2 * fixed initialization of gfx_element for level sketch image creation
5 * added switch for EM style dynamite "[ ] explodes with chain reaction"
6 (with default set to "on" for existing levels, but "off" for all new
7 levels), as EM style dynamite does not chain-explode in original EM
10 * added optional initial inventory for players (pre-collected elements)
11 * added change page actions "set player inventory" and "set CE artwork"
12 * added recognition of "player" parameter on change pages when player
13 actions are defined, but no trigger player in corresponding condition
14 (this resulted in actions that only affected the first player before)
15 * fixed bug with change actions being executed for newly created custom
16 elements resulting from custom element changes, when the intention was
17 only to check for change actions for the previous custom element
20 * changed design and size of element drawing area in level editor
21 * added "element used as action parameter" to element change actions
24 * added possibility to reanimate player immediately after his death
25 (for example, by "change to <player> when explosion of <player>")
28 * fixed bug with "gray" white door not being uncovered by magnifier
29 * added score for collecting (any) key to the white key config page
32 * added condition "deadly when <getting hit by>" for custom elements
33 that behaves a bit like the existing "deadly when <colliding with>",
34 but with the following differences:
35 - it only kills players or friends when it was moving before it hits
36 - it does not kill players or friends that try to run into it
39 * fixed the following change conditions where a player element is used
40 as the "element that is triggering the custom element change":
43 - explosion of <element>
45 (the last two conditions already worked partially, but only for the
46 first player, and not for the "Murphy" player when using "move of")
49 * fixed crash bug caused by accessing invalid element (with value -1)
50 in UpdateGameControlValues()
51 * fixed graphical bug when using two-tile movement animations with EMC
52 game engine without explicitly using native EMC graphics engine
55 * fixed bug in new "can dig" feature (see below) so that an unsuccessful
56 try to push something (due to push delay) does not cause a dig action
59 * fixed bug with reference elements used as trigger elements on custom
60 element change pages not being recognized
61 * fixed bug with reference elements not being removed from the playfield
62 * added engine functionality that allows custom elements that "can dig"
63 other elements not only to do so when moving by themselves, but also
64 when being pushed by the player (therefore adding the functionality to
65 push one element over another element, replacing it with the new one)
68 * added command line function to write level sketch images to directory
71 * merged override and auto-override options into new override options
72 with a new data type than can take the values "no", "yes" and "auto"
75 * fixed growing steel wall to also leave behind steel wall instead of
76 normal, destructible wall
77 * fixed handling of rocks falling through stacks of quicksand with
78 different speed (before, the rocks just got stuck in the quicksand)
81 * fixed nasty bug with auto-override and normal override not working on
82 program startup (especially when current level set has custom artwork)
85 * version 3.2.5 released as special edition "R'n'D jue"
88 * fixed X11 crash bug when blitting masked title screens over background
91 * changed build system to support special editions (like "R'n'D jue")
92 * added (hardcoded) loading graphics for "R'n'D jue" special edition
93 * fixed X11 crash bug when scaling images with width/height less than 32
96 * added "background.PLAYING" (only visible as two-pixel border in game)
97 * added default level set for first start of special R'n'D version
98 * changed door animations for editor always behaving like "quick doors"
101 * added new custom artwork setup option "auto-override non-CE sets" for
102 automatic artwork override that is only used for level sets without
103 custom element artwork (as it does not make much sense to override
104 any artwork that redefines custom element artwork for sets using CEs)
105 * fixed default artwork for "special" R'n'D versions always using the
106 "classic" artwork as the base if base artwork is not explicitly
107 defined in "levelinfo.conf", regardless of different default artwork
108 used by the special R'n'D version -- this is needed because any such
109 custom artwork is designed using the "classic" artwork definitions as
110 the base (including menu definitions and screen positions etc., which
111 would otherwise be taken from the different special default artwork)
114 * fixed drawing of animated "quicksand.filling" and "quicksand.emptying"
115 for both EMC and R'n'D graphics engine (heavy workarounds needed due
116 to massively broken handling of quicksand in R'n'D game engine)
117 * fixed off-limits access to array in DrawLevelFieldCrumbledSandExt()
118 * fixed crash bug (hopefully) when scrolling with cursor keys in editor
121 * fixed small bug in toon drawing (introduced when fixing the crash bug)
124 * added graphics definition "game.panel.highscore" to display the
125 current levels current high score in the game panel
128 * version number set to 3.2.5
131 * version 3.2.4 released
134 * fixed crash bug in toon drawing functions for large step offset values
137 * fixed some problems with displaying game panel when quick-loading tape
140 * fixed (experimental only) redrawing of every tile per frame (even if
141 unneeded) for the extended (R'n'D based) EMC graphics engine
142 * added optimization to only calculate element count for panel display
143 if really needed (that is, if element count values defined on panel)
144 * fixed problem with special editor door redraw when entering main menu
147 * fixed bug with displaying background for title messages on info screen
148 * some code cleanup for the extended (R'n'D based) EMC graphics engine
151 * fixed bug with CE action "move player" always resulting in player 4
152 if there was a CE action with no trigger player (because the player
153 element was calculated by using log_2() from trigger player bits with
154 the value PLAYER_BITS_ANY) -- this is now fixed by also storing the
155 triggering player bit mask and handling all players in "move player"
156 * fixed bug when defined artwork cannot be found for artwork that has
157 default artwork cloned from other artwork (without default filename)
158 * added several fixes to the extended (R'n'D based) EMC graphics engine
161 * fixed broken editor copy and paste for custom elements between levels
164 * title messages are now also searched in graphics artwork directory;
165 those found in graphics directory have precendence over those found
166 in level directory -- this handles title messages stored in graphics
167 directories as part of the artwork set, just like title images; this
168 makes sense, as corresponding special font definitions for messages
169 are usually defined in the same graphics artwork directory, and also
170 because title images and title messages that are combined in a level
171 set introduction should usually not be separated when the level set
172 is used with a different artwork set (e.g. using "override graphics")
173 * fixed problem with door borders on main screen by first drawing doors
174 and then the corresponding border masks, but not vice versa
175 * fixed problem with artwork config entries using the value "[DEFAULT]";
176 this does not what one might expect, but sets the value to an invalid
177 value -- solution: simply ignore such entries, which results in this
178 value keeping its previous (real) default value (in general, entries
179 that should use their default value should just not be defined here)
180 * fixed problem with wrong fading area size from main menu to setup menu
183 * fixed problem with broken crumbled graphics after level set changes
184 when using R'n'D custom artwork with level sets using the EMC engine
187 * fixed invisible "joysticks deactivated ..." text on setup input screen
190 * added use of hashes created from static lists (element tokens, image
191 config, font tokens) to speed up lookup of configuration parameters
192 * fixed bug where element and graphic config token lookup was mixed up
195 * added "busy" animation when initializing program and loading artwork
196 * added initialization profiling for program startup (debugging only)
199 * fixed(?) very strange bug apparently triggered by memset() when code
200 was cross-compiled with MinGW cross-compiler for Windows XP platform
201 (this only happened when using SDL.dll also self-compiled with MinGW)
204 * added graphics engine directive "border.draw_masked_when_fading" that
205 enables/disables drawing of border mask over screen that is just faded
208 * fixed small problem with separate fading definition for game screen
211 * added additional configuration directives for setup screen draw offset
212 menu.draw_xoffset.SETUP[XXX] and menu.draw_yoffset.SETUP[XXX] with XXX
213 in GAME, EDITOR, GRAPHICS, SOUND, ARTWORK, INPUT, SHORTCUTS_1,
214 SHORTCUTS_2, CHOOSE_ARTWORK, CHOOSE_OTHER (where "CHOOSE_ARTWORK" is
215 used to define draw offset on custom artwork selection screens and
216 "CHOOSE_OTHER" is used on all other list style selection screens, like
217 choosing game speed or screen mode for fullscreen mode)
218 * added additional configuration directives to define main menu buttons:
219 - menu.button_name and menu.button_name.active
220 - menu.button_levels and menu.button_levels.active
221 - menu.button_scores and menu.button_scores.active
222 - menu.button_editor and menu.button_editor.active
223 - menu.button_info and menu.button_info.active
224 - menu.button_game and menu.button_game.active
225 - menu.button_setup and menu.button_setup.active
226 - menu.button_quit and menu.button_quit.active
227 * added eight pure decoration graphic definitions for the game panel
230 * added support for accessing native Diamond Caves II level packages
231 * fixed displaying of game panel values for Emerald Mine game engine
232 * fixed displaying end-of-level time and score values on new game panel
235 * added game panel control to display arbitrary elements on game panel
236 * added game panel control to display custom element score (globally
237 unique for identical custom elements) either as value or as element
238 * added ".draw_masked" and ".draw_order" to game panel control drawing
241 * fixed some general bugs with handling of ".active" elements and fonts
244 * cleanup of game panel elements (some elements were not really needed)
245 * added displaying of gravity state (on/off) as new game panel control
246 * added animation for game panel elements (similar to game elements)
249 * added new pseudo game mode "PANEL" to define panel fonts and graphics
250 - panel fonts now use ".PANEL" suffix instead of ".PLAYING" suffix
251 - panel graphics now use ".PANEL" suffix instead of ".DOOR" suffix
252 (else graphics would have to use ".PLAYING", which would be confusing)
253 * fixed bug when fading out to game screen with border mask defined
256 * added attribute ".tile_size" for element style game panel controls
259 * added <space> key as additional valid key to use for confirm requester
262 * improved menu fading, adding separate fading definitions for entering
263 and leaving a "content" screen (in general), and optional definitions
264 for the special "content" screens SCORES, EDITOR, INFO and PLAYING
267 * added (currently invisible) setup option to define scroll delay value
268 * fixed small bug in priority handling when auto-detecting level start
269 position in levels without player element (but player from CE etc.)
