frame (even if
12 unneeded) for the extended (R'n'D based) EMC graphics engine
13 * added optimization to only calculate element count for panel display
14 if really needed (that is, if element count values defined on panel)
15 * fixed problem with special editor door redraw when entering main menu
18 * fixed bug with displaying background for title messages on info screen
19 * some code cleanup for the extended (R'n'D based) EMC graphics engine
22 * fixed bug with CE action "move player" always resulting in player 4
23 if there was a CE action with no trigger player (because the player
24 element was calculated by using log_2() from trigger player bits with
25 the value PLAYER_BITS_ANY) -- this is now fixed by also storing the
26 triggering player bit mask and handling all players in "move player"
27 * fixed bug when defined artwork cannot be found for artwork that has
28 default artwork cloned from other artwork (without default filename)
29 * added several fixes to the extended (R'n'D based) EMC graphics engine
32 * fixed broken editor copy and paste for custom elements between levels
35 * title messages are now also searched in graphics artwork directory;
36 those found in graphics directory have precendence over those found
37 in level directory -- this handles title messages stored in graphics
38 directories as part of the artwork set, just like title images; this
39 makes sense, as corresponding special font definitions for messages
40 are usually defined in the same graphics artwork directory, and also
41 because title images and title messages that are combined in a level
42 set introduction should usually not be separated when the level set
43 is used with a different artwork set (e.g. using "override graphics")
44 * fixed problem with door borders on main screen by first drawing doors
45 and then the corresponding border masks, but not vice versa
46 * fixed problem with artwork config entries using the value "[DEFAULT]";
47 this does not what one might expect, but sets the value to an invalid
48 value -- solution: simply ignore such entries, which results in this
49 value keeping its previous (real) default value (in general, entries
50 that should use their default value should just not be defined here)
51 * fixed problem with wrong fading area size from main menu to setup menu
54 * fixed problem with broken crumbled graphics after level set changes
55 when using R'n'D custom artwork with level sets using the EMC engine
58 * fixed invisible "joysticks deactivated ..." text on setup input screen
61 * added use of hashes created from static lists (element tokens, image
62 config, font tokens) to speed up lookup of configuration parameters
63 * fixed bug where element and graphic config token lookup was mixed up
66 * added "busy" animation when initializing program and loading artwork
67 * added initialization profiling for program startup (debugging only)
70 * fixed(?) very strange bug apparently triggered by memset() when code
71 was cross-compiled with MinGW cross-compiler for Windows XP platform
72 (this only happened when using SDL.dll also self-compiled with MinGW)
75 * added graphics engine directive "border.draw_masked_when_fading" that
76 enables/disables drawing of border mask over screen that is just faded
79 * fixed small problem with separate fading definition for game screen
82 * added additional configuration directives for setup screen draw offset
83 menu.draw_xoffset.SETUP[XXX] and menu.draw_yoffset.SETUP[XXX] with XXX
84 in GAME, EDITOR, GRAPHICS, SOUND, ARTWORK, INPUT, SHORTCUTS_1,
85 SHORTCUTS_2, CHOOSE_ARTWORK, CHOOSE_OTHER (where "CHOOSE_ARTWORK" is
86 used to define draw offset on custom artwork selection screens and
87 "CHOOSE_OTHER" is used on all other list style selection screens, like
88 choosing game speed or screen mode for fullscreen mode)
89 * added additional configuration directives to define main menu buttons:
90 - menu.button_name and menu.button_name.active
91 - menu.button_levels and menu.button_levels.active
92 - menu.button_scores and menu.button_scores.active
93 - menu.button_editor and menu.button_editor.active
94 - menu.button_info and menu.button_info.active
95 - menu.button_game and menu.button_game.active
96 - menu.button_setup and menu.button_setup.active
97 - menu.button_quit and menu.button_quit.active
98 * added eight pure decoration graphic definitions for the game panel
101 * added support for accessing native Diamond Caves II level packages
102 * fixed displaying of game panel values for Emerald Mine game engine
103 * fixed displaying end-of-level time and score values on new game panel
106 * added game panel control to display arbitrary elements on game panel
107 * added game panel control to display custom element score (globally
108 unique for identical custom elements) either as value or as element
109 * added ".draw_masked" and ".draw_order" to game panel control drawing
112 * fixed some general bugs with handling of ".active" elements and fonts
115 * cleanup of game panel elements (some elements were not really needed)
116 * added displaying of gravity state (on/off) as new game panel control
117 * added animation for game panel elements (similar to game elements)
120 * added new pseudo game mode "PANEL" to define panel fonts and graphics
121 - panel fonts now use ".PANEL" suffix instead of ".PLAYING" suffix
122 - panel graphics now use ".PANEL" suffix instead of ".DOOR" suffix
123 (else graphics would have to use ".PLAYING", which would be confusing)
124 * fixed bug when fading out to game screen with border mask defined
127 * added attribute ".tile_size" for element style game panel controls
130 * added <space> key as additional valid key to use for confirm requester
133 * improved menu fading, adding separate fading definitions for entering
134 and leaving a "content" screen (in general), and optional definitions
135 for the special "content" screens SCORES, EDITOR, INFO and PLAYING
138 * added (currently invisible) setup option to define scroll delay value
139 * fixed small bug in priority handling when auto-detecting level start
140 position in levels without player element (but player from CE etc.)
141 * added option "game.forced_scroll_delay_value" to override user choice
142 of scroll delay value for certain level sets with "graphicsinfo.conf"
143 * replaced setup option "scroll delay: on/off" by new setup option that
144 directly allows selecting the desired scroll delay value from 0 to 8
147 * added displaying of most game panel control elements (not animated)
150 * added new configuration directives to display additional game engine
151 values on the game control panel, like the following examples:
152 - game.panel.time_hh/time_mm/time_ss - level time in HH/MM/SS format
153 - game.panel.penguins - number of penguins to rescue
154 - game.panel.level_name - level name of current level
157 * added support for preview tile sizes "1" and "2" (1x1 and 2x2 pixels)
160 * added new player option "no centering when relocating" for "invisible"
161 teleportations to level areas that look exactly the same, giving the
162 illusion that the player did not relocate at all (this was the default
163 since 3.2.3, but caused visual problems with room creation in "Zelda")
164 * added new menu fading effect "melt", shamelessly stolen from "DOOM"
167 * improved menu fading, adding separate fading definitions for entering
168 and leaving a menu and for fading between menu and "content" screens
169 * fixed small bug with recognizing also ".font_xyz" style definitions
172 * improved menu fading, adding separate fading definitions for fading
173 between menu screens and fading between menu and "destination" screens
176 * titlemessage_initial_x and titlemessage_x set to "[DEFAULT]" in static
177 configuration (set from "[titlemessage_initial]" and "[titlemessage]")
178 * fading settings of "[titlemessage_initial]" and "[titlemessage]" set
179 to "[DEFAULT]" in static configuration (set from "[title_initial]" and
181 * improved title fading, allowing fading animation types "none", "fade"
182 and "crossfade" (including cross-fading of last title to main menu)
185 * added configurability of graphics, sounds and music for title screens,
186 which are separated into initial title screens (only shown once at
187 program startup) and title screens shown for a given level set; these
188 title screens can be composed of up to five title images and up to
189 five title text messages (each drawn using an optional background
190 image), also using background music and/or sounds; aspects like
191 background images, sounds and music of title screens can either be
192 defined generally (valid for all title screens) or specifically (and
193 therefore differently for each title screen) using these directives:
195 to define a background image, sound or music file for all screens:
196 - background.TITLE_INITIAL (for all title screens for game startup)
197 - background.TITLE (for all title screens for level sets)
199 to define a background image, sound or music file for a single screen:
200 - background.titlescreen_initial_x (with x in 1,2,3,4,5)
201 - background.titlescreen_x (with x in 1,2,3,4,5)
202 - background.titlemessage_initial_x (with x in 1,2,3,4,5)
203 - background.titlemessage_x (with x in 1,2,3,4,5)
205 to define the title screen images:
206 - titlescreen_initial_x (with x in 1,2,3,4,5)
207 - titlescreen_x (with x in 1,2,3,4,5)
209 to define the title text messages, place text files into the level set
210 directory that have the following file names:
211 - titlemessage_initial_x.txt (with x in 1,2,3,4,5)
212 - titlemessage_x.txt (with x in 1,2,3,4,5)
214 to define the properties of the text messages, either use directives
215 that affect all text messages:
216 - [titlemessage_initial].<suffix>
217 - [titlemessage].<suffix>
218 or use directives that affect single text messages:
219 - titlemessage_initial_x.<suffix> (with x in 1,2,3,4,5)
220 - titlemessage_x.<suffix> (with x in 1,2,3,4,5)
222 valid values for <suffix> are the same as for readme.<suffix> below;
223 use ".sort_priority" (default: 0) to define an arbitrary order for
224 title images and title messages (which can therefore be mixed)
227 * added full configurability of "readme.txt" screen appearance:
228 - readme.x: <left position used with alignment>
229 - readme.y: <top position>
230 - readme.width: <maximim text width in pixels>
231 - readme.height: <maximum text height in pixels>
232 - readme.chars: <maximum number of chars per line>
233 - readme.lines: <maximum number of lines displayed>
234 - readme.align: left,center,right (default: center)
235 - readme.top: top,middle,bottom (default: top)
236 - readme.font: font name
