2 * version 3.2.5 released as special edition "R'n'D jue"
5 * changed build system to support special editions (like "R'n'D jue")
6 * added (hardcoded) loading graphics for "R'n'D jue" special edition
9 * added "background.PLAYING" (only visible as two-pixel border in game)
10 * added default level set for first start of special R'n'D version
11 * changed door animations for editor always behaving like "quick doors"
14 * added new custom artwork setup option "auto-override non-CE sets" for
15 automatic artwork override that is only used for level sets without
16 custom element artwork (as it does not make much sense to override
17 any artwork that redefines custom element artwork for sets using CEs)
18 * fixed default artwork for "special" R'n'D versions always using the
19 "classic" artwork as the base if base artwork is not explicitly
20 defined in "levelinfo.conf", regardless of different default artwork
21 used by the special R'n'D version -- this is needed because any such
22 custom artwork is designed using the "classic" artwork definitions as
23 the base (including menu definitions and screen positions etc., which
24 would otherwise be taken from the different special default artwork)
27 * fixed drawing of animated "quicksand.filling" and "quicksand.emptying"
28 for both EMC and R'n'D graphics engine (heavy workarounds needed due
29 to massively broken handling of quicksand in R'n'D game engine)
30 * fixed off-limits access to array in DrawLevelFieldCrumbledSandExt()
31 * fixed crash bug (hopefully) when scrolling with cursor keys in editor
34 * fixed small bug in toon drawing (introduced when fixing the crash bug)
37 * added graphics definition "game.panel.highscore" to display the
38 current levels current high score in the game panel
41 * version number set to 3.2.5
44 * version 3.2.4 released
47 * fixed crash bug in toon drawing functions for large step offset values
50 * fixed some problems with displaying game panel when quick-loading tape
53 * fixed (experimental only) redrawing of every tile per frame (even if
54 unneeded) for the extended (R'n'D based) EMC graphics engine
55 * added optimization to only calculate element count for panel display
56 if really needed (that is, if element count values defined on panel)
57 * fixed problem with special editor door redraw when entering main menu
60 * fixed bug with displaying background for title messages on info screen
61 * some code cleanup for the extended (R'n'D based) EMC graphics engine
64 * fixed bug with CE action "move player" always resulting in player 4
65 if there was a CE action with no trigger player (because the player
66 element was calculated by using log_2() from trigger player bits with
67 the value PLAYER_BITS_ANY) -- this is now fixed by also storing the
68 triggering player bit mask and handling all players in "move player"
69 * fixed bug when defined artwork cannot be found for artwork that has
70 default artwork cloned from other artwork (without default filename)
71 * added several fixes to the extended (R'n'D based) EMC graphics engine
74 * fixed broken editor copy and paste for custom elements between levels
77 * title messages are now also searched in graphics artwork directory;
78 those found in graphics directory have precendence over those found
79 in level directory -- this handles title messages stored in graphics
80 directories as part of the artwork set, just like title images; this
81 makes sense, as corresponding special font definitions for messages
82 are usually defined in the same graphics artwork directory, and also
83 because title images and title messages that are combined in a level
84 set introduction should usually not be separated when the level set
85 is used with a different artwork set (e.g. using "override graphics")
86 * fixed problem with door borders on main screen by first drawing doors
87 and then the corresponding border masks, but not vice versa
88 * fixed problem with artwork config entries using the value "[DEFAULT]";
89 this does not what one might expect, but sets the value to an invalid
90 value -- solution: simply ignore such entries, which results in this
91 value keeping its previous (real) default value (in general, entries
92 that should use their default value should just not be defined here)
93 * fixed problem with wrong fading area size from main menu to setup menu
96 * fixed problem with broken crumbled graphics after level set changes
97 when using R'n'D custom artwork with level sets using the EMC engine
100 * fixed invisible "joysticks deactivated ..." text on setup input screen
103 * added use of hashes created from static lists (element tokens, image
104 config, font tokens) to speed up lookup of configuration parameters
105 * fixed bug where element and graphic config token lookup was mixed up
108 * added "busy" animation when initializing program and loading artwork
109 * added initialization profiling for program startup (debugging only)
112 * fixed(?) very strange bug apparently triggered by memset() when code
113 was cross-compiled with MinGW cross-compiler for Windows XP platform
114 (this only happened when using SDL.dll also self-compiled with MinGW)
117 * added graphics engine directive "border.draw_masked_when_fading" that
118 enables/disables drawing of border mask over screen that is just faded
121 * fixed small problem with separate fading definition for game screen
124 * added additional configuration directives for setup screen draw offset
125 menu.draw_xoffset.SETUP[XXX] and menu.draw_yoffset.SETUP[XXX] with XXX
126 in GAME, EDITOR, GRAPHICS, SOUND, ARTWORK, INPUT, SHORTCUTS_1,
127 SHORTCUTS_2, CHOOSE_ARTWORK, CHOOSE_OTHER (where "CHOOSE_ARTWORK" is