270 * added option "game.forced_scroll_delay_value" to override user choice
271 of scroll delay value for certain level sets with "graphicsinfo.conf"
272 * replaced setup option "scroll delay: on/off" by new setup option that
273 directly allows selecting the desired scroll delay value from 0 to 8
276 * added displaying of most game panel control elements (not animated)
279 * added new configuration directives to display additional game engine
280 values on the game control panel, like the following examples:
281 - game.panel.time_hh/time_mm/time_ss - level time in HH/MM/SS format
282 - game.panel.penguins - number of penguins to rescue
283 - game.panel.level_name - level name of current level
286 * added support for preview tile sizes "1" and "2" (1x1 and 2x2 pixels)
289 * added new player option "no centering when relocating" for "invisible"
290 teleportations to level areas that look exactly the same, giving the
291 illusion that the player did not relocate at all (this was the default
292 since 3.2.3, but caused visual problems with room creation in "Zelda")
293 * added new menu fading effect "melt", shamelessly stolen from "DOOM"
296 * improved menu fading, adding separate fading definitions for entering
297 and leaving a menu and for fading between menu and "content" screens
298 * fixed small bug with recognizing also ".font_xyz" style definitions
301 * improved menu fading, adding separate fading definitions for fading
302 between menu screens and fading between menu and "destination" screens
305 * titlemessage_initial_x and titlemessage_x set to "[DEFAULT]" in static
306 configuration (set from "[titlemessage_initial]" and "[titlemessage]")
307 * fading settings of "[titlemessage_initial]" and "[titlemessage]" set
308 to "[DEFAULT]" in static configuration (set from "[title_initial]" and
310 * improved title fading, allowing fading animation types "none", "fade"
311 and "crossfade" (including cross-fading of last title to main menu)
314 * added configurability of graphics, sounds and music for title screens,
315 which are separated into initial title screens (only shown once at
316 program startup) and title screens shown for a given level set; these
317 title screens can be composed of up to five title images and up to
318 five title text messages (each drawn using an optional background
319 image), also using background music and/or sounds; aspects like
320 background images, sounds and music of title screens can either be
321 defined generally (valid for all title screens) or specifically (and
322 therefore differently for each title screen) using these directives:
324 to define a background image, sound or music file for all screens:
325 - background.TITLE_INITIAL (for all title screens for game startup)
326 - background.TITLE (for all title screens for level sets)
328 to define a background image, sound or music file for a single screen:
329 - background.titlescreen_initial_x (with x in 1,2,3,4,5)
330 - background.titlescreen_x (with x in 1,2,3,4,5)
331 - background.titlemessage_initial_x (with x in 1,2,3,4,5)
332 - background.titlemessage_x (with x in 1,2,3,4,5)
334 to define the title screen images:
335 - titlescreen_initial_x (with x in 1,2,3,4,5)
336 - titlescreen_x (with x in 1,2,3,4,5)
338 to define the title text messages, place text files into the level set
339 directory that have the following file names:
340 - titlemessage_initial_x.txt (with x in 1,2,3,4,5)
341 - titlemessage_x.txt (with x in 1,2,3,4,5)
343 to define the properties of the text messages, either use directives
344 that affect all text messages:
345 - [titlemessage_initial].<suffix>
346 - [titlemessage].<suffix>
347 or use directives that affect single text messages:
348 - titlemessage_initial_x.<suffix> (with x in 1,2,3,4,5)
349 - titlemessage_x.<suffix> (with x in 1,2,3,4,5)
351 valid values for <suffix> are the same as for readme.<suffix> below;
352 use ".sort_priority" (default: 0) to define an arbitrary order for
353 title images and title messages (which can therefore be mixed)
356 * added full configurability of "readme.txt" screen appearance:
357 - readme.x: <left position used with alignment>
358 - readme.y: <top position>
359 - readme.width: <maximim text width in pixels>
360 - readme.height: <maximum text height in pixels>
361 - readme.chars: <maximum number of chars per line>
362 - readme.lines: <maximum number of lines displayed>
363 - readme.align: left,center,right (default: center)
364 - readme.top: top,middle,bottom (default: top)
365 - readme.font: font name
366 - readme.autowrap: true,false (default: true)
367 - readme.centered: true,false (default: false)
368 - readme.parse_comments: true,false (default: true)
369 - readme.sort_priority: (not used here, but only for title screens)
370 when "readme.chars" and/or "readme.lines" is set to "-1" (this is the
371 default), they are automatically determined from "readme.width" and
372 "readme.height" accordingly; when they are not "-1", they have
373 precedence over "readme.width" and "readme.height"
374 * added internal ad-hoc config settings for displaying text files like
375 title messages or "readme.txt" style level set info files:
376 - .font: font name (default: readme.font)
377 - .autowrap: true,false (default: readme.autowrap)
378 - .centered: true,false (default: readme.centered)
379 - .parse_comments: true,false (default: readme.parse_comments)
380 (the leading '.' and the separating ':' are mandatory here); to use
381 these ad-hoc settings, they have to be written inside a comment, like
382 "# .autowrap: false" or "# .centered: true"; these settings then
383 override the above global settings (they can even be used more than
384 once, like "# .centered: true", then some text that should be drawn
385 centered, then "# .centered: false" to go back to non-centered text;
386 important note: after using "# .parse_comments: false", or when using
387 "readme.parse_comments: false", detecting and parsing comments inside
388 the file is disabled and comments are just printed like normal text;
389 also be aware that all automatic text size calculations are done with
390 the font defined in "readme.font", while using different fonts using
391 "# .font: <font>" inside the text file may cause unexpected results
394 * changed some numerical limits in the level editor from 255 to 999
397 * added option "system.sdl_videodriver" to select SDL video driver
398 * added output of SDL video and audio driver to "version info" page
401 * added group element drawing to IntelliDraw drawing functions
402 * fixed animation resetting problem again (last try broke Snake Bite)
403 * fixed diagonal scrolling in screen scrolling (last try broke Pac Man)
406 * added new (special) "include: <filename>" directive that works in all
407 configuration files (like "graphicsinfo.conf") and that has the same
408 effect as if that directive would be replaced with the content of the
409 specified file (this can be useful to split large configuration files
410 into several smaller ones and include them from one main file, or to
411 store configuration settings that always stay the same into a separate
412 file, while including it and only add those parts that really change)
415 * fixed minor bug (screen redraw of player tiles) in EMC graphics engine
418 * fixed bug in "InitMovingField()" where treating an integer array as
419 boolean caused wrong resetting of animations while elements are moving
420 * fixed problem with resetting animations when starting element change
423 * added sort priority for order of title screens and title messages
426 * changed end of game again: do not wait for the user to press a key
427 anymore, but directly ask/confirm tape saving and go to hall of fame
428 * re-enabled quitting of lost game by pressing space or return again
429 * added blanking of mouse pointer when displaying title screens
430 * added remaining menu draw offset definitions for info sub-screens
433 * added setup option to select game speed (from very slow to very fast)
434 * improved handling of title text messages (initial and for level set)
437 * added new options "auto-wrap" and "centered" for DC2 style envelopes
440 * fixed displaying and typing of player name when it is centered
441 * added special characters to be allowed for player name (not only A-Z)
444 * fixed blit in ScrollLevel() to same bitmap to not overlap anymore
445 (newer versions of the SDL library seem to not like this anymore)
448 * added code for configuration directives for control of game panel
451 * fixed small cosmetical bug with underlining property tabs in editor
454 * fixed small drawing bug in X11FadeRectangle
455 * added new elements for newly supported Diamond Caves II levels:
456 - EM/DC style exits that disappear after passing
457 - white key and gate (one white key needed for each white gate)
458 - fake gate (there is no key to open/pass this kind of gate!)