237 - readme.autowrap: true,false (default: true)
238 - readme.centered: true,false (default: false)
239 - readme.parse_comments: true,false (default: true)
240 - readme.sort_priority: (not used here, but only for title screens)
241 when "readme.chars" and/or "readme.lines" is set to "-1" (this is the
242 default), they are automatically determined from "readme.width" and
243 "readme.height" accordingly; when they are not "-1", they have
244 precedence over "readme.width" and "readme.height"
245 * added internal ad-hoc config settings for displaying text files like
246 title messages or "readme.txt" style level set info files:
247 - .font: font name (default: readme.font)
248 - .autowrap: true,false (default: readme.autowrap)
249 - .centered: true,false (default: readme.centered)
250 - .parse_comments: true,false (default: readme.parse_comments)
251 (the leading '.' and the separating ':' are mandatory here); to use
252 these ad-hoc settings, they have to be written inside a comment, like
253 "# .autowrap: false" or "# .centered: true"; these settings then
254 override the above global settings (they can even be used more than
255 once, like "# .centered: true", then some text that should be drawn
256 centered, then "# .centered: false" to go back to non-centered text;
257 important note: after using "# .parse_comments: false", or when using
258 "readme.parse_comments: false", detecting and parsing comments inside
259 the file is disabled and comments are just printed like normal text;
260 also be aware that all automatic text size calculations are done with
261 the font defined in "readme.font", while using different fonts using
262 "# .font: <font>" inside the text file may cause unexpected results
265 * changed some numerical limits in the level editor from 255 to 999
268 * added option "system.sdl_videodriver" to select SDL video driver
269 * added output of SDL video and audio driver to "version info" page
272 * added group element drawing to IntelliDraw drawing functions
273 * fixed animation resetting problem again (last try broke Snake Bite)
274 * fixed diagonal scrolling in screen scrolling (last try broke Pac Man)
277 * added new (special) "include: <filename>" directive that works in all
278 configuration files (like "graphicsinfo.conf") and that has the same
279 effect as if that directive would be replaced with the content of the
280 specified file (this can be useful to split large configuration files
281 into several smaller ones and include them from one main file, or to
282 store configuration settings that always stay the same into a separate
283 file, while including it and only add those parts that really change)
286 * fixed minor bug (screen redraw of player tiles) in EMC graphics engine
289 * fixed bug in "InitMovingField()" where treating an integer array as
290 boolean caused wrong resetting of animations while elements are moving
291 * fixed problem with resetting animations when starting element change
294 * added sort priority for order of title screens and title messages
297 * changed end of game again: do not wait for the user to press a key
298 anymore, but directly ask/confirm tape saving and go to hall of fame
299 * re-enabled quitting of lost game by pressing space or return again
300 * added blanking of mouse pointer when displaying title screens
301 * added remaining menu draw offset definitions for info sub-screens
304 * added setup option to select game speed (from very slow to very fast)
305 * improved handling of title text messages (initial and for level set)
308 * added new options "auto-wrap" and "centered" for DC2 style envelopes
311 * fixed displaying and typing of player name when it is centered
312 * added special characters to be allowed for player name (not only A-Z)
315 * fixed blit in ScrollLevel() to same bitmap to not overlap anymore
316 (newer versions of the SDL library seem to not like this anymore)
319 * added code for configuration directives for control of game panel
322 * fixed small cosmetical bug with underlining property tabs in editor
325 * fixed small drawing bug in X11FadeRectangle
326 * added new elements for newly supported Diamond Caves II levels:
327 - EM/DC style exits that disappear after passing
328 - white key and gate (one white key needed for each white gate)
329 - fake gate (there is no key to open/pass this kind of gate!)
330 - extended magic wall which also handles pearls and crystals
334 * changed maximum value for endless loop detection to a higher value
335 (some levels really used very deep recursion without being endless)
338 * added new elements for newly supported Diamond Caves II levels:
339 - growing steel walls
340 - snappable land mine
343 * added new elements for newly supported Diamond Caves II levels:
344 - steel text elements
347 * added level file loader for native Diamond Caves II levels
350 * version number set to 3.2.4
353 * version 3.2.3 released
356 * fixed malloc/free bug when updating EMC artwork entries in level list
357 * added workaround (warning and request to quit the current game) when
358 changing elements cause endless recursion loop (which would otherwise
359 freeze the game, causing a crash-like program exit on some systems)
362 * fixed nasty string overflow bug when entering too long envelope text
365 * added feedback sounds for menu navigation "menu.item.activating" and
366 "menu.item.selecting" (for highlighting and executing menu entries)
369 * improved "no scrolling when relocating" to also consider scroll delay
370 (meaning that the player is not automatically centered in this case;
371 this makes it possible to "invisibly" relocate the player to a region
372 of the level playfield which looks the same as the old level region)
373 * fixed bug with not recognizing "main.input.name.align" when active
376 * fixed bug with displaying masked borders over title screens when
377 screen fading is disabled
380 * fixed infinite loop / crash bug when killing the player while having
381 a CE with the setting "kill player X when explosion of <player X>"
382 * added special editor graphic for "char_space" to distinguish it from
383 "empty_space" when editing a level (in-game graphics still the same)
386 * fixed nasty bug with initialization only done for the first player
389 * small change to handle loading empty element/content list micro chunks
392 * uploaded pre-release (test) version 3.2.3-0 binary and source code
395 * some optimizations on startup speed by reducing initial text output
398 * added caching of custom artwork information for faster startup times
401 * fixed graphical bug when using fewer menu entries on level selection
402 screen than usual (with "menu.list_size.LEVELS" directive)
403 * fixed crash bug (Windows/SDL only) caused by BlitBitmap blitting from
404 the backbuffer to the backbuffer by error (with identical rectangle)
407 * fixed bug when displaying titlescreen with size less than element tile
408 * fixed bug that caused elements with "change when digging <e>" event
409 to change for _every_ digged element, not only those specified in <e>
410 * fixed bug that caused impact style collision when dropping element one
411 tile over the player that can both fall down and smash players
412 * fixed bug that caused impact style collision when element changed to
413 falling/smashing element over the player immediately after movement
416 * fixed bug that allowed making engine snapshots from the level editor
419 * fixed bugs with player name and current level positions on main screen
422 * added configuration directives for control of title screens:
423 - "title.fade_delay" for fading time
424 - "title.post_delay" for pause between screens (when not crossfading)
425 - "title.auto_delay" to automatically continue after some time
426 these settings can each be overridden by specifying them with titles:
427 - "titlescreen_initial_{1-5}.{fade_delay,post_delay,auto_delay}"
428 - "titlescreen_{1-5}.{fade_delay,post_delay,auto_delay}"
429 fading mode can also be specified:
430 - "titlescreen_initial_{1-5}.anim_mode: {fade,crossfade}
431 - "titlescreen_{1-5}.anim_mode: {fade,crossfade}
432 default is using normal fading for menues and initial title screens,
433 while using cross-fading for level set title screens
434 * fixed bug with background not drawn in Hall of Fame after game was won
437 * added configuration directives for the remaining main menu items
440 * added additional configuration directives for info screen draw offset:
441 menu.draw_{x,y}offset.INFO[{ELEMENTS,MUSIC,CREDITS,PROGRAM,LEVELSET}]
442 * added additional configuration directives for preview info text
443 * limited mouse wheel sensitive screen area to scrollable screen area
446 * added highlighted menu text entries to menu navigation when selected
449 * fixed bug that prevented player from correctly being created in the
450 top left corner by a custom element change in a level without player
451 * fixed bug that prevented player from being killed when indestructible,
452 non-walkable element is placed on player position by extended change
453 * added configurable menu button, text and input positions to main menu
456 * added page fading effects for remaining info sub-screens
457 * fixed small bug that caused some delays when answering door request
460 * added directives "border.draw_masked.*" for menu/playfield area and
461 door areas to display overlapping/masked borders from "global.border"
464 * fixed bug with CE with move speed "not moving" not being animated
465 * when changing player artwork by CE action, reset animation frame
468 * fixed bug with not unmapping main menu screen gadgets on other screens
469 * fixed bug with un-pausing a paused game by releasing still pressed key
470 * fixed bug with not redrawing screen when toggling to/from fullscreen
471 mode while fast reloading tape (without redrawing playfield contents)
472 * fixed bug with quick-saving tape snapshot despite answering with "no"
475 * version number set to 3.2.3
478 * version 3.2.2 released
481 * fixed bug with redrawing screen in fullscreen mode after quick tape
482 reloading when using the EMC game engine
483 * changed token names from "last_ce_[1-8]" to "prev_ce_[1-8]"
486 * fixed bug in GameWon() when level contains no exit (like in Sokoban)
489 * added engine snapshot functionality for instant tape reloading (this
490 only works for the last tape saved using "quick save", and does not
491 work across program restarts, because it completely works in memory)
494 * version number set to 3.2.2
497 * version 3.2.1 released
500 * fixed nasty bugs with handling error message file on Mac OS X systems
503 * general code cleanup (removing many annoying "#if 0" blocks etc.)