128 used to define draw offset on custom artwork selection screens and
129 "CHOOSE_OTHER" is used on all other list style selection screens, like
130 choosing game speed or screen mode for fullscreen mode)
131 * added additional configuration directives to define main menu buttons:
132 - menu.button_name and menu.button_name.active
133 - menu.button_levels and menu.button_levels.active
134 - menu.button_scores and menu.button_scores.active
135 - menu.button_editor and menu.button_editor.active
136 - menu.button_info and menu.button_info.active
137 - menu.button_game and menu.button_game.active
138 - menu.button_setup and menu.button_setup.active
139 - menu.button_quit and menu.button_quit.active
140 * added eight pure decoration graphic definitions for the game panel
143 * added support for accessing native Diamond Caves II level packages
144 * fixed displaying of game panel values for Emerald Mine game engine
145 * fixed displaying end-of-level time and score values on new game panel
148 * added game panel control to display arbitrary elements on game panel
149 * added game panel control to display custom element score (globally
150 unique for identical custom elements) either as value or as element
151 * added ".draw_masked" and ".draw_order" to game panel control drawing
154 * fixed some general bugs with handling of ".active" elements and fonts
157 * cleanup of game panel elements (some elements were not really needed)
158 * added displaying of gravity state (on/off) as new game panel control
159 * added animation for game panel elements (similar to game elements)
162 * added new pseudo game mode "PANEL" to define panel fonts and graphics
163 - panel fonts now use ".PANEL" suffix instead of ".PLAYING" suffix
164 - panel graphics now use ".PANEL" suffix instead of ".DOOR" suffix
165 (else graphics would have to use ".PLAYING", which would be confusing)
166 * fixed bug when fading out to game screen with border mask defined
169 * added attribute ".tile_size" for element style game panel controls
172 * added <space> key as additional valid key to use for confirm requester
175 * improved menu fading, adding separate fading definitions for entering
176 and leaving a "content" screen (in general), and optional definitions
177 for the special "content" screens SCORES, EDITOR, INFO and PLAYING
180 * added (currently invisible) setup option to define scroll delay value
181 * fixed small bug in priority handling when auto-detecting level start
182 position in levels without player element (but player from CE etc.)
183 * added option "game.forced_scroll_delay_value" to override user choice
184 of scroll delay value for certain level sets with "graphicsinfo.conf"
185 * replaced setup option "scroll delay: on/off" by new setup option that
186 directly allows selecting the desired scroll delay value from 0 to 8
189 * added displaying of most game panel control elements (not animated)
192 * added new configuration directives to display additional game engine
193 values on the game control panel, like the following examples:
194 - game.panel.time_hh/time_mm/time_ss - level time in HH/MM/SS format
195 - game.panel.penguins - number of penguins to rescue
196 - game.panel.level_name - level name of current level
199 * added support for preview tile sizes "1" and "2" (1x1 and 2x2 pixels)
202 * added new player option "no centering when relocating" for "invisible"
203 teleportations to level areas that look exactly the same, giving the
204 illusion that the player did not relocate at all (this was the default
205 since 3.2.3, but caused visual problems with room creation in "Zelda")
206 * added new menu fading effect "melt", shamelessly stolen from "DOOM"
209 * improved menu fading, adding separate fading definitions for entering
210 and leaving a menu and for fading between menu and "content" screens
211 * fixed small bug with recognizing also ".font_xyz" style definitions
214 * improved menu fading, adding separate fading definitions for fading
215 between menu screens and fading between menu and "destination" screens
218 * titlemessage_initial_x and titlemessage_x set to "[DEFAULT]" in static
219 configuration (set from "[titlemessage_initial]" and "[titlemessage]")
220 * fading settings of "[titlemessage_initial]" and "[titlemessage]" set
221 to "[DEFAULT]" in static configuration (set from "[title_initial]" and
223 * improved title fading, allowing fading animation types "none", "fade"
224 and "crossfade" (including cross-fading of last title to main menu)
227 * added configurability of graphics, sounds and music for title screens,
228 which are separated into initial title screens (only shown once at
229 program startup) and title screens shown for a given level set; these
230 title screens can be composed of up to five title images and up to
231 five title text messages (each drawn using an optional background
232 image), also using background music and/or sounds; aspects like
233 background images, sounds and music of title screens can either be
234 defined generally (valid for all title screens) or specifically (and
235 therefore differently for each title screen) using these directives:
237 to define a background image, sound or music file for all screens:
238 - background.TITLE_INITIAL (for all title screens for game startup)
239 - background.TITLE (for all title screens for level sets)
241 to define a background image, sound or music file for a single screen:
242 - background.titlescreen_initial_x (with x in 1,2,3,4,5)
243 - background.titlescreen_x (with x in 1,2,3,4,5)
244 - background.titlemessage_initial_x (with x in 1,2,3,4,5)
245 - background.titlemessage_x (with x in 1,2,3,4,5)
247 to define the title screen images:
248 - titlescreen_initial_x (with x in 1,2,3,4,5)
249 - titlescreen_x (with x in 1,2,3,4,5)
251 to define the title text messages, place text files into the level set
252 directory that have the following file names:
253 - titlemessage_initial_x.txt (with x in 1,2,3,4,5)
254 - titlemessage_x.txt (with x in 1,2,3,4,5)
256 to define the properties of the text messages, either use directives
257 that affect all text messages:
258 - [titlemessage_initial].<suffix>
259 - [titlemessage].<suffix>
260 or use directives that affect single text messages:
261 - titlemessage_initial_x.<suffix> (with x in 1,2,3,4,5)
262 - titlemessage_x.<suffix> (with x in 1,2,3,4,5)
264 valid values for <suffix> are the same as for readme.<suffix> below;
265 use ".sort_priority" (default: 0) to define an arbitrary order for
266 title images and title messages (which can therefore be mixed)
269 * added full configurability of "readme.txt" screen appearance:
270 - readme.x: <left position used with alignment>
271 - readme.y: <top position>
272 - readme.width: <maximim text width in pixels>
273 - readme.height: <maximum text height in pixels>
274 - readme.chars: <maximum number of chars per line>
275 - readme.lines: <maximum number of lines displayed>
276 - readme.align: left,center,right (default: center)
277 - readme.top: top,middle,bottom (default: top)
278 - readme.font: font name
279 - readme.autowrap: true,false (default: true)
280 - readme.centered: true,false (default: false)
281 - readme.parse_comments: true,false (default: true)
282 - readme.sort_priority: (not used here, but only for title screens)
283 when "readme.chars" and/or "readme.lines" is set to "-1" (this is the
284 default), they are automatically determined from "readme.width" and
285 "readme.height" accordingly; when they are not "-1", they have
286 precedence over "readme.width" and "readme.height"
287 * added internal ad-hoc config settings for displaying text files like
288 title messages or "readme.txt" style level set info files:
289 - .font: font name (default: readme.font)
290 - .autowrap: true,false (default: readme.autowrap)
291 - .centered: true,false (default: readme.centered)
292 - .parse_comments: true,false (default: readme.parse_comments)
293 (the leading '.' and the separating ':' are mandatory here); to use
294 these ad-hoc settings, they have to be written inside a comment, like
295 "# .autowrap: false" or "# .centered: true"; these settings then
296 override the above global settings (they can even be used more than
297 once, like "# .centered: true", then some text that should be drawn
298 centered, then "# .centered: false" to go back to non-centered text;
299 important note: after using "# .parse_comments: false", or when using
300 "readme.parse_comments: false", detecting and parsing comments inside
301 the file is disabled and comments are just printed like normal text;
302 also be aware that all automatic text size calculations are done with
303 the font defined in "readme.font", while using different fonts using
304 "# .font: <font>" inside the text file may cause unexpected results
307 * changed some numerical limits in the level editor from 255 to 999
310 * added option "system.sdl_videodriver" to select SDL video driver
311 * added output of SDL video and audio driver to "version info" page
314 * added group element drawing to IntelliDraw drawing functions
315 * fixed animation resetting problem again (last try broke Snake Bite)
316 * fixed diagonal scrolling in screen scrolling (last try broke Pac Man)
319 * added new (special) "include: <filename>" directive that works in all
320 configuration files (like "graphicsinfo.conf") and that has the same
321 effect as if that directive would be replaced with the content of the
322 specified file (this can be useful to split large configuration files
323 into several smaller ones and include them from one main file, or to
324 store configuration settings that always stay the same into a separate
325 file, while including it and only add those parts that really change)
328 * fixed minor bug (screen redraw of player tiles) in EMC graphics engine
331 * fixed bug in "InitMovingField()" where treating an integer array as
332 boolean caused wrong resetting of animations while elements are moving
333 * fixed problem with resetting animations when starting element change
336 * added sort priority for order of title screens and title messages
339 * changed end of game again: do not wait for the user to press a key
340 anymore, but directly ask/confirm tape saving and go to hall of fame
341 * re-enabled quitting of lost game by pressing space or return again
342 * added blanking of mouse pointer when displaying title screens
343 * added remaining menu draw offset definitions for info sub-screens
346 * added setup option to select game speed (from very slow to very fast)
347 * improved handling of title text messages (initial and for level set)
350 * added new options "auto-wrap" and "centered" for DC2 style envelopes
353 * fixed displaying and typing of player name when it is centered
354 * added special characters to be allowed for player name (not only A-Z)
357 * fixed blit in ScrollLevel() to same bitmap to not overlap anymore
358 (newer versions of the SDL library seem to not like this anymore)
361 * added code for configuration directives for control of game panel
364 * fixed small cosmetical bug with underlining property tabs in editor
367 * fixed small drawing bug in X11FadeRectangle
368 * added new elements for newly supported Diamond Caves II levels:
369 - EM/DC style exits that disappear after passing
370 - white key and gate (one white key needed for each white gate)
371 - fake gate (there is no key to open/pass this kind of gate!)