459 - extended magic wall which also handles pearls and crystals
463 * changed maximum value for endless loop detection to a higher value
464 (some levels really used very deep recursion without being endless)
467 * added new elements for newly supported Diamond Caves II levels:
468 - growing steel walls
469 - snappable land mine
472 * added new elements for newly supported Diamond Caves II levels:
473 - steel text elements
476 * added level file loader for native Diamond Caves II levels
479 * version number set to 3.2.4
482 * version 3.2.3 released
485 * fixed malloc/free bug when updating EMC artwork entries in level list
486 * added workaround (warning and request to quit the current game) when
487 changing elements cause endless recursion loop (which would otherwise
488 freeze the game, causing a crash-like program exit on some systems)
491 * fixed nasty string overflow bug when entering too long envelope text
494 * added feedback sounds for menu navigation "menu.item.activating" and
495 "menu.item.selecting" (for highlighting and executing menu entries)
498 * improved "no scrolling when relocating" to also consider scroll delay
499 (meaning that the player is not automatically centered in this case;
500 this makes it possible to "invisibly" relocate the player to a region
501 of the level playfield which looks the same as the old level region)
502 * fixed bug with not recognizing "main.input.name.align" when active
505 * fixed bug with displaying masked borders over title screens when
506 screen fading is disabled
509 * fixed infinite loop / crash bug when killing the player while having
510 a CE with the setting "kill player X when explosion of <player X>"
511 * added special editor graphic for "char_space" to distinguish it from
512 "empty_space" when editing a level (in-game graphics still the same)
515 * fixed nasty bug with initialization only done for the first player
518 * small change to handle loading empty element/content list micro chunks
521 * uploaded pre-release (test) version 3.2.3-0 binary and source code
524 * some optimizations on startup speed by reducing initial text output
527 * added caching of custom artwork information for faster startup times
530 * fixed graphical bug when using fewer menu entries on level selection
531 screen than usual (with "menu.list_size.LEVELS" directive)
532 * fixed crash bug (Windows/SDL only) caused by BlitBitmap blitting from
533 the backbuffer to the backbuffer by error (with identical rectangle)
536 * fixed bug when displaying titlescreen with size less than element tile
537 * fixed bug that caused elements with "change when digging <e>" event
538 to change for _every_ digged element, not only those specified in <e>
539 * fixed bug that caused impact style collision when dropping element one
540 tile over the player that can both fall down and smash players
541 * fixed bug that caused impact style collision when element changed to
542 falling/smashing element over the player immediately after movement
545 * fixed bug that allowed making engine snapshots from the level editor
548 * fixed bugs with player name and current level positions on main screen
551 * added configuration directives for control of title screens:
552 - "title.fade_delay" for fading time
553 - "title.post_delay" for pause between screens (when not crossfading)
554 - "title.auto_delay" to automatically continue after some time
555 these settings can each be overridden by specifying them with titles:
556 - "titlescreen_initial_{1-5}.{fade_delay,post_delay,auto_delay}"
557 - "titlescreen_{1-5}.{fade_delay,post_delay,auto_delay}"
558 fading mode can also be specified:
559 - "titlescreen_initial_{1-5}.anim_mode: {fade,crossfade}
560 - "titlescreen_{1-5}.anim_mode: {fade,crossfade}
561 default is using normal fading for menues and initial title screens,
562 while using cross-fading for level set title screens
563 * fixed bug with background not drawn in Hall of Fame after game was won
566 * added configuration directives for the remaining main menu items
569 * added additional configuration directives for info screen draw offset:
570 menu.draw_{x,y}offset.INFO[{ELEMENTS,MUSIC,CREDITS,PROGRAM,LEVELSET}]
571 * added additional configuration directives for preview info text
572 * limited mouse wheel sensitive screen area to scrollable screen area
575 * added highlighted menu text entries to menu navigation when selected
578 * fixed bug that prevented player from correctly being created in the
579 top left corner by a custom element change in a level without player
580 * fixed bug that prevented player from being killed when indestructible,
581 non-walkable element is placed on player position by extended change
582 * added configurable menu button, text and input positions to main menu
585 * added page fading effects for remaining info sub-screens
586 * fixed small bug that caused some delays when answering door request
589 * added directives "border.draw_masked.*" for menu/playfield area and
590 door areas to display overlapping/masked borders from "global.border"
593 * fixed bug with CE with move speed "not moving" not being animated
594 * when changing player artwork by CE action, reset animation frame
597 * fixed bug with not unmapping main menu screen gadgets on other screens
598 * fixed bug with un-pausing a paused game by releasing still pressed key
599 * fixed bug with not redrawing screen when toggling to/from fullscreen
600 mode while fast reloading tape (without redrawing playfield contents)
601 * fixed bug with quick-saving tape snapshot despite answering with "no"
604 * version number set to 3.2.3
607 * version 3.2.2 released
610 * fixed bug with redrawing screen in fullscreen mode after quick tape
611 reloading when using the EMC game engine
612 * changed token names from "last_ce_[1-8]" to "prev_ce_[1-8]"
615 * fixed bug in GameWon() when level contains no exit (like in Sokoban)
618 * added engine snapshot functionality for instant tape reloading (this
619 only works for the last tape saved using "quick save", and does not
620 work across program restarts, because it completely works in memory)
623 * version number set to 3.2.2
626 * version 3.2.1 released
629 * fixed nasty bugs with handling error message file on Mac OS X systems
632 * general code cleanup (removing many annoying "#if 0" blocks etc.)
635 * fixed bug that caused broken tapes when manually appending to tapes
636 using the "pause before death" functionality, followed by recording
637 * added setup option to disable fading of screens for faster testing
640 * code cleanup of new fading functions
643 * changed behaviour after solved game -- do not immediately stop engine
644 * added some more smooth screen fadings (game start, hall of fame etc.)
647 * fixed bug with displaying pushed CE with value/score/delay anim_mode
650 * added configurable level preview position, tile size and dimensions
651 * added configurable game panel value positions (gems, time, score etc.)
654 * fixed small bug with time displayed incorrectly when collecting CEs
657 * fixed bug with bumpy scrolling with EM engine in double player mode
660 * added compatibility code to fix "Snake Bite" style levels that were
661 broken due to a bugfix regarding EL_SOKOBAN_FIELD_PLAYER in 3.2.0
664 * fixed bug with scrollbars inside editor when using the Windows mouse
665 enhancement tool "True X-Mouse" (which injects key events to the event
666 queue to insert selected stuff into the Windows clipboard, which gets
667 confused with the "Insert" key for jumping to the last editor cascade
668 block in the element list)
669 * added Rocks'n'Diamonds icon for use as window icon to SDL version
670 * added key shortcut "Alt + Enter" to toggle fullscreen mode at any time
673 * added selection of preferred fullscreen mode to setup / graphics menu
674 (useful if default mode 800 x 600 does not match screen aspect ratio)
677 * improved down-scaling of images for better editor and preview graphics
678 * changed user data directory for Mac OS X from Unix style to new place
681 * improved level number selection in main menu and player selection in
682 setup menu (input devices section) by using standard button gadgets
683 * added support for mouse scroll wheel (caused buggy behaviour before)
684 * added support for scrolling horizontal scrollbars with mouse wheel by
685 holding "Shift" key pressed while scrolling the wheel
686 * added support for single step mouse wheel scrolling by holding "Alt"
687 key pressed while scrolling the wheel (can be combined with "Shift")
688 * changed output file "stderr.txt" on Windows platform now always to be
689 created in the R'n'D sub-directory of the personal documents directory
690 * added Windows message box to direct to "stderr.txt" after error aborts
693 * improved general scrollbar handling (when jump-scrolling scrollbars)
696 * changed scrollbars to always show last line as first after scrolling
697 (that means jumping n - 1 screen lines instead of n screen lines)
700 * fixed level versions of EMC level loader (from V4 to V1, V2 and V3)
701 * fixed level time for EMC levels for V2 engine (V2 and V5 levels)
702 * fixed special handling of vertically stacked acid becoming fake acid
705 * fixed bug (very special case) with CE_SCORE_GETS_ZERO, which can
706 affect multiple instances of the same CE, although this kind of
707 change condition usually only affects one single custom element
710 * version number set to 3.2.1
713 * version 3.2.0 released
716 * reorganized level editor element list a bit to match engines better
719 * fixed newly introduced bug with wrongly initializing clipboard element
722 * fixed bug with displaying visible/invisible level border in editor
725 * reorganized some elements in the level editor element list
728 * fixed bug with displaying any player as "yellow" when moving into acid
729 * fixed bug with displaying running player when player stopped at border
732 * fixed bug with player exploding when moving into acid
733 * fixed bug with level settings being reset in editor and when playing
734 (some compatibility settings being set not only after level loading)
735 * fixed crash bug when number of custom graphic frames was set to zero
736 * fixed bug with teleporting player on walkable tile not working anymore
737 * added partial compatibility support for pre-release-only "CONF" chunk
738 (to make Alan Bond's "color cycle" demo work again :-) )
741 * fixed some bugs when displaying title screens from info screen menu
742 * fixed bug which caused EMC doors #5 to #8 to be passable without keys