506 * fixed bug that caused broken tapes when manually appending to tapes
507 using the "pause before death" functionality, followed by recording
508 * added setup option to disable fading of screens for faster testing
511 * code cleanup of new fading functions
514 * changed behaviour after solved game -- do not immediately stop engine
515 * added some more smooth screen fadings (game start, hall of fame etc.)
518 * fixed bug with displaying pushed CE with value/score/delay anim_mode
521 * added configurable level preview position, tile size and dimensions
522 * added configurable game panel value positions (gems, time, score etc.)
525 * fixed small bug with time displayed incorrectly when collecting CEs
528 * fixed bug with bumpy scrolling with EM engine in double player mode
531 * added compatibility code to fix "Snake Bite" style levels that were
532 broken due to a bugfix regarding EL_SOKOBAN_FIELD_PLAYER in 3.2.0
535 * fixed bug with scrollbars inside editor when using the Windows mouse
536 enhancement tool "True X-Mouse" (which injects key events to the event
537 queue to insert selected stuff into the Windows clipboard, which gets
538 confused with the "Insert" key for jumping to the last editor cascade
539 block in the element list)
540 * added Rocks'n'Diamonds icon for use as window icon to SDL version
541 * added key shortcut "Alt + Enter" to toggle fullscreen mode at any time
544 * added selection of preferred fullscreen mode to setup / graphics menu
545 (useful if default mode 800 x 600 does not match screen aspect ratio)
548 * improved down-scaling of images for better editor and preview graphics
549 * changed user data directory for Mac OS X from Unix style to new place
552 * improved level number selection in main menu and player selection in
553 setup menu (input devices section) by using standard button gadgets
554 * added support for mouse scroll wheel (caused buggy behaviour before)
555 * added support for scrolling horizontal scrollbars with mouse wheel by
556 holding "Shift" key pressed while scrolling the wheel
557 * added support for single step mouse wheel scrolling by holding "Alt"
558 key pressed while scrolling the wheel (can be combined with "Shift")
559 * changed output file "stderr.txt" on Windows platform now always to be
560 created in the R'n'D sub-directory of the personal documents directory
561 * added Windows message box to direct to "stderr.txt" after error aborts
564 * improved general scrollbar handling (when jump-scrolling scrollbars)
567 * changed scrollbars to always show last line as first after scrolling
568 (that means jumping n - 1 screen lines instead of n screen lines)
571 * fixed level versions of EMC level loader (from V4 to V1, V2 and V3)
572 * fixed level time for EMC levels for V2 engine (V2 and V5 levels)
573 * fixed special handling of vertically stacked acid becoming fake acid
576 * fixed bug (very special case) with CE_SCORE_GETS_ZERO, which can
577 affect multiple instances of the same CE, although this kind of
578 change condition usually only affects one single custom element
581 * version number set to 3.2.1
584 * version 3.2.0 released
587 * reorganized level editor element list a bit to match engines better
590 * fixed newly introduced bug with wrongly initializing clipboard element
593 * fixed bug with displaying visible/invisible level border in editor
596 * reorganized some elements in the level editor element list
599 * fixed bug with displaying any player as "yellow" when moving into acid
600 * fixed bug with displaying running player when player stopped at border
603 * fixed bug with player exploding when moving into acid
604 * fixed bug with level settings being reset in editor and when playing
605 (some compatibility settings being set not only after level loading)
606 * fixed crash bug when number of custom graphic frames was set to zero
607 * fixed bug with teleporting player on walkable tile not working anymore
608 * added partial compatibility support for pre-release-only "CONF" chunk
609 (to make Alan Bond's "color cycle" demo work again :-) )
612 * fixed some bugs when displaying title screens from info screen menu
613 * fixed bug which caused EMC doors #5 to #8 to be passable without keys
616 * changed file major version to 3 to reflect level file format changes
617 * uploaded pre-release (test) version 3.2.0-8 binary and source code
620 * added new chunk "NAME" to level file format for level name settings
621 * added new chunk "NOTE" to level file format for envelope settings
622 * changed name of chunk "CONF" to "ELEM" (for normal element settings)
623 * updated magic(5) file to recognize changed and new level file chunks
624 * removed change events "change when CE value/score changes" as unneeded
627 * changed gravity (which only affects the player) from level property
628 to player property (only makes a difference in multi-player levels)
629 * added change events "change when CE value/score changes"
630 * added change events "change when CE value/score changes of <element>"
633 * added new chunk "INFO" to level file format for global level settings
634 * added all element settings from "HEAD" chunk to "CONF" chunk
635 * added all global level settings from "HEAD" chunk to "INFO" chunk
638 * changed level file format by adding two new chunks "CUSX" (for custom
639 elements, replacing the previous "CUS4" chunk) and "GRPX" (for group
640 elements, replacing the previous "GRP1" chunk); these new IFF style
641 chunks use the new and flexible "micro chunks inside chunks" technique
642 already used with the new "CONF" chunk (for normal element properties)
643 which makes it possible to easily extend the existing level format
644 (instead of using fixed-length chunks like before, which are either
645 too big due to reserved bytes for future use, or too small when those
646 reserved bytes have all been used and even more data should be stored,
647 requiring the replacement by new and larger chunks just like it went
648 with "CUS1" to "CUS4"); this whole problem now does not exist anymore
651 * added credits pages to the "credits" section that were really missing
652 * added some missing element descriptions to the level editor
653 * added down position of switchgate switch to the level editor
654 and allowed the use of both switch positions at the same time
655 * changed use of "Insert" and "Delete" keys to navigate element list in
656 level editor to start of previous or next cascading block of elements
659 * added the possibility to view the title screen to the info screen menu
660 * fixed some minor bugs with viewing title screens
663 * fixed bug with title (cross)fading in/out when using fullscreen mode
666 * fixed bug that forced re-defining of menu settings in local graphics
667 config file which are already defined in existing base config file
668 * fixed small bug that caused door sounds playing when music is enabled
671 * added the possibility to define up to five title screens for each
672 level set that are displayed after loading using (cross)fading in/out
673 (this was added to display the various start images of the EMC sets)
676 * added "CE score gets zero [of]" to custom element trigger conditions
677 * added setup option to display element token name in level editor
680 * added compatibility code for Juergen Bonhagen's menu artwork settings
683 * fixed bug with displaying wrong animation frame 0 after CE changes
684 * fixed bug with creating invisible elements when light switch is on
687 * added selection between ECS and AGA graphics for EMC levels to setup
690 * adjusted font handling for various narrow EMC style fonts
693 * changed EM engine behaviour back to re-allow initial rolling springs
696 * fixed handling of over-large selectboxes (less error-prone now)
697 * fixed bug when creating GE with walkable element under the player
700 * added use of "Insert" and "Delete" keys to navigate element list in
701 level editor to start of custom elements or start of group elements
702 * added virtual elements to access CE value and CE score of elements:
703 - "CE value of triggering element"
704 - "CE score of triggering element"
705 - "CE value of current element"
706 - "CE score of current element"
709 * fixed "grass" to "sand" in older EM levels (up to file version V4)
712 * changed behaviour of network games with internal errors (because of
713 different client frame counters) from immediately terminating R'n'D