372 - extended magic wall which also handles pearls and crystals
376 * changed maximum value for endless loop detection to a higher value
377 (some levels really used very deep recursion without being endless)
380 * added new elements for newly supported Diamond Caves II levels:
381 - growing steel walls
382 - snappable land mine
385 * added new elements for newly supported Diamond Caves II levels:
386 - steel text elements
389 * added level file loader for native Diamond Caves II levels
392 * version number set to 3.2.4
395 * version 3.2.3 released
398 * fixed malloc/free bug when updating EMC artwork entries in level list
399 * added workaround (warning and request to quit the current game) when
400 changing elements cause endless recursion loop (which would otherwise
401 freeze the game, causing a crash-like program exit on some systems)
404 * fixed nasty string overflow bug when entering too long envelope text
407 * added feedback sounds for menu navigation "menu.item.activating" and
408 "menu.item.selecting" (for highlighting and executing menu entries)
411 * improved "no scrolling when relocating" to also consider scroll delay
412 (meaning that the player is not automatically centered in this case;
413 this makes it possible to "invisibly" relocate the player to a region
414 of the level playfield which looks the same as the old level region)
415 * fixed bug with not recognizing "main.input.name.align" when active
418 * fixed bug with displaying masked borders over title screens when
419 screen fading is disabled
422 * fixed infinite loop / crash bug when killing the player while having
423 a CE with the setting "kill player X when explosion of <player X>"
424 * added special editor graphic for "char_space" to distinguish it from
425 "empty_space" when editing a level (in-game graphics still the same)
428 * fixed nasty bug with initialization only done for the first player
431 * small change to handle loading empty element/content list micro chunks
434 * uploaded pre-release (test) version 3.2.3-0 binary and source code
437 * some optimizations on startup speed by reducing initial text output
440 * added caching of custom artwork information for faster startup times
443 * fixed graphical bug when using fewer menu entries on level selection
444 screen than usual (with "menu.list_size.LEVELS" directive)
445 * fixed crash bug (Windows/SDL only) caused by BlitBitmap blitting from
446 the backbuffer to the backbuffer by error (with identical rectangle)
449 * fixed bug when displaying titlescreen with size less than element tile
450 * fixed bug that caused elements with "change when digging <e>" event
451 to change for _every_ digged element, not only those specified in <e>
452 * fixed bug that caused impact style collision when dropping element one
453 tile over the player that can both fall down and smash players
454 * fixed bug that caused impact style collision when element changed to
455 falling/smashing element over the player immediately after movement
458 * fixed bug that allowed making engine snapshots from the level editor
461 * fixed bugs with player name and current level positions on main screen
464 * added configuration directives for control of title screens:
465 - "title.fade_delay" for fading time
466 - "title.post_delay" for pause between screens (when not crossfading)
467 - "title.auto_delay" to automatically continue after some time
468 these settings can each be overridden by specifying them with titles:
469 - "titlescreen_initial_{1-5}.{fade_delay,post_delay,auto_delay}"
470 - "titlescreen_{1-5}.{fade_delay,post_delay,auto_delay}"
471 fading mode can also be specified:
472 - "titlescreen_initial_{1-5}.anim_mode: {fade,crossfade}
473 - "titlescreen_{1-5}.anim_mode: {fade,crossfade}
474 default is using normal fading for menues and initial title screens,
475 while using cross-fading for level set title screens
476 * fixed bug with background not drawn in Hall of Fame after game was won
479 * added configuration directives for the remaining main menu items
482 * added additional configuration directives for info screen draw offset:
483 menu.draw_{x,y}offset.INFO[{ELEMENTS,MUSIC,CREDITS,PROGRAM,LEVELSET}]
484 * added additional configuration directives for preview info text
485 * limited mouse wheel sensitive screen area to scrollable screen area
488 * added highlighted menu text entries to menu navigation when selected
491 * fixed bug that prevented player from correctly being created in the
492 top left corner by a custom element change in a level without player
493 * fixed bug that prevented player from being killed when indestructible,
494 non-walkable element is placed on player position by extended change
495 * added configurable menu button, text and input positions to main menu
498 * added page fading effects for remaining info sub-screens
499 * fixed small bug that caused some delays when answering door request
502 * added directives "border.draw_masked.*" for menu/playfield area and
503 door areas to display overlapping/masked borders from "global.border"
506 * fixed bug with CE with move speed "not moving" not being animated
507 * when changing player artwork by CE action, reset animation frame
510 * fixed bug with not unmapping main menu screen gadgets on other screens
511 * fixed bug with un-pausing a paused game by releasing still pressed key
512 * fixed bug with not redrawing screen when toggling to/from fullscreen
513 mode while fast reloading tape (without redrawing playfield contents)
514 * fixed bug with quick-saving tape snapshot despite answering with "no"
517 * version number set to 3.2.3
520 * version 3.2.2 released
523 * fixed bug with redrawing screen in fullscreen mode after quick tape
524 reloading when using the EMC game engine
525 * changed token names from "last_ce_[1-8]" to "prev_ce_[1-8]"
528 * fixed bug in GameWon() when level contains no exit (like in Sokoban)
531 * added engine snapshot functionality for instant tape reloading (this
532 only works for the last tape saved using "quick save", and does not
533 work across program restarts, because it completely works in memory)
536 * version number set to 3.2.2
539 * version 3.2.1 released
542 * fixed nasty bugs with handling error message file on Mac OS X systems
545 * general code cleanup (removing many annoying "#if 0" blocks etc.)
548 * fixed bug that caused broken tapes when manually appending to tapes
549 using the "pause before death" functionality, followed by recording
550 * added setup option to disable fading of screens for faster testing
553 * code cleanup of new fading functions
556 * changed behaviour after solved game -- do not immediately stop engine
557 * added some more smooth screen fadings (game start, hall of fame etc.)
560 * fixed bug with displaying pushed CE with value/score/delay anim_mode
563 * added configurable level preview position, tile size and dimensions
564 * added configurable game panel value positions (gems, time, score etc.)