745 * changed file major version to 3 to reflect level file format changes
746 * uploaded pre-release (test) version 3.2.0-8 binary and source code
749 * added new chunk "NAME" to level file format for level name settings
750 * added new chunk "NOTE" to level file format for envelope settings
751 * changed name of chunk "CONF" to "ELEM" (for normal element settings)
752 * updated magic(5) file to recognize changed and new level file chunks
753 * removed change events "change when CE value/score changes" as unneeded
756 * changed gravity (which only affects the player) from level property
757 to player property (only makes a difference in multi-player levels)
758 * added change events "change when CE value/score changes"
759 * added change events "change when CE value/score changes of <element>"
762 * added new chunk "INFO" to level file format for global level settings
763 * added all element settings from "HEAD" chunk to "CONF" chunk
764 * added all global level settings from "HEAD" chunk to "INFO" chunk
767 * changed level file format by adding two new chunks "CUSX" (for custom
768 elements, replacing the previous "CUS4" chunk) and "GRPX" (for group
769 elements, replacing the previous "GRP1" chunk); these new IFF style
770 chunks use the new and flexible "micro chunks inside chunks" technique
771 already used with the new "CONF" chunk (for normal element properties)
772 which makes it possible to easily extend the existing level format
773 (instead of using fixed-length chunks like before, which are either
774 too big due to reserved bytes for future use, or too small when those
775 reserved bytes have all been used and even more data should be stored,
776 requiring the replacement by new and larger chunks just like it went
777 with "CUS1" to "CUS4"); this whole problem now does not exist anymore
780 * added credits pages to the "credits" section that were really missing
781 * added some missing element descriptions to the level editor
782 * added down position of switchgate switch to the level editor
783 and allowed the use of both switch positions at the same time
784 * changed use of "Insert" and "Delete" keys to navigate element list in
785 level editor to start of previous or next cascading block of elements
788 * added the possibility to view the title screen to the info screen menu
789 * fixed some minor bugs with viewing title screens
792 * fixed bug with title (cross)fading in/out when using fullscreen mode
795 * fixed bug that forced re-defining of menu settings in local graphics
796 config file which are already defined in existing base config file
797 * fixed small bug that caused door sounds playing when music is enabled
800 * added the possibility to define up to five title screens for each
801 level set that are displayed after loading using (cross)fading in/out
802 (this was added to display the various start images of the EMC sets)
805 * added "CE score gets zero [of]" to custom element trigger conditions
806 * added setup option to display element token name in level editor
809 * added compatibility code for Juergen Bonhagen's menu artwork settings
812 * fixed bug with displaying wrong animation frame 0 after CE changes
813 * fixed bug with creating invisible elements when light switch is on
816 * added selection between ECS and AGA graphics for EMC levels to setup
819 * adjusted font handling for various narrow EMC style fonts
822 * changed EM engine behaviour back to re-allow initial rolling springs
825 * fixed handling of over-large selectboxes (less error-prone now)
826 * fixed bug when creating GE with walkable element under the player
829 * added use of "Insert" and "Delete" keys to navigate element list in
830 level editor to start of custom elements or start of group elements
831 * added virtual elements to access CE value and CE score of elements:
832 - "CE value of triggering element"
833 - "CE score of triggering element"
834 - "CE value of current element"
835 - "CE score of current element"
838 * fixed "grass" to "sand" in older EM levels (up to file version V4)
841 * changed behaviour of network games with internal errors (because of
842 different client frame counters) from immediately terminating R'n'D
843 to displaying an error message requester and stopping only the game
844 (also to prevent impression of crashes under non command-line runs)
845 * fixed playing network games with the EMC engine (did not work before)
846 * fixed bug with not scrolling the screen in multi-player mode with the
847 focus on player 1 when all players are moving in different directions
848 * fixed bug with keeping pointer to gadget even after its deallocation
849 * fixed bug with allowing "focus on all players" in network games
850 * fixed bug with player focus when playing tapes from network games
853 * uploaded pre-release (test) version 3.2.0-7 binary and source code
856 * code cleanup for game action control for R'n'D and EMC game engine
859 * fixed bug in multi-player movement with focus on both players
860 * added option to control only the focussed player with all input
863 * added player focus switching to level tape recording and re-playing
866 * fixed some bugs in player focus switching in EMC and RND game engine
869 * added special Supaplex animations for Murphy digging and snapping
870 * added special Supaplex animations for Murphy being bored and sleeping
873 * added four new yam yams with explicit start direction for EMC engine
874 * fixed bug in src/libgame/text.c with printing text outside the window
877 * fixed small bug in EMC level loader (copyright sign in EM II levels)
880 * added delayed ignition of EM style dynamite when used in R'n'D engine
881 * added limited movement range to EMC engine when focus on all players
884 * fixed bug with missing (zero) score values for native Supaplex levels
887 * added "continuous snapping" (snapping many elements while holding the
888 snap key pressed, without releasing the snap key after each element)
889 as a new player setting for more compatibility with the classic games
892 * finished scrolling for "focus on all players" in EMC graphics engine
895 * level sets with "levels: 0" are ignored for levels, but not artwork
896 * fixed bug when scanning empty level group directories (endless loop)
899 * fixed bug with explosion graphic for player using "Murphy" graphic
900 * fixed bug with explosion graphic if player leaves explosion in time
901 * changed some descriptive text in setup menu to use medium-width font
902 * added key shortcut settings for switching player focus to setup menu
905 * fixed bug with random value initialization when recording tapes
906 * fixed bug with playing single player tapes when team mode activated
909 * fixed little bug when trying to switch to player that does not exist
912 * added player switching (visual and quick) to R'n'D and EM game engine
913 * added setup option to select visual or quick in-game player switching
916 * added use of "Home" and "End" keys to handle element list in editor
919 * fixed bug with adding score when playing tape with EMC game engine
920 * added steel wall border for levels using EMC engine without border
921 * finally fixed delayed scrolling in EMC engine also for small levels
924 * fixed potential crash bug in WarnBuggyBase() (missing boundary check)
927 * fixed bug with CE change order in TestIfElementTouchesCustomElement()
928 * fixed bug when displaying info element without action, but direction
931 * fixed minor graphical problems with springs smashing and slurping
932 (when using R'n'D style graphics instead of EMC style graphics)
935 * added scroll delay (as configured in setup) to EMC graphics engine
938 * improved screen redraw for EMC graphics engine (faster and smoother)
939 * when not scrolling, do not redraw the whole playfield if not needed
942 * added multi-player mode for EMC game engine (with up to four players)
945 * added android (can clone elements) from EMC engine to R'n'D engine
948 * added spring bumper (reflects spring) from EMC engine to R'n'D engine
951 * added selectbox for initial player speed to player settings in editor
954 * version 3.1.2 created that is basically version 3.1.1, but with a
955 major bug fixed that prevented editing your own private levels
956 * version 3.1.2 released
959 * added magic ball (creates elements) from EMC engine to R'n'D engine
962 * uploaded fixed pre-release version 3.2.0-6 binary and source code
965 * fixed bug when using "CE can leave behind <trigger element>"
966 * added new change condition "(after/when) creation of <element>"
967 * added new change condition "(after/when) digging <element>"
968 * fixed bug accessing invalid gadget that caused crashes under Windows
969 * deactivated new possibility for multiple CE changes per frame
972 * uploaded pre-release (test) version 3.2.0-6 binary and source code
975 * added animation types "ce_value" and "ce_score" to graphicsinfo.conf
976 * fixed bug with not keeping CE value for moving CEs with only action
977 * changed CE action selectboxes in editor to be only reset when needed
980 * added option "use artwork from element" for custom player artwork
981 * added option "use explosion from element" for player explosions
984 * added cascaded element lists in the level editor
985 * added persistence for cascaded element lists by "editorcascade.conf"
986 * added dynamic element list with all elements used in current level
987 * added possibility for multiple CE changes per frame (experimental)
990 * uploaded pre-release (test) version 3.2.0-5 binary and source code
993 * changed "score for each 10 seconds/steps left" to "1 second/step"
994 * added own score for collecting "extra time" instead of sharing it
995 * added change events "switched by player" and "player switches <e>"
996 * added change events "snapped by player" and "player snaps <e>"
997 * added "set player artwork: <element choice>" to CE action options
998 * added change event "move of <element>"
1001 * added "set player shield: off / normal / deadly" to CE action options
1002 * added new player option "use level start element" in level editor
1003 to set the correct focus at level start to elements from which the
1004 player is created later (this did not work before for cascaded CE
1005 changes resulting in creation of the player; it is now also possible
1006 to create the player from a yam yam which is smashed at level start)
1009 * added "set player speed: frozen (not moving)" to CE action options
1010 * added "move player: l/r/u/d/trigger/-trigger" to CE action options