714 to displaying an error message requester and stopping only the game
715 (also to prevent impression of crashes under non command-line runs)
716 * fixed playing network games with the EMC engine (did not work before)
717 * fixed bug with not scrolling the screen in multi-player mode with the
718 focus on player 1 when all players are moving in different directions
719 * fixed bug with keeping pointer to gadget even after its deallocation
720 * fixed bug with allowing "focus on all players" in network games
721 * fixed bug with player focus when playing tapes from network games
724 * uploaded pre-release (test) version 3.2.0-7 binary and source code
727 * code cleanup for game action control for R'n'D and EMC game engine
730 * fixed bug in multi-player movement with focus on both players
731 * added option to control only the focussed player with all input
734 * added player focus switching to level tape recording and re-playing
737 * fixed some bugs in player focus switching in EMC and RND game engine
740 * added special Supaplex animations for Murphy digging and snapping
741 * added special Supaplex animations for Murphy being bored and sleeping
744 * added four new yam yams with explicit start direction for EMC engine
745 * fixed bug in src/libgame/text.c with printing text outside the window
748 * fixed small bug in EMC level loader (copyright sign in EM II levels)
751 * added delayed ignition of EM style dynamite when used in R'n'D engine
752 * added limited movement range to EMC engine when focus on all players
755 * fixed bug with missing (zero) score values for native Supaplex levels
758 * added "continuous snapping" (snapping many elements while holding the
759 snap key pressed, without releasing the snap key after each element)
760 as a new player setting for more compatibility with the classic games
763 * finished scrolling for "focus on all players" in EMC graphics engine
766 * level sets with "levels: 0" are ignored for levels, but not artwork
767 * fixed bug when scanning empty level group directories (endless loop)
770 * fixed bug with explosion graphic for player using "Murphy" graphic
771 * fixed bug with explosion graphic if player leaves explosion in time
772 * changed some descriptive text in setup menu to use medium-width font
773 * added key shortcut settings for switching player focus to setup menu
776 * fixed bug with random value initialization when recording tapes
777 * fixed bug with playing single player tapes when team mode activated
780 * fixed little bug when trying to switch to player that does not exist
783 * added player switching (visual and quick) to R'n'D and EM game engine
784 * added setup option to select visual or quick in-game player switching
787 * added use of "Home" and "End" keys to handle element list in editor
790 * fixed bug with adding score when playing tape with EMC game engine
791 * added steel wall border for levels using EMC engine without border
792 * finally fixed delayed scrolling in EMC engine also for small levels
795 * fixed potential crash bug in WarnBuggyBase() (missing boundary check)
798 * fixed bug with CE change order in TestIfElementTouchesCustomElement()
799 * fixed bug when displaying info element without action, but direction
802 * fixed minor graphical problems with springs smashing and slurping
803 (when using R'n'D style graphics instead of EMC style graphics)
806 * added scroll delay (as configured in setup) to EMC graphics engine
809 * improved screen redraw for EMC graphics engine (faster and smoother)
810 * when not scrolling, do not redraw the whole playfield if not needed
813 * added multi-player mode for EMC game engine (with up to four players)
816 * added android (can clone elements) from EMC engine to R'n'D engine
819 * added spring bumper (reflects spring) from EMC engine to R'n'D engine
822 * added selectbox for initial player speed to player settings in editor
825 * version 3.1.2 created that is basically version 3.1.1, but with a
826 major bug fixed that prevented editing your own private levels
827 * version 3.1.2 released
830 * added magic ball (creates elements) from EMC engine to R'n'D engine
833 * uploaded fixed pre-release version 3.2.0-6 binary and source code
836 * fixed bug when using "CE can leave behind <trigger element>"
837 * added new change condition "(after/when) creation of <element>"
838 * added new change condition "(after/when) digging <element>"
839 * fixed bug accessing invalid gadget that caused crashes under Windows
840 * deactivated new possibility for multiple CE changes per frame
843 * uploaded pre-release (test) version 3.2.0-6 binary and source code
846 * added animation types "ce_value" and "ce_score" to graphicsinfo.conf
847 * fixed bug with not keeping CE value for moving CEs with only action
848 * changed CE action selectboxes in editor to be only reset when needed
851 * added option "use artwork from element" for custom player artwork
852 * added option "use explosion from element" for player explosions
855 * added cascaded element lists in the level editor
856 * added persistence for cascaded element lists by "editorcascade.conf"
857 * added dynamic element list with all elements used in current level
858 * added possibility for multiple CE changes per frame (experimental)
861 * uploaded pre-release (test) version 3.2.0-5 binary and source code
864 * changed "score for each 10 seconds/steps left" to "1 second/step"
865 * added own score for collecting "extra time" instead of sharing it
866 * added change events "switched by player" and "player switches <e>"
867 * added change events "snapped by player" and "player snaps <e>"
868 * added "set player artwork: <element choice>" to CE action options
869 * added change event "move of <element>"
872 * added "set player shield: off / normal / deadly" to CE action options
873 * added new player option "use level start element" in level editor
874 to set the correct focus at level start to elements from which the
875 player is created later (this did not work before for cascaded CE
876 changes resulting in creation of the player; it is now also possible
877 to create the player from a yam yam which is smashed at level start)
880 * added "set player speed: frozen (not moving)" to CE action options
881 * added "move player: l/r/u/d/trigger/-trigger" to CE action options
884 * added new player option "block snap field" (enabled by default) to
885 make it possible to show a snapping animation like in Emerald Mine
888 * added dynamic selectboxes to custom element action settings in editor
889 * added "CE value" counter for custom elements (instead of "CE count")
890 * added option to use the last "CE value" after custom element change
891 * added option to use the "CE value" of other elements in CE actions
892 * fixed odd behaviour when pressing time orb in levels w/o time limit
893 * added checkbox "use time orb bug" for older levels that use this bug
896 * added missing configuration settings for the following elements:
897 - EL_TIMEGATE_SWITCH (time of open time gate)
898 - EL_LIGHT_SWITCH_ACTIVE (time of light switched on)
899 - EL_SHIELD_NORMAL (time of shield duration)
900 - EL_SHIELD_DEADLY (time of shield duration)
901 - EL_EXTRA_TIME (time added to level time)
902 - EL_TIME_ORB_FULL (time added to level time)
905 * added "wind direction" as a movement pattern for custom elements
906 * added initial wind direction for balloon / custom elements to editor
907 * added functionality for EL_BALLOON_SWITCH_NONE to R'n'D game engine
910 * added parameters for "game of life" and "biomaze" elements to editor
913 * added level file chunk "CONF" for generic level and element settings
916 * uploaded pre-release (test) version 3.2.0-4 binary and source code
919 * skip empty level sets (with "levels: 0"; may be artwork base sets)
920 * added sound action ".page[1]" to ".page[32]" for each CE change page
923 * added image config suffix ".clone_from" to copy whole image settings
924 * fixed bug with invalid ("undefined") CE settings in old level files
927 * fixed graphical bug with smashing elements falling faster than player
930 * fixed major bug which prevented private levels from being edited
931 * fixed bug with precedence of general and special font definitions
934 * fixed graphical bug with player animation when player moves slowly
937 * uploaded pre-release (test) version 3.2.0-3 binary and source code