567 * fixed small bug with time displayed incorrectly when collecting CEs
570 * fixed bug with bumpy scrolling with EM engine in double player mode
573 * added compatibility code to fix "Snake Bite" style levels that were
574 broken due to a bugfix regarding EL_SOKOBAN_FIELD_PLAYER in 3.2.0
577 * fixed bug with scrollbars inside editor when using the Windows mouse
578 enhancement tool "True X-Mouse" (which injects key events to the event
579 queue to insert selected stuff into the Windows clipboard, which gets
580 confused with the "Insert" key for jumping to the last editor cascade
581 block in the element list)
582 * added Rocks'n'Diamonds icon for use as window icon to SDL version
583 * added key shortcut "Alt + Enter" to toggle fullscreen mode at any time
586 * added selection of preferred fullscreen mode to setup / graphics menu
587 (useful if default mode 800 x 600 does not match screen aspect ratio)
590 * improved down-scaling of images for better editor and preview graphics
591 * changed user data directory for Mac OS X from Unix style to new place
594 * improved level number selection in main menu and player selection in
595 setup menu (input devices section) by using standard button gadgets
596 * added support for mouse scroll wheel (caused buggy behaviour before)
597 * added support for scrolling horizontal scrollbars with mouse wheel by
598 holding "Shift" key pressed while scrolling the wheel
599 * added support for single step mouse wheel scrolling by holding "Alt"
600 key pressed while scrolling the wheel (can be combined with "Shift")
601 * changed output file "stderr.txt" on Windows platform now always to be
602 created in the R'n'D sub-directory of the personal documents directory
603 * added Windows message box to direct to "stderr.txt" after error aborts
606 * improved general scrollbar handling (when jump-scrolling scrollbars)
609 * changed scrollbars to always show last line as first after scrolling
610 (that means jumping n - 1 screen lines instead of n screen lines)
613 * fixed level versions of EMC level loader (from V4 to V1, V2 and V3)
614 * fixed level time for EMC levels for V2 engine (V2 and V5 levels)
615 * fixed special handling of vertically stacked acid becoming fake acid
618 * fixed bug (very special case) with CE_SCORE_GETS_ZERO, which can
619 affect multiple instances of the same CE, although this kind of
620 change condition usually only affects one single custom element
623 * version number set to 3.2.1
626 * version 3.2.0 released
629 * reorganized level editor element list a bit to match engines better
632 * fixed newly introduced bug with wrongly initializing clipboard element
635 * fixed bug with displaying visible/invisible level border in editor
638 * reorganized some elements in the level editor element list
641 * fixed bug with displaying any player as "yellow" when moving into acid
642 * fixed bug with displaying running player when player stopped at border
645 * fixed bug with player exploding when moving into acid
646 * fixed bug with level settings being reset in editor and when playing
647 (some compatibility settings being set not only after level loading)
648 * fixed crash bug when number of custom graphic frames was set to zero
649 * fixed bug with teleporting player on walkable tile not working anymore
650 * added partial compatibility support for pre-release-only "CONF" chunk
651 (to make Alan Bond's "color cycle" demo work again :-) )
654 * fixed some bugs when displaying title screens from info screen menu
655 * fixed bug which caused EMC doors #5 to #8 to be passable without keys
658 * changed file major version to 3 to reflect level file format changes
659 * uploaded pre-release (test) version 3.2.0-8 binary and source code
662 * added new chunk "NAME" to level file format for level name settings
663 * added new chunk "NOTE" to level file format for envelope settings
664 * changed name of chunk "CONF" to "ELEM" (for normal element settings)
665 * updated magic(5) file to recognize changed and new level file chunks
666 * removed change events "change when CE value/score changes" as unneeded
669 * changed gravity (which only affects the player) from level property
670 to player property (only makes a difference in multi-player levels)
671 * added change events "change when CE value/score changes"
672 * added change events "change when CE value/score changes of <element>"
675 * added new chunk "INFO" to level file format for global level settings
676 * added all element settings from "HEAD" chunk to "CONF" chunk
677 * added all global level settings from "HEAD" chunk to "INFO" chunk
680 * changed level file format by adding two new chunks "CUSX" (for custom
681 elements, replacing the previous "CUS4" chunk) and "GRPX" (for group
682 elements, replacing the previous "GRP1" chunk); these new IFF style
683 chunks use the new and flexible "micro chunks inside chunks" technique
684 already used with the new "CONF" chunk (for normal element properties)
685 which makes it possible to easily extend the existing level format
686 (instead of using fixed-length chunks like before, which are either
687 too big due to reserved bytes for future use, or too small when those
688 reserved bytes have all been used and even more data should be stored,
689 requiring the replacement by new and larger chunks just like it went
690 with "CUS1" to "CUS4"); this whole problem now does not exist anymore
693 * added credits pages to the "credits" section that were really missing
694 * added some missing element descriptions to the level editor
695 * added down position of switchgate switch to the level editor
696 and allowed the use of both switch positions at the same time
697 * changed use of "Insert" and "Delete" keys to navigate element list in
698 level editor to start of previous or next cascading block of elements
701 * added the possibility to view the title screen to the info screen menu
702 * fixed some minor bugs with viewing title screens