1013 * added new player option "block snap field" (enabled by default) to
1014 make it possible to show a snapping animation like in Emerald Mine
1017 * added dynamic selectboxes to custom element action settings in editor
1018 * added "CE value" counter for custom elements (instead of "CE count")
1019 * added option to use the last "CE value" after custom element change
1020 * added option to use the "CE value" of other elements in CE actions
1021 * fixed odd behaviour when pressing time orb in levels w/o time limit
1022 * added checkbox "use time orb bug" for older levels that use this bug
1025 * added missing configuration settings for the following elements:
1026 - EL_TIMEGATE_SWITCH (time of open time gate)
1027 - EL_LIGHT_SWITCH_ACTIVE (time of light switched on)
1028 - EL_SHIELD_NORMAL (time of shield duration)
1029 - EL_SHIELD_DEADLY (time of shield duration)
1030 - EL_EXTRA_TIME (time added to level time)
1031 - EL_TIME_ORB_FULL (time added to level time)
1034 * added "wind direction" as a movement pattern for custom elements
1035 * added initial wind direction for balloon / custom elements to editor
1036 * added functionality for EL_BALLOON_SWITCH_NONE to R'n'D game engine
1039 * added parameters for "game of life" and "biomaze" elements to editor
1042 * added level file chunk "CONF" for generic level and element settings
1045 * uploaded pre-release (test) version 3.2.0-4 binary and source code
1048 * skip empty level sets (with "levels: 0"; may be artwork base sets)
1049 * added sound action ".page[1]" to ".page[32]" for each CE change page
1052 * added image config suffix ".clone_from" to copy whole image settings
1053 * fixed bug with invalid ("undefined") CE settings in old level files
1056 * fixed graphical bug with smashing elements falling faster than player
1059 * fixed major bug which prevented private levels from being edited
1060 * fixed bug with precedence of general and special font definitions
1063 * fixed graphical bug with player animation when player moves slowly
1066 * uploaded pre-release (test) version 3.2.0-3 binary and source code
1069 * fixed bug which prevented "global.num_toons: 0" from working
1072 * major code cleanup (removed all these annoying "#if 0" blocks)
1075 * added custom element actions for CE change page in level editor
1078 * fixed music initialization bug in init.c (thanks to David Binderman)
1079 * fixed mouse wheel "button" bug in editor (thanks to Tomi Belan)
1080 (this bug must probably be fixed at other places, too)
1083 * fixed buggy '#include "SDL.h"' statements in src/libgame/sdl.h
1084 (should be '#include <SDL.h>' instead)
1087 * fixed bug which prevented "walkable from no direction" from working
1088 (due to compatibility code overwriting this setting after loading)
1091 * fixed bug on Mac OS X (use of reserved name "Random") in EM engine
1094 * version number temporarily set to 3.1.1 (intermediate bugfix release)
1095 * version 3.1.1 released
1098 * changed some va_arg() arguments from 'long' to 'int', fixing problems
1099 on 64-bit architecture systems with LP64 data model
1102 * fixed bug with bombs not exploding when hitting the last level line
1103 (introduced after the release of 3.1.0)
1106 * added support for dumping small-sized level sketches from editor
1109 * added recognition of "trigger element" for "change digged element to"
1110 (this is not really what the "trigger element" was made for, but its
1111 use may seem obvious for leaving back digged elements unchanged)
1114 * fixed multiple warnings about failed joystick device initialization
1117 * fixed bug with dynamite dropped on top of just dropped custom element
1118 (collect dynamite, collect CE, drop CE => dynamite was also dropped);
1119 dynamite can still be dropped, but drop key must be released before
1122 * fixed bug with wrong start directory when started from file browser
1123 (due to this bug, R'n'D could not be started from KDE's Konqueror)
1126 * fixed bug causing "change when impact" on player not working
1127 * fixed wrong priority of "hitting something" over "hitting <element>"
1128 * fixed wrong priority of "hit by something" over "hit by <element>"
1131 * fixed graphical bug which caused the player (being Murphy) to show
1132 collecting animations although the element was collected by penguin
1135 * fixed two bugs causing wrong door background graphics in system.c
1136 (in functions "SetBackgroundBitmap()" and "DrawingOnBackground()")
1139 * fixed graphic bug with exploding bomb and R'n'D graphics in EM engine
1140 * added "no direction" to "walkable/passable from" selectbox options
1143 * enhanced tape autoplay to accept "autoplay <set> [<nr> ...]" format
1144 * in tape autoplay, not only report broken, but also missing tapes
1147 * uploaded pre-release (test) version 3.2.0-2 binary and source code
1150 * fixed small bug with "linear" animation not working for active lamp
1153 * fixed bug with moving up despite gravity due to "block last field"
1154 * fixed small bug with wrong draw offset when typing name in main menu
1155 * when reading user names from "passwd", ignore data after first comma
1156 * when creating new "levelinfo.conf", only write some selected entries
1159 * fixed displaying "imported from/by" on preview with empty string
1160 * fixed ignoring draw offset for fonts used for level preview texts
1163 * fixed a delay problem with SDL and too many mouse motion events
1164 * added setup option "skip levels" and level skipping functionality
1167 * added move speed "not moving" for non-moving CEs, but with direction
1170 * fixed mapping of obsolete element token names in "editorsetup.conf"
1171 * fixed bug with sound "acid.splashing" treated as a loop sound
1172 * fixed some little sound bugs in native EM engine
1175 * fixed small bug when dragging scrollbars to end positions
1178 * added editor element descriptions written by Aaron Davidson
1181 * improved fallback handling when configured artwork is not available
1182 (now using default artwork instead of exiting when files not found)
1185 * fixed bug on level selection screen when dragging scrollbar
1188 * fixed bug which caused broken tapes when appending to EM engine tapes
1191 * uploaded pre-release (test) version 3.2.0-1 binary and source code
1194 * added code to replace changed artwork config tokens with other tokens
1195 (needed for backwards compatibility, so that older tokens still work)
1198 * added native R'n'D graphics for some new EMC elements in EM engine
1201 * fixed some bugs in the EM engine integration code
1202 * changed EM engine code to allow diagonal movement
1203 * changed EM engine code to allow use of separate snap and drop keys
1206 * fixed some redraw bugs when using EM engine
1209 * fixed bug with not converting RND levels which are set to use native
1210 engine to native level structure when loading
1213 * uploaded pre-release (test) version 3.2.0-0 binary and source code
1216 * version number set to 3.2.0
1219 * level data now reset to defaults after attempt to load invalid file
1222 * added use of "editorsetup.conf" for different level sets
1225 * added auto-detection for various types of Emerald Mine level files
1228 * fixed bug with scrollbars getting too small when list is very large
1231 * fixed bug with 3+3 (cross) sized explosion not making explosion sound
1234 * added most level editor configuration gadgets for new EMC elements
1237 * added more element and graphic definitions for new EMC elements
1240 * modified native EM engine to use integrated R'n'D sound system
1243 * added SDL support to graphics functions in native EM engine
1244 (by always using generic libgame interface functions)
1247 * fixed bug in frame synchronization in native EM engine
1250 * added code to convert levels between R'n'D and native EM engine
1253 * new Emerald Mine engine can now play levels selected in main menu
1256 * fixed big memory leak in function "CreateBitmapWithSmallBitmaps()"
1257 (which creates scaled down graphics for level editor and preview);
1258 there's still a memory leak somewhere in the artwork handling code
1259 * added "scale image up" functionality to X11 version of zoom function
1262 * first attempts to integrate new, native Emerald Mine Club engine
1265 * fixed bug in gadget code which caused reset of CEs in level editor
1266 (example: pressing 'b' [grab brush] on CE config page erased values)
1267 (solution: check if gadgets in ClickOnGadget() are really mapped)
1268 * improved level change detection in editor (settings now also checked)
1269 * fixed bug with "can move into acid" and "don't collide with" state
1272 * fixed maze runner style CEs to use the configured move delay value
1275 * added Aaron Davidson's tutorial level set to the "Tutorials" section
1278 * fixed engine change that broke 3.0.8 levels like "Walpurgis Gardens"
1279 * fixed the above fix because it broke level set "machine" (*sigh*)
1280 * fixed random element placement in level editor to work as expected
1281 * fixed undefined graphic of runtime element "EL_AMOEBA_TO_DIAMOND"
1284 * re-recorded tape for BD2K3, level 010 (broken due to bugfix)
1287 * fixed bug (missing array boundary check) which caused broken tapes
1288 * fixed bug (when loading level template) which caused broken levels
1289 * fixed bug with new block last field code when using non-yellow player
1292 * fixed bug when pressing "stop, pause, stop, play" on tape recorder
1293 * internal change of how the player blocks the last field when moving
1294 * fixed blocking delay of last field for EM and SP style block delay
1295 * fixed bug where the player had to wait for the usual move delay after
1296 unsuccessfully trying to move, when he directly could move after that
1297 * the last two changes should make original Supaplex level 93 solvable
1298 * improved use of random number generator to make it less predictable
1299 * fixed behaviour of slippery SP elements to let slip left, then right
1302 * fixed bug with wrong door state after trying to quickload empty tape
1303 * fixed waste of static memory usage of the binary, making it smaller
1304 * fixed very little graphical bug in Supaplex explosion
1307 * version number set to 3.1.1
1310 * version 3.1.0 released
1313 * fixed bug with crash when writing user levelinfo.conf the first time
1316 * added option "convert LEVELDIR [NR]" to command line batch commands
1317 * re-converted Supaplex levels to apply latest engine fixes
1318 * changed "use graphic/sound of element" to "use graphic of element"
1319 due to compatibility problems with some levels ("bug machine" etc.)