940 * fixed bug which prevented "global.num_toons: 0" from working
943 * major code cleanup (removed all these annoying "#if 0" blocks)
946 * added custom element actions for CE change page in level editor
949 * fixed music initialization bug in init.c (thanks to David Binderman)
950 * fixed mouse wheel "button" bug in editor (thanks to Tomi Belan)
951 (this bug must probably be fixed at other places, too)
954 * fixed buggy '#include "SDL.h"' statements in src/libgame/sdl.h
955 (should be '#include <SDL.h>' instead)
958 * fixed bug which prevented "walkable from no direction" from working
959 (due to compatibility code overwriting this setting after loading)
962 * fixed bug on Mac OS X (use of reserved name "Random") in EM engine
965 * version number temporarily set to 3.1.1 (intermediate bugfix release)
966 * version 3.1.1 released
969 * changed some va_arg() arguments from 'long' to 'int', fixing problems
970 on 64-bit architecture systems with LP64 data model
973 * fixed bug with bombs not exploding when hitting the last level line
974 (introduced after the release of 3.1.0)
977 * added support for dumping small-sized level sketches from editor
980 * added recognition of "trigger element" for "change digged element to"
981 (this is not really what the "trigger element" was made for, but its
982 use may seem obvious for leaving back digged elements unchanged)
985 * fixed multiple warnings about failed joystick device initialization
988 * fixed bug with dynamite dropped on top of just dropped custom element
989 (collect dynamite, collect CE, drop CE => dynamite was also dropped);
990 dynamite can still be dropped, but drop key must be released before
993 * fixed bug with wrong start directory when started from file browser
994 (due to this bug, R'n'D could not be started from KDE's Konqueror)
997 * fixed bug causing "change when impact" on player not working
998 * fixed wrong priority of "hitting something" over "hitting <element>"
999 * fixed wrong priority of "hit by something" over "hit by <element>"
1002 * fixed graphical bug which caused the player (being Murphy) to show
1003 collecting animations although the element was collected by penguin
1006 * fixed two bugs causing wrong door background graphics in system.c
1007 (in functions "SetBackgroundBitmap()" and "DrawingOnBackground()")
1010 * fixed graphic bug with exploding bomb and R'n'D graphics in EM engine
1011 * added "no direction" to "walkable/passable from" selectbox options
1014 * enhanced tape autoplay to accept "autoplay <set> [<nr> ...]" format
1015 * in tape autoplay, not only report broken, but also missing tapes
1018 * uploaded pre-release (test) version 3.2.0-2 binary and source code
1021 * fixed small bug with "linear" animation not working for active lamp
1024 * fixed bug with moving up despite gravity due to "block last field"
1025 * fixed small bug with wrong draw offset when typing name in main menu
1026 * when reading user names from "passwd", ignore data after first comma
1027 * when creating new "levelinfo.conf", only write some selected entries
1030 * fixed displaying "imported from/by" on preview with empty string
1031 * fixed ignoring draw offset for fonts used for level preview texts
1034 * fixed a delay problem with SDL and too many mouse motion events
1035 * added setup option "skip levels" and level skipping functionality
1038 * added move speed "not moving" for non-moving CEs, but with direction
1041 * fixed mapping of obsolete element token names in "editorsetup.conf"
1042 * fixed bug with sound "acid.splashing" treated as a loop sound
1043 * fixed some little sound bugs in native EM engine
1046 * fixed small bug when dragging scrollbars to end positions
1049 * added editor element descriptions written by Aaron Davidson
1052 * improved fallback handling when configured artwork is not available
1053 (now using default artwork instead of exiting when files not found)
1056 * fixed bug on level selection screen when dragging scrollbar
1059 * fixed bug which caused broken tapes when appending to EM engine tapes
1062 * uploaded pre-release (test) version 3.2.0-1 binary and source code
1065 * added code to replace changed artwork config tokens with other tokens
1066 (needed for backwards compatibility, so that older tokens still work)
1069 * added native R'n'D graphics for some new EMC elements in EM engine
1072 * fixed some bugs in the EM engine integration code
1073 * changed EM engine code to allow diagonal movement
1074 * changed EM engine code to allow use of separate snap and drop keys
1077 * fixed some redraw bugs when using EM engine
1080 * fixed bug with not converting RND levels which are set to use native
1081 engine to native level structure when loading
1084 * uploaded pre-release (test) version 3.2.0-0 binary and source code
1087 * version number set to 3.2.0
1090 * level data now reset to defaults after attempt to load invalid file
1093 * added use of "editorsetup.conf" for different level sets
1096 * added auto-detection for various types of Emerald Mine level files
1099 * fixed bug with scrollbars getting too small when list is very large
1102 * fixed bug with 3+3 (cross) sized explosion not making explosion sound
1105 * added most level editor configuration gadgets for new EMC elements
1108 * added more element and graphic definitions for new EMC elements
1111 * modified native EM engine to use integrated R'n'D sound system
1114 * added SDL support to graphics functions in native EM engine
1115 (by always using generic libgame interface functions)
1118 * fixed bug in frame synchronization in native EM engine
1121 * added code to convert levels between R'n'D and native EM engine
1124 * new Emerald Mine engine can now play levels selected in main menu
1127 * fixed big memory leak in function "CreateBitmapWithSmallBitmaps()"
1128 (which creates scaled down graphics for level editor and preview);
1129 there's still a memory leak somewhere in the artwork handling code
1130 * added "scale image up" functionality to X11 version of zoom function
1133 * first attempts to integrate new, native Emerald Mine Club engine
1136 * fixed bug in gadget code which caused reset of CEs in level editor
1137 (example: pressing 'b' [grab brush] on CE config page erased values)
1138 (solution: check if gadgets in ClickOnGadget() are really mapped)
1139 * improved level change detection in editor (settings now also checked)
1140 * fixed bug with "can move into acid" and "don't collide with" state
1143 * fixed maze runner style CEs to use the configured move delay value
1146 * added Aaron Davidson's tutorial level set to the "Tutorials" section
1149 * fixed engine change that broke 3.0.8 levels like "Walpurgis Gardens"
1150 * fixed the above fix because it broke level set "machine" (*sigh*)
1151 * fixed random element placement in level editor to work as expected
1152 * fixed undefined graphic of runtime element "EL_AMOEBA_TO_DIAMOND"
1155 * re-recorded tape for BD2K3, level 010 (broken due to bugfix)
1158 * fixed bug (missing array boundary check) which caused broken tapes
1159 * fixed bug (when loading level template) which caused broken levels
1160 * fixed bug with new block last field code when using non-yellow player
1163 * fixed bug when pressing "stop, pause, stop, play" on tape recorder
1164 * internal change of how the player blocks the last field when moving
1165 * fixed blocking delay of last field for EM and SP style block delay
1166 * fixed bug where the player had to wait for the usual move delay after
1167 unsuccessfully trying to move, when he directly could move after that
1168 * the last two changes should make original Supaplex level 93 solvable
1169 * improved use of random number generator to make it less predictable
1170 * fixed behaviour of slippery SP elements to let slip left, then right
1173 * fixed bug with wrong door state after trying to quickload empty tape
1174 * fixed waste of static memory usage of the binary, making it smaller
1175 * fixed very little graphical bug in Supaplex explosion
1178 * version number set to 3.1.1
1181 * version 3.1.0 released
1184 * fixed bug with crash when writing user levelinfo.conf the first time
1187 * added option "convert LEVELDIR [NR]" to command line batch commands
1188 * re-converted Supaplex levels to apply latest engine fixes
1189 * changed "use graphic/sound of element" to "use graphic of element"
1190 due to compatibility problems with some levels ("bug machine" etc.)