705 * fixed bug with title (cross)fading in/out when using fullscreen mode
708 * fixed bug that forced re-defining of menu settings in local graphics
709 config file which are already defined in existing base config file
710 * fixed small bug that caused door sounds playing when music is enabled
713 * added the possibility to define up to five title screens for each
714 level set that are displayed after loading using (cross)fading in/out
715 (this was added to display the various start images of the EMC sets)
718 * added "CE score gets zero [of]" to custom element trigger conditions
719 * added setup option to display element token name in level editor
722 * added compatibility code for Juergen Bonhagen's menu artwork settings
725 * fixed bug with displaying wrong animation frame 0 after CE changes
726 * fixed bug with creating invisible elements when light switch is on
729 * added selection between ECS and AGA graphics for EMC levels to setup
732 * adjusted font handling for various narrow EMC style fonts
735 * changed EM engine behaviour back to re-allow initial rolling springs
738 * fixed handling of over-large selectboxes (less error-prone now)
739 * fixed bug when creating GE with walkable element under the player
742 * added use of "Insert" and "Delete" keys to navigate element list in
743 level editor to start of custom elements or start of group elements
744 * added virtual elements to access CE value and CE score of elements:
745 - "CE value of triggering element"
746 - "CE score of triggering element"
747 - "CE value of current element"
748 - "CE score of current element"
751 * fixed "grass" to "sand" in older EM levels (up to file version V4)
754 * changed behaviour of network games with internal errors (because of
755 different client frame counters) from immediately terminating R'n'D
756 to displaying an error message requester and stopping only the game
757 (also to prevent impression of crashes under non command-line runs)
758 * fixed playing network games with the EMC engine (did not work before)
759 * fixed bug with not scrolling the screen in multi-player mode with the
760 focus on player 1 when all players are moving in different directions
761 * fixed bug with keeping pointer to gadget even after its deallocation
762 * fixed bug with allowing "focus on all players" in network games
763 * fixed bug with player focus when playing tapes from network games
766 * uploaded pre-release (test) version 3.2.0-7 binary and source code
769 * code cleanup for game action control for R'n'D and EMC game engine
772 * fixed bug in multi-player movement with focus on both players
773 * added option to control only the focussed player with all input
776 * added player focus switching to level tape recording and re-playing
779 * fixed some bugs in player focus switching in EMC and RND game engine
782 * added special Supaplex animations for Murphy digging and snapping
783 * added special Supaplex animations for Murphy being bored and sleeping
786 * added four new yam yams with explicit start direction for EMC engine
787 * fixed bug in src/libgame/text.c with printing text outside the window
790 * fixed small bug in EMC level loader (copyright sign in EM II levels)
793 * added delayed ignition of EM style dynamite when used in R'n'D engine
794 * added limited movement range to EMC engine when focus on all players
797 * fixed bug with missing (zero) score values for native Supaplex levels
800 * added "continuous snapping" (snapping many elements while holding the
801 snap key pressed, without releasing the snap key after each element)
802 as a new player setting for more compatibility with the classic games
805 * finished scrolling for "focus on all players" in EMC graphics engine
808 * level sets with "levels: 0" are ignored for levels, but not artwork
809 * fixed bug when scanning empty level group directories (endless loop)
812 * fixed bug with explosion graphic for player using "Murphy" graphic
813 * fixed bug with explosion graphic if player leaves explosion in time
814 * changed some descriptive text in setup menu to use medium-width font
815 * added key shortcut settings for switching player focus to setup menu
818 * fixed bug with random value initialization when recording tapes
819 * fixed bug with playing single player tapes when team mode activated
822 * fixed little bug when trying to switch to player that does not exist
825 * added player switching (visual and quick) to R'n'D and EM game engine
826 * added setup option to select visual or quick in-game player switching
829 * added use of "Home" and "End" keys to handle element list in editor
832 * fixed bug with adding score when playing tape with EMC game engine
833 * added steel wall border for levels using EMC engine without border
834 * finally fixed delayed scrolling in EMC engine also for small levels
837 * fixed potential crash bug in WarnBuggyBase() (missing boundary check)
840 * fixed bug with CE change order in TestIfElementTouchesCustomElement()
841 * fixed bug when displaying info element without action, but direction
844 * fixed minor graphical problems with springs smashing and slurping
845 (when using R'n'D style graphics instead of EMC style graphics)
848 * added scroll delay (as configured in setup) to EMC graphics engine
851 * improved screen redraw for EMC graphics engine (faster and smoother)
852 * when not scrolling, do not redraw the whole playfield if not needed
855 * added multi-player mode for EMC game engine (with up to four players)
858 * added android (can clone elements) from EMC engine to R'n'D engine
861 * added spring bumper (reflects spring) from EMC engine to R'n'D engine
864 * added selectbox for initial player speed to player settings in editor
867 * version 3.1.2 created that is basically version 3.1.1, but with a
868 major bug fixed that prevented editing your own private levels
869 * version 3.1.2 released
872 * added magic ball (creates elements) from EMC engine to R'n'D engine
875 * uploaded fixed pre-release version 3.2.0-6 binary and source code