1322 * fixed bug with CE change replacing player with same or other player
1325 * fixed bug with opaque font in envelope with background graphic when
1326 background graphic is not transparent itself
1329 * added "gravity on" and "gravity off" ports for Supaplex compatibility
1330 * corrected original Supaplex level loading code to use these new ports
1331 * also corrected Supaplex loader to auto-count infotrons if set to zero
1334 * fixed bug with missing initialization of "modified" flag for GEs
1337 * fixed bug that caused endless recursion loop when relocating player
1338 * fixed tape recorder bug in "step mode" when using "pause before end"
1339 * fixed tape recorder bug when changing from "warp forward" mode
1342 * fixed bug with "when touching" for pushed elements at last position
1345 * fixed bug that caused two activated toolbox buttons in level editor
1346 * fixed bug with exploding dynabomb under player due to other explosion
1349 * fixed bug with creating walkable custom element under player (again)
1350 * fixed bug with not copying explosion type when copying CEs in editor
1351 * fixed graphical bug when drawing player in setup menu (input devices)
1352 * fixed graphical bug when the player is pushing an accessible element
1353 * fixed bug with classic switchable elements triggering CE changes
1354 * fixed bug with entering/leaving walkable element in RelocatePlayer()
1355 * fixed crash bug when CE leaves behind the trigger player element
1358 * fixed bug with broken tubes after placing/exploding dynamite in them
1359 * fixed bug with exploding dynamite under player due to other explosion
1360 * fixed bug with not resetting push delay under certain circumstances
1363 * added option "handicap" for "levelinfo.conf" (thanks to Niko Böhm)
1364 * added network multiplayer code for Windows (thanks to Niko Böhm)
1367 * added option "reachable despite gravity" for gravity movement
1368 * changed gravity movement of most classic walkable and passable
1369 elements back to "not reachable" (for compatibility reasons)
1372 * fixed (removed) "indestructible" / "can explode" dependency in editor
1373 * fixed (removed) "accessible inside" / "protected" dependency
1374 * fixed (removed) "step mode" / "shield time" dependency
1377 * fixed dynabombs exploding now into anything diggable
1378 * fixed Supaplex style gravity movement into buggy base now impossible
1379 * added pressing key "space" as valid action to select menu options
1382 * added "replace when walkable" to relocate player to walkable element
1383 * added "enter"/"leave" event for elements affected by relocation
1384 * fixed "direct"/"indirect" change order also for "when change" event
1385 * fixed graphical bug when pushing things from elements walkable inside
1388 * fixed graphic bug when player is snapping while moving in old levels
1389 * fixed bug when a moving custom element leaves a player element behind
1390 * fixed bug with mole not disappearing when moving into acid pool
1391 * fixed bug with incomplete path setting when using "--basepath" option
1392 * moving CE can now leave walkable elements behind under the player
1393 * when relocating, player can be set on walkable element now
1394 * fixed another gravity movement bug
1397 * uploaded pre-release (test) version 3.1.0-2 binary and source code
1400 * added "collectible" and "removable" to extended replacement types
1401 (where "removable" replaces "diggable" and "collectible" elements)
1402 * added "collectible & throwable" (to throw element to the next field)
1403 * fixed bug with CEs digging elements that are just about to explode
1404 * changed mouse cursor now always being visible when game is paused
1407 * added possibility to push/press accessible elements from a side that
1409 * fixed bug with not setting actual date when appending to tape
1412 * fixed bug with incorrectly initialized custom element editor graphics
1415 * corrected set "Contributions_1995-2000/rnd_kjell_kristiansson":
1416 - number of levels corrected from 18 to 17 in "levelinfo.conf"
1419 * fixed bug with destroyed robot wheel still attracting robots forever
1420 * fixed bug with time gate switch deactivating after robot wheel time
1421 (while the time gate itself is not affected by this misbehaviour)
1422 * changed behaviour of BD style amoeba to always get blocked by player
1423 (before it was different when there were non-BD elements in level)
1424 * fixed bug with player destroying indestructable elements with shield
1427 * added option to make growing elements grow into anything diggable
1428 (for the various amoeba types, biomaze and "game of life")
1431 * fixed bug with movable elements not moving after left behind by CEs
1432 * changed gravity movement to anything diggable, not only sand/base
1433 * optionally allowing passing to walkable element, not only empty space
1434 * added option "can pass to walkable element" for players
1435 * finally fixed gravity movement (hopefully)
1438 * fixed bug with movable elements not moving anymore after falling down
1441 * fixed another bug with custom elements digging and leaving elements
1442 * fixed bug with "along left/right side" and automatic start direction
1443 * trigger elements now also displayed when "more custom" deactivated
1444 * fixed bug with clipboard element initialized when loading new level
1445 * added option "drop delay" to set delay before dropping next element
1448 * uploaded pre-release (test) version 3.1.0-1 binary and source code
1451 * added copy and paste functions for custom change pages
1452 * enhanced graphical display and functionality of tape recorder
1453 * fixed bug with custom elements digging and leaving elements
1456 * added move speed faster than "very fast" for custom elements
1457 * fixed bug with 3+3 style explosions and missing border content
1458 * fixed little bug when copying custom elements in the editor
1459 * enhanced custom element changes by more side trigger actions
1462 * added option "no scrolling when relocating" for instant teleporting
1463 * uploaded pre-release (test) version 3.1.0-0 binary and source code
1466 * added trigger element and trigger player to use as target elements
1467 * added copy and paste functions for custom and group elements
1470 * fixed graphical bug when displaying explosion animations
1471 * fixed bug when appending to tapes, resulting in broken tapes
1472 * re-recorded a few tapes broken by fixing gravity checking bug
1475 * "can move into acid" property now for all elements independently
1476 * "can fall into acid" property for player stored in same bitfield now
1477 * added option for deadliness of Supaplex 'sniksnak' and 'electron'
1478 * version number set to 3.1.0 (finally!)
1481 * changed tape recording to only record input, not programmed actions
1484 * fixed totally broken (every 8th frame skipped) step-by-step recording
1485 * fixed bug with requester not displayed when quick-loading interrupted
1486 * added option "can fall into acid (with gravity)" for players
1487 * fixed bug with player not falling when snapping down with gravity
1490 * fixed bug which messed up key config when using keypad number keys
1493 * fixed bug which allowed moving upwards even when gravity was active
1494 * fixed bug with missing error handling when dumping levels or tapes
1497 * added different colored editor graphics for Supaplex gravity tubes
1500 * fixed bug that allowed solvable tapes for unsolvable levels
1503 * use unlimited number of droppable elements when "count" set to zero
1504 * added option to use step limit instead of time limit for level
1507 * added player and change page as trigger for custom element change
1510 * fixed bug with exploding amoeba (explosion 3x3 instead of 1x1)
1513 * fixed bug with dark yamyam changing to acid when moving over acid
1514 * fixed handling of levels with more than 999 seconds level time
1515 (example: level 76 of "Denmine")
1518 * "spring push bug" reintroduced as configurable element property
1519 * fixed bug with missing properties for "mole"
1520 * fixed bug that showed up when fixing the above "mole" properties bug
1521 * added option "can move into acid" for all movable elements
1522 * fixed graphical bug for elements moving into acid
1523 * changed event handling to handle all pending events before going on
1526 * fixed bug which caused all CE change pages to be ignored which had
1527 the same change event, but used a different element side
1528 (reported by Simon Forsberg)
1530 * fixed bug which caused elements that can move and fall and that are
1531 transported by a conveyor belt to continue moving into that direction
1532 after leaving the conveyor belt, regardless of their own movement
1533 type; only elements which can not move are transported now
1534 (reported by Simon Forsberg)
1536 * fixed bug which could cause an array overflow in RelocatePlayer()
1537 (reported by Niko Böhm)
1539 * changed Emerald Mine style "passable / over" elements to "protected"
1540 (fixing unsolvable level 10 of "Bondmine 9" with bug beside gate)
1542 * added new option to select from which side a "walkable/passable"
1543 element can be entered
1546 * added explosion and ignition delay for elements that can explode
1549 * fixed bug which caused player not being protected against enemies
1550 when a CE was "walkable / inside" and was not "indestructible"
1551 * added "walkable/passable" fields to be "protected/unprotected"
1552 against enemies, even if not accessible "inside" but "over/under"
1555 * corrected move pattern to 32 bit and initial move direction to 8 bit
1558 * added second custom element base configuration page
1561 * added some special EMC mappings to Emerald Mine level loader
1562 (also covering previously unknown element in level 0 of "Bondmine 8")
1565 * added option to block last field when player is moving (for Supaplex)
1566 * adjusted push delay of Supaplex elements
1567 * removed delays for envelopes etc. when replaying with maximum speed
1568 * fixed bug when dropping element on a field that just changed to empty
1571 * fixed bug: infotrons can now smash yellow disks
1572 * fixed bug: when gravity active, port above player can now be entered
1573 * removed "one white dot" mouse pointer which irritated some people
1576 * added "choice type" for group element selection
1579 * fixed bug with initial invulnerability of non-yellow player
1582 * added level loader for loading native Supaplex packed levels
1583 (including multi-part levels like the "splvls99" levels)
1586 * fixed bug which allowed creating emeralds by escaping explosions
1589 * custom elements can change (limited) or leave (unlimited) elements
1590 * finally added multiple matches using group elements
1591 * added shortcut to dump brush (type ":DB" in editor) for use in forum
1594 * added new start movement type "previous" for continued CE movement
1595 * added new start movement type "random" for random CE movement start
1598 * added new element "sokoban_field_player" needed for Sokoban levels
1599 (thanks to Ed Booker for pointing this out!)