1193 * fixed bug with CE change replacing player with same or other player
1196 * fixed bug with opaque font in envelope with background graphic when
1197 background graphic is not transparent itself
1200 * added "gravity on" and "gravity off" ports for Supaplex compatibility
1201 * corrected original Supaplex level loading code to use these new ports
1202 * also corrected Supaplex loader to auto-count infotrons if set to zero
1205 * fixed bug with missing initialization of "modified" flag for GEs
1208 * fixed bug that caused endless recursion loop when relocating player
1209 * fixed tape recorder bug in "step mode" when using "pause before end"
1210 * fixed tape recorder bug when changing from "warp forward" mode
1213 * fixed bug with "when touching" for pushed elements at last position
1216 * fixed bug that caused two activated toolbox buttons in level editor
1217 * fixed bug with exploding dynabomb under player due to other explosion
1220 * fixed bug with creating walkable custom element under player (again)
1221 * fixed bug with not copying explosion type when copying CEs in editor
1222 * fixed graphical bug when drawing player in setup menu (input devices)
1223 * fixed graphical bug when the player is pushing an accessible element
1224 * fixed bug with classic switchable elements triggering CE changes
1225 * fixed bug with entering/leaving walkable element in RelocatePlayer()
1226 * fixed crash bug when CE leaves behind the trigger player element
1229 * fixed bug with broken tubes after placing/exploding dynamite in them
1230 * fixed bug with exploding dynamite under player due to other explosion
1231 * fixed bug with not resetting push delay under certain circumstances
1234 * added option "handicap" for "levelinfo.conf" (thanks to Niko Böhm)
1235 * added network multiplayer code for Windows (thanks to Niko Böhm)
1238 * added option "reachable despite gravity" for gravity movement
1239 * changed gravity movement of most classic walkable and passable
1240 elements back to "not reachable" (for compatibility reasons)
1243 * fixed (removed) "indestructible" / "can explode" dependency in editor
1244 * fixed (removed) "accessible inside" / "protected" dependency
1245 * fixed (removed) "step mode" / "shield time" dependency
1248 * fixed dynabombs exploding now into anything diggable
1249 * fixed Supaplex style gravity movement into buggy base now impossible
1250 * added pressing key "space" as valid action to select menu options
1253 * added "replace when walkable" to relocate player to walkable element
1254 * added "enter"/"leave" event for elements affected by relocation
1255 * fixed "direct"/"indirect" change order also for "when change" event
1256 * fixed graphical bug when pushing things from elements walkable inside
1259 * fixed graphic bug when player is snapping while moving in old levels
1260 * fixed bug when a moving custom element leaves a player element behind
1261 * fixed bug with mole not disappearing when moving into acid pool
1262 * fixed bug with incomplete path setting when using "--basepath" option
1263 * moving CE can now leave walkable elements behind under the player
1264 * when relocating, player can be set on walkable element now
1265 * fixed another gravity movement bug
1268 * uploaded pre-release (test) version 3.1.0-2 binary and source code
1271 * added "collectible" and "removable" to extended replacement types
1272 (where "removable" replaces "diggable" and "collectible" elements)
1273 * added "collectible & throwable" (to throw element to the next field)
1274 * fixed bug with CEs digging elements that are just about to explode
1275 * changed mouse cursor now always being visible when game is paused
1278 * added possibility to push/press accessible elements from a side that
1280 * fixed bug with not setting actual date when appending to tape
1283 * fixed bug with incorrectly initialized custom element editor graphics
1286 * corrected set "Contributions_1995-2000/rnd_kjell_kristiansson":
1287 - number of levels corrected from 18 to 17 in "levelinfo.conf"
1290 * fixed bug with destroyed robot wheel still attracting robots forever
1291 * fixed bug with time gate switch deactivating after robot wheel time
1292 (while the time gate itself is not affected by this misbehaviour)
1293 * changed behaviour of BD style amoeba to always get blocked by player
1294 (before it was different when there were non-BD elements in level)
1295 * fixed bug with player destroying indestructable elements with shield
1298 * added option to make growing elements grow into anything diggable
1299 (for the various amoeba types, biomaze and "game of life")
1302 * fixed bug with movable elements not moving after left behind by CEs
1303 * changed gravity movement to anything diggable, not only sand/base
1304 * optionally allowing passing to walkable element, not only empty space
1305 * added option "can pass to walkable element" for players
1306 * finally fixed gravity movement (hopefully)
1309 * fixed bug with movable elements not moving anymore after falling down
1312 * fixed another bug with custom elements digging and leaving elements
1313 * fixed bug with "along left/right side" and automatic start direction
1314 * trigger elements now also displayed when "more custom" deactivated
1315 * fixed bug with clipboard element initialized when loading new level
1316 * added option "drop delay" to set delay before dropping next element
1319 * uploaded pre-release (test) version 3.1.0-1 binary and source code
1322 * added copy and paste functions for custom change pages
1323 * enhanced graphical display and functionality of tape recorder
1324 * fixed bug with custom elements digging and leaving elements
1327 * added move speed faster than "very fast" for custom elements
1328 * fixed bug with 3+3 style explosions and missing border content
1329 * fixed little bug when copying custom elements in the editor
1330 * enhanced custom element changes by more side trigger actions
1333 * added option "no scrolling when relocating" for instant teleporting
1334 * uploaded pre-release (test) version 3.1.0-0 binary and source code
1337 * added trigger element and trigger player to use as target elements
1338 * added copy and paste functions for custom and group elements
1341 * fixed graphical bug when displaying explosion animations
1342 * fixed bug when appending to tapes, resulting in broken tapes
1343 * re-recorded a few tapes broken by fixing gravity checking bug
1346 * "can move into acid" property now for all elements independently
1347 * "can fall into acid" property for player stored in same bitfield now
1348 * added option for deadliness of Supaplex 'sniksnak' and 'electron'
1349 * version number set to 3.1.0 (finally!)
1352 * changed tape recording to only record input, not programmed actions
1355 * fixed totally broken (every 8th frame skipped) step-by-step recording
1356 * fixed bug with requester not displayed when quick-loading interrupted
1357 * added option "can fall into acid (with gravity)" for players
1358 * fixed bug with player not falling when snapping down with gravity
1361 * fixed bug which messed up key config when using keypad number keys
1364 * fixed bug which allowed moving upwards even when gravity was active
1365 * fixed bug with missing error handling when dumping levels or tapes
1368 * added different colored editor graphics for Supaplex gravity tubes
1371 * fixed bug that allowed solvable tapes for unsolvable levels
1374 * use unlimited number of droppable elements when "count" set to zero
1375 * added option to use step limit instead of time limit for level
1378 * added player and change page as trigger for custom element change
1381 * fixed bug with exploding amoeba (explosion 3x3 instead of 1x1)
1384 * fixed bug with dark yamyam changing to acid when moving over acid
1385 * fixed handling of levels with more than 999 seconds level time
1386 (example: level 76 of "Denmine")
1389 * "spring push bug" reintroduced as configurable element property
1390 * fixed bug with missing properties for "mole"
1391 * fixed bug that showed up when fixing the above "mole" properties bug
1392 * added option "can move into acid" for all movable elements
1393 * fixed graphical bug for elements moving into acid
1394 * changed event handling to handle all pending events before going on
1397 * fixed bug which caused all CE change pages to be ignored which had
1398 the same change event, but used a different element side
1399 (reported by Simon Forsberg)
1401 * fixed bug which caused elements that can move and fall and that are
1402 transported by a conveyor belt to continue moving into that direction
1403 after leaving the conveyor belt, regardless of their own movement
1404 type; only elements which can not move are transported now
1405 (reported by Simon Forsberg)
1407 * fixed bug which could cause an array overflow in RelocatePlayer()
1408 (reported by Niko Böhm)
1410 * changed Emerald Mine style "passable / over" elements to "protected"
1411 (fixing unsolvable level 10 of "Bondmine 9" with bug beside gate)
1413 * added new option to select from which side a "walkable/passable"
1414 element can be entered
1417 * added explosion and ignition delay for elements that can explode
1420 * fixed bug which caused player not being protected against enemies
1421 when a CE was "walkable / inside" and was not "indestructible"
1422 * added "walkable/passable" fields to be "protected/unprotected"
1423 against enemies, even if not accessible "inside" but "over/under"
1426 * corrected move pattern to 32 bit and initial move direction to 8 bit
1429 * added second custom element base configuration page
1432 * added some special EMC mappings to Emerald Mine level loader
1433 (also covering previously unknown element in level 0 of "Bondmine 8")
1436 * added option to block last field when player is moving (for Supaplex)
1437 * adjusted push delay of Supaplex elements
1438 * removed delays for envelopes etc. when replaying with maximum speed
1439 * fixed bug when dropping element on a field that just changed to empty
1442 * fixed bug: infotrons can now smash yellow disks
1443 * fixed bug: when gravity active, port above player can now be entered
1444 * removed "one white dot" mouse pointer which irritated some people
1447 * added "choice type" for group element selection
1450 * fixed bug with initial invulnerability of non-yellow player
1453 * added level loader for loading native Supaplex packed levels
1454 (including multi-part levels like the "splvls99" levels)
1457 * fixed bug which allowed creating emeralds by escaping explosions
1460 * custom elements can change (limited) or leave (unlimited) elements
1461 * finally added multiple matches using group elements
1462 * added shortcut to dump brush (type ":DB" in editor) for use in forum
1465 * added new start movement type "previous" for continued CE movement
1466 * added new start movement type "random" for random CE movement start
1469 * added new element "sokoban_field_player" needed for Sokoban levels
1470 (thanks to Ed Booker for pointing this out!)
1473 * added elements that can be digged or left behind by custom elements
1476 * added group elements for multiple matches and random element creation
1479 * fixed some graphical errors displayed in old levels
1482 * fixed wrong double speed movement after passing closing gates
1485 * added level loader for loading native Emerald Mine levels
1488 * changes for "shooting" style CE movement
1491 * Happy New Year! ;-)
1494 * changed default snap/drop keys from left/right Shift to Control keys
1497 * fixed bug with dead player getting reanimated from custom element
1500 * fixed bug with wrong penguin graphics (when entering exit)
1503 * fixed bug with wrong "Murphy" graphics (when digging etc.)