878 * fixed bug when using "CE can leave behind <trigger element>"
879 * added new change condition "(after/when) creation of <element>"
880 * added new change condition "(after/when) digging <element>"
881 * fixed bug accessing invalid gadget that caused crashes under Windows
882 * deactivated new possibility for multiple CE changes per frame
885 * uploaded pre-release (test) version 3.2.0-6 binary and source code
888 * added animation types "ce_value" and "ce_score" to graphicsinfo.conf
889 * fixed bug with not keeping CE value for moving CEs with only action
890 * changed CE action selectboxes in editor to be only reset when needed
893 * added option "use artwork from element" for custom player artwork
894 * added option "use explosion from element" for player explosions
897 * added cascaded element lists in the level editor
898 * added persistence for cascaded element lists by "editorcascade.conf"
899 * added dynamic element list with all elements used in current level
900 * added possibility for multiple CE changes per frame (experimental)
903 * uploaded pre-release (test) version 3.2.0-5 binary and source code
906 * changed "score for each 10 seconds/steps left" to "1 second/step"
907 * added own score for collecting "extra time" instead of sharing it
908 * added change events "switched by player" and "player switches <e>"
909 * added change events "snapped by player" and "player snaps <e>"
910 * added "set player artwork: <element choice>" to CE action options
911 * added change event "move of <element>"
914 * added "set player shield: off / normal / deadly" to CE action options
915 * added new player option "use level start element" in level editor
916 to set the correct focus at level start to elements from which the
917 player is created later (this did not work before for cascaded CE
918 changes resulting in creation of the player; it is now also possible
919 to create the player from a yam yam which is smashed at level start)
922 * added "set player speed: frozen (not moving)" to CE action options
923 * added "move player: l/r/u/d/trigger/-trigger" to CE action options
926 * added new player option "block snap field" (enabled by default) to
927 make it possible to show a snapping animation like in Emerald Mine
930 * added dynamic selectboxes to custom element action settings in editor
931 * added "CE value" counter for custom elements (instead of "CE count")
932 * added option to use the last "CE value" after custom element change
933 * added option to use the "CE value" of other elements in CE actions
934 * fixed odd behaviour when pressing time orb in levels w/o time limit
935 * added checkbox "use time orb bug" for older levels that use this bug
938 * added missing configuration settings for the following elements:
939 - EL_TIMEGATE_SWITCH (time of open time gate)
940 - EL_LIGHT_SWITCH_ACTIVE (time of light switched on)
941 - EL_SHIELD_NORMAL (time of shield duration)
942 - EL_SHIELD_DEADLY (time of shield duration)
943 - EL_EXTRA_TIME (time added to level time)
944 - EL_TIME_ORB_FULL (time added to level time)
947 * added "wind direction" as a movement pattern for custom elements
948 * added initial wind direction for balloon / custom elements to editor
949 * added functionality for EL_BALLOON_SWITCH_NONE to R'n'D game engine
952 * added parameters for "game of life" and "biomaze" elements to editor
955 * added level file chunk "CONF" for generic level and element settings
958 * uploaded pre-release (test) version 3.2.0-4 binary and source code
961 * skip empty level sets (with "levels: 0"; may be artwork base sets)
962 * added sound action ".page[1]" to ".page[32]" for each CE change page
965 * added image config suffix ".clone_from" to copy whole image settings
966 * fixed bug with invalid ("undefined") CE settings in old level files
969 * fixed graphical bug with smashing elements falling faster than player
972 * fixed major bug which prevented private levels from being edited
973 * fixed bug with precedence of general and special font definitions
976 * fixed graphical bug with player animation when player moves slowly
979 * uploaded pre-release (test) version 3.2.0-3 binary and source code
982 * fixed bug which prevented "global.num_toons: 0" from working
985 * major code cleanup (removed all these annoying "#if 0" blocks)
988 * added custom element actions for CE change page in level editor
991 * fixed music initialization bug in init.c (thanks to David Binderman)
992 * fixed mouse wheel "button" bug in editor (thanks to Tomi Belan)
993 (this bug must probably be fixed at other places, too)
996 * fixed buggy '#include "SDL.h"' statements in src/libgame/sdl.h
997 (should be '#include <SDL.h>' instead)
1000 * fixed bug which prevented "walkable from no direction" from working
1001 (due to compatibility code overwriting this setting after loading)
1004 * fixed bug on Mac OS X (use of reserved name "Random") in EM engine
1007 * version number temporarily set to 3.1.1 (intermediate bugfix release)
1008 * version 3.1.1 released
1011 * changed some va_arg() arguments from 'long' to 'int', fixing problems
1012 on 64-bit architecture systems with LP64 data model
1015 * fixed bug with bombs not exploding when hitting the last level line
1016 (introduced after the release of 3.1.0)
1019 * added support for dumping small-sized level sketches from editor
1022 * added recognition of "trigger element" for "change digged element to"
1023 (this is not really what the "trigger element" was made for, but its
1024 use may seem obvious for leaving back digged elements unchanged)
1027 * fixed multiple warnings about failed joystick device initialization
1030 * fixed bug with dynamite dropped on top of just dropped custom element
1031 (collect dynamite, collect CE, drop CE => dynamite was also dropped);
1032 dynamite can still be dropped, but drop key must be released before
1035 * fixed bug with wrong start directory when started from file browser
1036 (due to this bug, R'n'D could not be started from KDE's Konqueror)