1602 * added elements that can be digged or left behind by custom elements
1605 * added group elements for multiple matches and random element creation
1608 * fixed some graphical errors displayed in old levels
1611 * fixed wrong double speed movement after passing closing gates
1614 * added level loader for loading native Emerald Mine levels
1617 * changes for "shooting" style CE movement
1620 * Happy New Year! ;-)
1623 * changed default snap/drop keys from left/right Shift to Control keys
1626 * fixed bug with dead player getting reanimated from custom element
1629 * fixed bug with wrong penguin graphics (when entering exit)
1632 * fixed bug with wrong "Murphy" graphics (when digging etc.)
1635 * version number set to 3.0.9
1638 * version 3.0.8 released
1641 * added function checked_free()
1644 * fixed bug with double nut cracking sound
1645 (by eliminating "default element action sound" assignment in init.c)
1648 * fixed crash when no music info files are available
1651 * fixed boring and sleeping sounds
1654 * added "maze runner" and "maze hunter" movement types
1655 * added extended collision conditions for custom elements
1658 * added warnings for undefined token values in artwork config files
1661 * added menu entry for level set information to the info screen
1664 * fixed bug with wrong default impact sound for colored emeralds
1667 * added several sub-screens for the info screen
1668 * menu text now also clickable (not only blue/red sphere left of it)
1671 * added configurable "bored" and "sleeping" animations for the player
1672 * added "awakening" sound for player when waking up after sleeping
1675 * added "copy" and "exchange" functions for custom elements to editor
1678 * added configurable element animations for info screen
1681 * added configurable music credits for info screen
1684 * finally fixed tape recording when player is created from CE change
1687 * added "editorsetup.conf" for editor element list configuration
1690 * added "musicinfo.conf" for menu and level music configuration
1693 * fixed a very nasty bug in dragon turning code in TurnRoundExt()
1694 (that only showed up on Linux, but not on Windows systems)
1697 * fixed turning movement of butterflies and fireflies (no frame reset)
1698 * enhanced sniksnak turning movement (two steps instead of only one)
1701 * version number set to 3.0.8
1704 * version 3.0.7 released
1707 * fixed reset of player animation frame when, for example,
1708 walking, digging or collecting share the same animation
1709 * fixed CE with "deadly when touching" exploding when touching amoeba
1712 * fixed tape recording when player is created from CE element change
1715 * introduced "turning..." action graphic for elements with move delay
1716 (non-CE: bug, spaceship, sniksnak, mole, pacman, yamyam)
1717 * added turning animations for bug, spaceship and sniksnak
1720 * prevent "extended" changed elements from delay change in same frame
1723 * fixed bug when pushing element that can move away to the side
1724 (like pushing falling elements, but now with moving elements)
1727 * finally fixed serious bug in code for delayed element pushing (again)
1730 * unavailable setup options now marked as "n/a" instead of "off"
1731 * new boolean directive "latest_engine" for "levelinfo.conf": when set
1732 to "true", levels are always played with the latest game engine,
1733 which is desired for levels that are imported from other games; all
1734 other levels are played with the engine version stored in level file
1735 (which is normally the engine version the level was created with)
1738 * fixed serious bug in code for delayed element pushing
1739 * fixed little bug in animation frame selection for pushed elements
1740 * speed-up of reading config file for verbose output
1743 * added configuration option for opening and closing Supaplex exit
1744 * added configuration option for moving up/down animation for Murphy
1745 * fixed incorrectly displayed animation for attacking dragon
1746 * fixed bug with not setting initial gravity for each new game
1747 * fixed bug with teleportation of player by custom element change
1748 * fixed bug with player not getting smashed by rock sometimes
1751 * version number set to 3.0.7
1754 * version 3.0.6 released
1757 * added support for MP3 music for SDL version through SMPEG library
1760 * fixed bug when initializing font graphic structure
1761 * fixed bug with animation mode "pingpong" when using only 1 frame
1762 * fixed bug with extended change target introduced in 3.0.5
1763 * fixed bug where passing over moving element doubles player speed
1764 * fixed bug with elements continuing to move into push direction
1765 * fixed bug with duplicated player when dropping bomb with shield on
1766 * added "switching" event for custom elements ("pressing" only once)
1767 * fixed switching bug (resetting flag when not switching but not idle)
1770 * fixed element tokens for certain file elements with ".active" etc.
1773 * version number set to 3.0.6
1776 * version 3.0.5 released
1779 * now four envelope elements available
1780 * font, background, animation and sound for envelope now configurable
1781 * main menu doors opening/closing animation type now configurable
1784 * active/inactive sides configurable for custom element changes
1785 * new movement type "move when pushed" available for custom elements
1788 * fixed bug in multiple config pages loader code that caused crashes
1791 * enhanced (remaining low-resolution) Supaplex graphics
1794 * version number set to 3.0.5
1797 * version 3.0.4 released
1799 2003-09-12 src/tools.c
1800 * fixed bug in custom definition of crumbled element graphics
1802 2003-09-11 src/files.c
1803 * fixed bug in multiple config pages code that caused crashes
1806 * version number set to 3.0.4
1809 * version 3.0.3 released
1812 * added music to Supaplex classic level set
1814 2003-09-07 src/libgame/misc.c
1815 * added support for loading various music formats through SDL_mixer
1817 2003-09-06 (various source files)
1818 * fixed several nasty bugs that may have caused crashes on some systems
1819 * added envelope content which gets displayed when collecting envelope
1820 * added multiple change event pages for custom elements
1822 2003-08-24 src/game.c
1823 * fixed problem with player animation when snapping and moving
1825 2003-08-23 src/screens.c, src/cartoons.c, src/libgame/toons.c
1826 * fixed problem with flickering when drawing toon animations
1828 2003-08-23 src/libgame/sdl.c
1829 * fixed problem with setting mouse cursor in SDL version in fullscreen
1831 2003-08-23 src/game.c
1832 * fixed bug (missing array boundary check) which could crash the game
1835 * version number set to 3.0.3
1838 * version 3.0.2 released
1840 2003-08-21 src/game.c
1841 * fixed bug with creating inaccessible elements at player position
1843 2003-08-20 src/init.c
1844 * fixed bug with not finding current level artwork directory
1846 2003-08-20 src/files.c
1847 * fixed bug with choosing wrong engine version when playing tapes
1848 * fixed bug with messing up custom element properties in 3.0.0 levels
1851 * version number set to 3.0.2
1854 * version 3.0.1 released
1856 2003-08-17 (no source files affected)
1857 * changed all "classic" PCX image files with 16 colors or less to
1858 256 color (8 bit) storage format, because the Allegro game library
1859 cannot handle PCX files with less than 256 colors (contributed
1860 graphics are not affected and might look wrong in the DOS version)
1862 2003-08-16 src/init.c
1863 * fixed bug which (for example) crashed the level editor when defining
1864 "dynamite.EDITOR: [NONE]", because graphics may not be undefined
1865 (only set to default) -- invalid graphics now set to default graphic
1867 2003-08-16 src/init.c
1868 * fixed graphical bug of player digging/collecting/snapping element
1869 when no corresponding graphic/animation is defined for this action,
1870 resulting in player being drawn as EL_EMPTY (which should only be
1871 done to elements being collected, but not to the player)
1873 2003-08-16 src/game.c
1874 * fixed small graphical bug of player not totally moving into exit
1876 2003-08-16 src/libgame/setup.c
1877 * fixed bug with wrong MS-DOS 8.3 filename conversion
1879 2003-08-16 src/tools.c
1880 * fixed bug with invisible mouse cursor when pressing ESC while playing
1882 2003-08-16 (various source files)
1883 * added another 128 custom elements (disabled in editor by default)
1885 2003-08-16 src/editor.c
1886 * fixed NULL string bug causing Solaris to crash in sprintf()
1888 2003-08-16 src/screen.c
1889 * fixed drawing over scrollbar on level selection with custom fonts
1891 2003-08-15 src/game.c
1892 * cleanup of simple sounds / loop sounds / music settings
1894 2003-08-08 (various source files)
1895 * added custom element property for dropping collected elements
1897 2003-08-08 src/conf_gfx.c
1898 * fixed bug with missing graphic for active red disk bomb
1900 2003-08-07 src/files.c, src/editor.c src/game.c, src/main.h
1901 * extended variable "level.gravity" to "level.initial_gravity" and
1902 "game.current_gravity" to prevent level setting from being changed
1903 by playing the level (keeping the runtime value after playing)
1905 * fixed graphics bug when digging element that has 'crumbled' graphic
1906 definition, but not 'diggable' graphic definition
1909 * version number set to 3.0.1
1912 * version 3.0.0 released
1915 * various bug fixes; among others:
1916 - fixed bug with pushing spring over empty space
1917 - fixed bug with leaving tube while placing dynamite
1918 - fixed bug with explosion of smashed penguins
1919 - allow Murphy player graphic in levels with non-Supaplex elements
1923 * I have forgotten to document changes for some time
1926 * pre-release version 2.2.0rc1 released
1929 * version number set to 2.1.2
1932 * version 2.1.1 released
1935 * version number set to 2.1.1
1938 * version 2.1.0 released
1941 * version number set to 2.1.0
1943 2002-04-03 to 2002-05-19 (various source files)
1944 * graphics, sounds and music now fully configurable
1945 * bug fixed that prevented walking through tubes when gravity on
1947 2002-04-02 src/events.c, src/editor.c
1948 * Make Escape key less aggressive when playing or when editing level.