1506 * version number set to 3.0.9
1509 * version 3.0.8 released
1512 * added function checked_free()
1515 * fixed bug with double nut cracking sound
1516 (by eliminating "default element action sound" assignment in init.c)
1519 * fixed crash when no music info files are available
1522 * fixed boring and sleeping sounds
1525 * added "maze runner" and "maze hunter" movement types
1526 * added extended collision conditions for custom elements
1529 * added warnings for undefined token values in artwork config files
1532 * added menu entry for level set information to the info screen
1535 * fixed bug with wrong default impact sound for colored emeralds
1538 * added several sub-screens for the info screen
1539 * menu text now also clickable (not only blue/red sphere left of it)
1542 * added configurable "bored" and "sleeping" animations for the player
1543 * added "awakening" sound for player when waking up after sleeping
1546 * added "copy" and "exchange" functions for custom elements to editor
1549 * added configurable element animations for info screen
1552 * added configurable music credits for info screen
1555 * finally fixed tape recording when player is created from CE change
1558 * added "editorsetup.conf" for editor element list configuration
1561 * added "musicinfo.conf" for menu and level music configuration
1564 * fixed a very nasty bug in dragon turning code in TurnRoundExt()
1565 (that only showed up on Linux, but not on Windows systems)
1568 * fixed turning movement of butterflies and fireflies (no frame reset)
1569 * enhanced sniksnak turning movement (two steps instead of only one)
1572 * version number set to 3.0.8
1575 * version 3.0.7 released
1578 * fixed reset of player animation frame when, for example,
1579 walking, digging or collecting share the same animation
1580 * fixed CE with "deadly when touching" exploding when touching amoeba
1583 * fixed tape recording when player is created from CE element change
1586 * introduced "turning..." action graphic for elements with move delay
1587 (non-CE: bug, spaceship, sniksnak, mole, pacman, yamyam)
1588 * added turning animations for bug, spaceship and sniksnak
1591 * prevent "extended" changed elements from delay change in same frame
1594 * fixed bug when pushing element that can move away to the side
1595 (like pushing falling elements, but now with moving elements)
1598 * finally fixed serious bug in code for delayed element pushing (again)
1601 * unavailable setup options now marked as "n/a" instead of "off"
1602 * new boolean directive "latest_engine" for "levelinfo.conf": when set
1603 to "true", levels are always played with the latest game engine,
1604 which is desired for levels that are imported from other games; all
1605 other levels are played with the engine version stored in level file
1606 (which is normally the engine version the level was created with)
1609 * fixed serious bug in code for delayed element pushing
1610 * fixed little bug in animation frame selection for pushed elements
1611 * speed-up of reading config file for verbose output
1614 * added configuration option for opening and closing Supaplex exit
1615 * added configuration option for moving up/down animation for Murphy
1616 * fixed incorrectly displayed animation for attacking dragon
1617 * fixed bug with not setting initial gravity for each new game
1618 * fixed bug with teleportation of player by custom element change
1619 * fixed bug with player not getting smashed by rock sometimes
1622 * version number set to 3.0.7
1625 * version 3.0.6 released
1628 * added support for MP3 music for SDL version through SMPEG library
1631 * fixed bug when initializing font graphic structure
1632 * fixed bug with animation mode "pingpong" when using only 1 frame
1633 * fixed bug with extended change target introduced in 3.0.5
1634 * fixed bug where passing over moving element doubles player speed
1635 * fixed bug with elements continuing to move into push direction
1636 * fixed bug with duplicated player when dropping bomb with shield on
1637 * added "switching" event for custom elements ("pressing" only once)
1638 * fixed switching bug (resetting flag when not switching but not idle)
1641 * fixed element tokens for certain file elements with ".active" etc.
1644 * version number set to 3.0.6
1647 * version 3.0.5 released
1650 * now four envelope elements available
1651 * font, background, animation and sound for envelope now configurable
1652 * main menu doors opening/closing animation type now configurable
1655 * active/inactive sides configurable for custom element changes
1656 * new movement type "move when pushed" available for custom elements
1659 * fixed bug in multiple config pages loader code that caused crashes
1662 * enhanced (remaining low-resolution) Supaplex graphics
1665 * version number set to 3.0.5
1668 * version 3.0.4 released
1670 2003-09-12 src/tools.c
1671 * fixed bug in custom definition of crumbled element graphics
1673 2003-09-11 src/files.c
1674 * fixed bug in multiple config pages code that caused crashes
1677 * version number set to 3.0.4
1680 * version 3.0.3 released
1683 * added music to Supaplex classic level set
1685 2003-09-07 src/libgame/misc.c
1686 * added support for loading various music formats through SDL_mixer
1688 2003-09-06 (various source files)
1689 * fixed several nasty bugs that may have caused crashes on some systems
1690 * added envelope content which gets displayed when collecting envelope
1691 * added multiple change event pages for custom elements
1693 2003-08-24 src/game.c
1694 * fixed problem with player animation when snapping and moving
1696 2003-08-23 src/screens.c, src/cartoons.c, src/libgame/toons.c
1697 * fixed problem with flickering when drawing toon animations
1699 2003-08-23 src/libgame/sdl.c
1700 * fixed problem with setting mouse cursor in SDL version in fullscreen
1702 2003-08-23 src/game.c
1703 * fixed bug (missing array boundary check) which could crash the game
1706 * version number set to 3.0.3
1709 * version 3.0.2 released
1711 2003-08-21 src/game.c
1712 * fixed bug with creating inaccessible elements at player position
1714 2003-08-20 src/init.c
1715 * fixed bug with not finding current level artwork directory
1717 2003-08-20 src/files.c
1718 * fixed bug with choosing wrong engine version when playing tapes
1719 * fixed bug with messing up custom element properties in 3.0.0 levels
1722 * version number set to 3.0.2
1725 * version 3.0.1 released
1727 2003-08-17 (no source files affected)
1728 * changed all "classic" PCX image files with 16 colors or less to
1729 256 color (8 bit) storage format, because the Allegro game library
1730 cannot handle PCX files with less than 256 colors (contributed
1731 graphics are not affected and might look wrong in the DOS version)
1733 2003-08-16 src/init.c
1734 * fixed bug which (for example) crashed the level editor when defining
1735 "dynamite.EDITOR: [NONE]", because graphics may not be undefined
1736 (only set to default) -- invalid graphics now set to default graphic
1738 2003-08-16 src/init.c
1739 * fixed graphical bug of player digging/collecting/snapping element
1740 when no corresponding graphic/animation is defined for this action,
1741 resulting in player being drawn as EL_EMPTY (which should only be
1742 done to elements being collected, but not to the player)
1744 2003-08-16 src/game.c
1745 * fixed small graphical bug of player not totally moving into exit
1747 2003-08-16 src/libgame/setup.c
1748 * fixed bug with wrong MS-DOS 8.3 filename conversion
1750 2003-08-16 src/tools.c
1751 * fixed bug with invisible mouse cursor when pressing ESC while playing
1753 2003-08-16 (various source files)
1754 * added another 128 custom elements (disabled in editor by default)
1756 2003-08-16 src/editor.c
1757 * fixed NULL string bug causing Solaris to crash in sprintf()
1759 2003-08-16 src/screen.c
1760 * fixed drawing over scrollbar on level selection with custom fonts
1762 2003-08-15 src/game.c
1763 * cleanup of simple sounds / loop sounds / music settings
1765 2003-08-08 (various source files)
1766 * added custom element property for dropping collected elements
1768 2003-08-08 src/conf_gfx.c
1769 * fixed bug with missing graphic for active red disk bomb
1771 2003-08-07 src/files.c, src/editor.c src/game.c, src/main.h
1772 * extended variable "level.gravity" to "level.initial_gravity" and
1773 "game.current_gravity" to prevent level setting from being changed
1774 by playing the level (keeping the runtime value after playing)
1776 * fixed graphics bug when digging element that has 'crumbled' graphic
1777 definition, but not 'diggable' graphic definition
1780 * version number set to 3.0.1
1783 * version 3.0.0 released
1786 * various bug fixes; among others:
1787 - fixed bug with pushing spring over empty space
1788 - fixed bug with leaving tube while placing dynamite
1789 - fixed bug with explosion of smashed penguins
1790 - allow Murphy player graphic in levels with non-Supaplex elements
1794 * I have forgotten to document changes for some time
1797 * pre-release version 2.2.0rc1 released
1800 * version number set to 2.1.2
1803 * version 2.1.1 released
1806 * version number set to 2.1.1
1809 * version 2.1.0 released
1812 * version number set to 2.1.0
1814 2002-04-03 to 2002-05-19 (various source files)
1815 * graphics, sounds and music now fully configurable
1816 * bug fixed that prevented walking through tubes when gravity on
1818 2002-04-02 src/events.c, src/editor.c
1819 * Make Escape key less aggressive when playing or when editing level.
1820 This can be configured as an option in the setup menu. (Default is
1821 "less aggressive" which means "ask user if something can be lost"
1822 when pressing the Escape key.)
1824 2002-04-02 src/screen.c
1825 * Added "graphics setup" screen.