1949 This can be configured as an option in the setup menu. (Default is
1950 "less aggressive" which means "ask user if something can be lost"
1951 when pressing the Escape key.)
1953 2002-04-02 src/screen.c
1954 * Added "graphics setup" screen.
1956 2002-04-01 src/screen.c
1957 * Changed "choose level" setup screen stuff to be more generic (to
1958 make it easier to add more "choose from generic tree" setup screens).
1960 2002-04-01 src/config.c, src/timestamp.h
1961 * Added source files "src/config.[ch]" and "src/timestamp.h" (which
1962 automatically gets created by "src/Makefile" and contains an actual
1963 compile-time timestamp to identify development versions of the game).
1965 2002-03-31 src/tape.c, src/events.c
1966 * Added quick game/tape save/load functions to tape stuff which can be
1967 invoked by a keyboard shortcut. Default: "F1" saves game/tape, "F2"
1968 loads previously recorded tape and directly goes into recording mode
1969 from the end of the tape (therefore appending to the tape).
1971 2002-03-31 src/tape.c
1972 * Added "index mark" function to tape recorder. When playing or
1973 recording, "eject" button changes to "index" button. Setting index
1974 mark is not yet implemented, but pressing index button when playing
1975 allows very quick advancing to end of tape (when normal playing),
1976 very fast forward mode (when playing with normal fast forward) or
1977 very fast reaching of "pause before end of tape" (when playing with
1978 "pause before end" playing mode).
1980 2002-03-30 src/cartoons.c
1981 * Moved some stuff from cartoons.c to the new "src/libgame/toons.c".
1983 2002-03-29 src/screen.c
1984 * Changed setup screen stuff to be more generic (to make it easier
1985 to add more setup screens).
1987 2002-03-23 src/main.c, src/main.h
1988 * Various changes due to the introduction of the new libgame files
1989 "setup.c" and "joystick.c".
1991 2002-03-23 src/files.c
1992 * Generic parts of "src/files.c" (mainly setup and level directory
1993 stuff) moved to new libgame file "src/libgame/setup.c".
1995 2002-03-23 src/joystick.c
1996 * File "src/joystick.c" moved to libgame source tree, with
1997 correspondig changes.
1999 2002-03-22 src/screens.c
2000 * "HandleChooseLevel()": Another bug in level series navigation fixed.
2001 (Wrong level series information displayed when entering main group.)
2003 2002-03-22 src/editor.c
2004 * Slight change to support new gadget event "GD_EVENT_INFO_LEAVING".
2006 2002-03-22 src/editor.c
2007 * Changed behaviour of "Escape" key in level editor to be more
2008 intuitive: When in "Element Properties" or "Level Info" mode,
2009 return to "Drawing Mode" instead of leaving the level editor.
2011 2002-03-21 src/game.c, src/editor.c, src/files.c
2012 * 2.0.1 introduced the corrected "Emerald Mine" style behaviour of
2013 gems (emeralds, diamonds, ...) slipping down from normal wall,
2014 steel wall and growing wall (as in E.M.C. style levels). Although
2015 the behaviour of contributed and private levels wasn't changed (due
2016 to the use of "level.game_version"; see previous entry), editing
2017 those levels will (of course) change the behaviour accordingly.
2019 This change seems a bit too hard after thinking about it, because
2020 the EM style behaviour is not the "expected" behaviour (gems would
2021 normally only slip down from "rounded" walls). Therefore this was
2022 now changed to an element property for gem style elements, with the
2023 default setting "off" (which means: no special EM style behaviour).
2024 To fix older converted levels, this flag is set to "on" for pre-2.0
2025 levels that are neither contributed nor private levels.
2027 2002-03-20 src/files.h
2028 * Corrected settings for "level.game_version" depending of level type.
2029 (Contributed and private levels always get played with game engine
2030 version they were created with, while converted levels always get
2031 played with the most recent version of the game engine, to let new
2032 corrections of the emulation behaviour take effect.)
2034 2002-03-20 src/main.h
2035 * Added "#include <time.h>". This seems to be needed by "tape.c" for
2036 compiling the SDL version on some systems.
2037 Thanks to the several people who pointed this out.
2040 * Version number set to 2.0.2.
2043 * Version 2.0.1 released.
2045 2002-03-18 src/screens.c
2046 * "HandleChooseLevel()": Small bug in level series navigation fixed.
2048 2002-03-18 src/files.c [src/libgame/misc.c]
2049 * Moved some common functions from src/files.c to src/libgame/misc.c.
2051 2002-03-18 src/files.c [src/libgame/misc.c]
2052 * Changed permissions for new directories and saved files (especially
2053 score files) according to suggestions of Debian users and mantainers.
2054 Thanks to Drew Parsons <dparsons@emerall.com> for the patch.
2056 2002-03-17 src/files.c
2057 * Changed "{Load|Save}{Level|Tape}()" to IFF style file format:
2058 Replaced "cookie" header string ("ROCKSNDIAMONDS_...\n") with
2059 real IFF style header "RND1....XXXX" (where "XXXX" is "CAVE"
2060 for levels and "TAPE" for tapes). Old "cookie" style format is
2061 still supported for reading. New level and tape files are written
2064 * New IFF chunk "VERS" contains version numbers for file and game
2065 (where "game version" is the version of the program that wrote the
2066 file, and "file version" is a version number to distinguish files
2067 with different format, for example after adding new features).
2069 2002-03-15 src/screen.c
2070 * "DrawHallOfFame()": "FadeSounds()" when entering the hall of fame.
2071 (Before, you heard a mixture of the in-game music and the
2072 hall-of-fame music.)
2074 2002-03-14 src/events.c
2075 * Function "DumpTape()" (files.c) now available by pressing 't' from
2076 main menu (when in DEBUG mode).
2078 2002-03-14 src/game.c
2079 * "GameWon()": When game was won playing a tape, now there is no delay
2080 raising the score and no corresponding sound is played.
2082 2002-03-14 src/files.c
2083 * Changed "LoadTape()" for real chunk support and also adjusted
2084 "SaveTape()" accordingly.
2086 2002-03-14 src/game.c, src/tape.c, src/files.c
2087 * Important changes to tape format: The old tape format stored all
2088 actions with a real effect with a corresponding delay between the
2089 stored actions. This had some major disadvantages (for example,
2090 push delays had to be ignored, pressing a button for some seconds
2091 mutated to several single button presses because of the non-action
2092 delays between two action frames etc.). The new tape format just
2093 stupidly records all device actions and replays them later. I really
2094 don't know why I haven't solved it that way before?! Old-style tapes
2095 (with tape file version less than 2.0) get converted to the new
2096 format on-the-fly when loading and can therefore still be played;
2097 only some minor parts of the old-style tape handling code was needed.
2098 (A perfect conversion is not possible, because there is information
2099 missing about the device actions between two action frames.)
2101 2002-03-14 src/files.c
2102 * New function "DumpTape()" to dump the contents of the current tape
2103 in a human readable format.
2105 2002-03-14 src/game.c
2106 * Small tape bug fixed: When automatically advancing to next level
2107 after a game was won, the tape from the previous level still was
2108 loaded as a tape for the new level.
2110 2002-03-14 src/tape.c
2111 * Small graphical bug fixed: When pressing ""Record" or "Play" on
2112 tape, cartoons did not get completely removed because
2113 StopAnimation() was not called.
2115 2002-03-13 src/files.c
2116 * Changed "LoadLevel()" and "SaveLevel()" to add new chunk "CNT2".
2117 Fixed bug of "CONT" and "BODY" (chunk size was set to 8-bit element
2118 size even when using 16-bit elements). Added new chunk "CNT2" for
2119 16-bit amoeba content (previously written in 8-bit field in "HEAD"
2120 chunk even when content was 16-bit element). "CNT2" should now be
2121 able to store content for arbitrary elements (up to eight blocks of
2122 3 x 3 element arrays). All "CNT2" elements will always be stored as
2123 16-bit elements. "CONT" (with 8/16-bit elements) now obsolete.
2125 2002-03-13 src/files.c
2126 * Changed "LoadLevel()" for real chunk support.
2128 2002-03-12 src/game.c
2129 * Fixed problem (introduced after 2.0.0 release) with penguins
2130 not getting killed by enemies
2132 2002-02-24 src/game.c, src/main.h
2133 * Added "player->is_moving"; now "player->last_move_dir" does
2134 not contain any information if the player is just moving at
2136 Before, "player->last_move_dir" was misused for this purpose
2137 for the robot stuff (robots don't kill players when they are
2138 moving). But setting "player->last_move_dir" to MV_NO_MOVING
2139 broke tapes when walking through pipes!
2140 ("IS_MOVING()" uses "MovPos[][]", but this fails when it is 0
2141 in a continuous movement. This fact is ignored for friends and