1827 2002-04-01 src/screen.c
1828 * Changed "choose level" setup screen stuff to be more generic (to
1829 make it easier to add more "choose from generic tree" setup screens).
1831 2002-04-01 src/config.c, src/timestamp.h
1832 * Added source files "src/config.[ch]" and "src/timestamp.h" (which
1833 automatically gets created by "src/Makefile" and contains an actual
1834 compile-time timestamp to identify development versions of the game).
1836 2002-03-31 src/tape.c, src/events.c
1837 * Added quick game/tape save/load functions to tape stuff which can be
1838 invoked by a keyboard shortcut. Default: "F1" saves game/tape, "F2"
1839 loads previously recorded tape and directly goes into recording mode
1840 from the end of the tape (therefore appending to the tape).
1842 2002-03-31 src/tape.c
1843 * Added "index mark" function to tape recorder. When playing or
1844 recording, "eject" button changes to "index" button. Setting index
1845 mark is not yet implemented, but pressing index button when playing
1846 allows very quick advancing to end of tape (when normal playing),
1847 very fast forward mode (when playing with normal fast forward) or
1848 very fast reaching of "pause before end of tape" (when playing with
1849 "pause before end" playing mode).
1851 2002-03-30 src/cartoons.c
1852 * Moved some stuff from cartoons.c to the new "src/libgame/toons.c".
1854 2002-03-29 src/screen.c
1855 * Changed setup screen stuff to be more generic (to make it easier
1856 to add more setup screens).
1858 2002-03-23 src/main.c, src/main.h
1859 * Various changes due to the introduction of the new libgame files
1860 "setup.c" and "joystick.c".
1862 2002-03-23 src/files.c
1863 * Generic parts of "src/files.c" (mainly setup and level directory
1864 stuff) moved to new libgame file "src/libgame/setup.c".
1866 2002-03-23 src/joystick.c
1867 * File "src/joystick.c" moved to libgame source tree, with
1868 correspondig changes.
1870 2002-03-22 src/screens.c
1871 * "HandleChooseLevel()": Another bug in level series navigation fixed.
1872 (Wrong level series information displayed when entering main group.)
1874 2002-03-22 src/editor.c
1875 * Slight change to support new gadget event "GD_EVENT_INFO_LEAVING".
1877 2002-03-22 src/editor.c
1878 * Changed behaviour of "Escape" key in level editor to be more
1879 intuitive: When in "Element Properties" or "Level Info" mode,
1880 return to "Drawing Mode" instead of leaving the level editor.
1882 2002-03-21 src/game.c, src/editor.c, src/files.c
1883 * 2.0.1 introduced the corrected "Emerald Mine" style behaviour of
1884 gems (emeralds, diamonds, ...) slipping down from normal wall,
1885 steel wall and growing wall (as in E.M.C. style levels). Although
1886 the behaviour of contributed and private levels wasn't changed (due
1887 to the use of "level.game_version"; see previous entry), editing
1888 those levels will (of course) change the behaviour accordingly.
1890 This change seems a bit too hard after thinking about it, because
1891 the EM style behaviour is not the "expected" behaviour (gems would
1892 normally only slip down from "rounded" walls). Therefore this was
1893 now changed to an element property for gem style elements, with the
1894 default setting "off" (which means: no special EM style behaviour).
1895 To fix older converted levels, this flag is set to "on" for pre-2.0
1896 levels that are neither contributed nor private levels.
1898 2002-03-20 src/files.h
1899 * Corrected settings for "level.game_version" depending of level type.
1900 (Contributed and private levels always get played with game engine
1901 version they were created with, while converted levels always get
1902 played with the most recent version of the game engine, to let new
1903 corrections of the emulation behaviour take effect.)
1905 2002-03-20 src/main.h
1906 * Added "#include <time.h>". This seems to be needed by "tape.c" for
1907 compiling the SDL version on some systems.
1908 Thanks to the several people who pointed this out.
1911 * Version number set to 2.0.2.
1914 * Version 2.0.1 released.
1916 2002-03-18 src/screens.c
1917 * "HandleChooseLevel()": Small bug in level series navigation fixed.
1919 2002-03-18 src/files.c [src/libgame/misc.c]
1920 * Moved some common functions from src/files.c to src/libgame/misc.c.
1922 2002-03-18 src/files.c [src/libgame/misc.c]
1923 * Changed permissions for new directories and saved files (especially
1924 score files) according to suggestions of Debian users and mantainers.
1925 Thanks to Drew Parsons <dparsons@emerall.com> for the patch.
1927 2002-03-17 src/files.c
1928 * Changed "{Load|Save}{Level|Tape}()" to IFF style file format:
1929 Replaced "cookie" header string ("ROCKSNDIAMONDS_...\n") with
1930 real IFF style header "RND1....XXXX" (where "XXXX" is "CAVE"
1931 for levels and "TAPE" for tapes). Old "cookie" style format is
1932 still supported for reading. New level and tape files are written
1935 * New IFF chunk "VERS" contains version numbers for file and game
1936 (where "game version" is the version of the program that wrote the
1937 file, and "file version" is a version number to distinguish files
1938 with different format, for example after adding new features).
1940 2002-03-15 src/screen.c
1941 * "DrawHallOfFame()": "FadeSounds()" when entering the hall of fame.
1942 (Before, you heard a mixture of the in-game music and the
1943 hall-of-fame music.)
1945 2002-03-14 src/events.c
1946 * Function "DumpTape()" (files.c) now available by pressing 't' from
1947 main menu (when in DEBUG mode).
1949 2002-03-14 src/game.c
1950 * "GameWon()": When game was won playing a tape, now there is no delay
1951 raising the score and no corresponding sound is played.
1953 2002-03-14 src/files.c
1954 * Changed "LoadTape()" for real chunk support and also adjusted
1955 "SaveTape()" accordingly.
1957 2002-03-14 src/game.c, src/tape.c, src/files.c
1958 * Important changes to tape format: The old tape format stored all
1959 actions with a real effect with a corresponding delay between the
1960 stored actions. This had some major disadvantages (for example,
1961 push delays had to be ignored, pressing a button for some seconds
1962 mutated to several single button presses because of the non-action
1963 delays between two action frames etc.). The new tape format just
1964 stupidly records all device actions and replays them later. I really
1965 don't know why I haven't solved it that way before?! Old-style tapes
1966 (with tape file version less than 2.0) get converted to the new
1967 format on-the-fly when loading and can therefore still be played;
1968 only some minor parts of the old-style tape handling code was needed.
1969 (A perfect conversion is not possible, because there is information
1970 missing about the device actions between two action frames.)
1972 2002-03-14 src/files.c
1973 * New function "DumpTape()" to dump the contents of the current tape
1974 in a human readable format.
1976 2002-03-14 src/game.c
1977 * Small tape bug fixed: When automatically advancing to next level
1978 after a game was won, the tape from the previous level still was
1979 loaded as a tape for the new level.
1981 2002-03-14 src/tape.c
1982 * Small graphical bug fixed: When pressing ""Record" or "Play" on
1983 tape, cartoons did not get completely removed because
1984 StopAnimation() was not called.
1986 2002-03-13 src/files.c
1987 * Changed "LoadLevel()" and "SaveLevel()" to add new chunk "CNT2".
1988 Fixed bug of "CONT" and "BODY" (chunk size was set to 8-bit element
1989 size even when using 16-bit elements). Added new chunk "CNT2" for
1990 16-bit amoeba content (previously written in 8-bit field in "HEAD"
1991 chunk even when content was 16-bit element). "CNT2" should now be
1992 able to store content for arbitrary elements (up to eight blocks of
1993 3 x 3 element arrays). All "CNT2" elements will always be stored as
1994 16-bit elements. "CONT" (with 8/16-bit elements) now obsolete.
1996 2002-03-13 src/files.c
1997 * Changed "LoadLevel()" for real chunk support.
1999 2002-03-12 src/game.c
2000 * Fixed problem (introduced after 2.0.0 release) with penguins
2001 not getting killed by enemies
2003 2002-02-24 src/game.c, src/main.h
2004 * Added "player->is_moving"; now "player->last_move_dir" does
2005 not contain any information if the player is just moving at
2007 Before, "player->last_move_dir" was misused for this purpose
2008 for the robot stuff (robots don't kill players when they are
2009 moving). But setting "player->last_move_dir" to MV_NO_MOVING
2010 broke tapes when walking through pipes!
2011 ("IS_MOVING()" uses "MovPos[][]", but this fails when it is 0
2012 in a continuous movement. This fact is ignored for friends and