1039 * fixed bug causing "change when impact" on player not working
1040 * fixed wrong priority of "hitting something" over "hitting <element>"
1041 * fixed wrong priority of "hit by something" over "hit by <element>"
1044 * fixed graphical bug which caused the player (being Murphy) to show
1045 collecting animations although the element was collected by penguin
1048 * fixed two bugs causing wrong door background graphics in system.c
1049 (in functions "SetBackgroundBitmap()" and "DrawingOnBackground()")
1052 * fixed graphic bug with exploding bomb and R'n'D graphics in EM engine
1053 * added "no direction" to "walkable/passable from" selectbox options
1056 * enhanced tape autoplay to accept "autoplay <set> [<nr> ...]" format
1057 * in tape autoplay, not only report broken, but also missing tapes
1060 * uploaded pre-release (test) version 3.2.0-2 binary and source code
1063 * fixed small bug with "linear" animation not working for active lamp
1066 * fixed bug with moving up despite gravity due to "block last field"
1067 * fixed small bug with wrong draw offset when typing name in main menu
1068 * when reading user names from "passwd", ignore data after first comma
1069 * when creating new "levelinfo.conf", only write some selected entries
1072 * fixed displaying "imported from/by" on preview with empty string
1073 * fixed ignoring draw offset for fonts used for level preview texts
1076 * fixed a delay problem with SDL and too many mouse motion events
1077 * added setup option "skip levels" and level skipping functionality
1080 * added move speed "not moving" for non-moving CEs, but with direction
1083 * fixed mapping of obsolete element token names in "editorsetup.conf"
1084 * fixed bug with sound "acid.splashing" treated as a loop sound
1085 * fixed some little sound bugs in native EM engine
1088 * fixed small bug when dragging scrollbars to end positions
1091 * added editor element descriptions written by Aaron Davidson
1094 * improved fallback handling when configured artwork is not available
1095 (now using default artwork instead of exiting when files not found)
1098 * fixed bug on level selection screen when dragging scrollbar
1101 * fixed bug which caused broken tapes when appending to EM engine tapes
1104 * uploaded pre-release (test) version 3.2.0-1 binary and source code
1107 * added code to replace changed artwork config tokens with other tokens
1108 (needed for backwards compatibility, so that older tokens still work)
1111 * added native R'n'D graphics for some new EMC elements in EM engine
1114 * fixed some bugs in the EM engine integration code
1115 * changed EM engine code to allow diagonal movement
1116 * changed EM engine code to allow use of separate snap and drop keys
1119 * fixed some redraw bugs when using EM engine
1122 * fixed bug with not converting RND levels which are set to use native
1123 engine to native level structure when loading
1126 * uploaded pre-release (test) version 3.2.0-0 binary and source code
1129 * version number set to 3.2.0
1132 * level data now reset to defaults after attempt to load invalid file
1135 * added use of "editorsetup.conf" for different level sets
1138 * added auto-detection for various types of Emerald Mine level files
1141 * fixed bug with scrollbars getting too small when list is very large
1144 * fixed bug with 3+3 (cross) sized explosion not making explosion sound
1147 * added most level editor configuration gadgets for new EMC elements
1150 * added more element and graphic definitions for new EMC elements
1153 * modified native EM engine to use integrated R'n'D sound system
1156 * added SDL support to graphics functions in native EM engine
1157 (by always using generic libgame interface functions)
1160 * fixed bug in frame synchronization in native EM engine
1163 * added code to convert levels between R'n'D and native EM engine
1166 * new Emerald Mine engine can now play levels selected in main menu
1169 * fixed big memory leak in function "CreateBitmapWithSmallBitmaps()"
1170 (which creates scaled down graphics for level editor and preview);
1171 there's still a memory leak somewhere in the artwork handling code
1172 * added "scale image up" functionality to X11 version of zoom function
1175 * first attempts to integrate new, native Emerald Mine Club engine
1178 * fixed bug in gadget code which caused reset of CEs in level editor
1179 (example: pressing 'b' [grab brush] on CE config page erased values)
1180 (solution: check if gadgets in ClickOnGadget() are really mapped)
1181 * improved level change detection in editor (settings now also checked)
1182 * fixed bug with "can move into acid" and "don't collide with" state
1185 * fixed maze runner style CEs to use the configured move delay value
1188 * added Aaron Davidson's tutorial level set to the "Tutorials" section
1191 * fixed engine change that broke 3.0.8 levels like "Walpurgis Gardens"
1192 * fixed the above fix because it broke level set "machine" (*sigh*)
1193 * fixed random element placement in level editor to work as expected
1194 * fixed undefined graphic of runtime element "EL_AMOEBA_TO_DIAMOND"
1197 * re-recorded tape for BD2K3, level 010 (broken due to bugfix)
1200 * fixed bug (missing array boundary check) which caused broken tapes
1201 * fixed bug (when loading level template) which caused broken levels
1202 * fixed bug with new block last field code when using non-yellow player
1205 * fixed bug when pressing "stop, pause, stop, play" on tape recorder
1206 * internal change of how the player blocks the last field when moving
1207 * fixed blocking delay of last field for EM and SP style block delay
1208 * fixed bug where the player had to wait for the usual move delay after
1209 unsuccessfully trying to move, when he directly could move after that
1210 * the last two changes should make original Supaplex level 93 solvable
1211 * improved use of random number generator to make it less predictable
1212 * fixed behaviour of slippery SP elements to let slip left, then right
1215 * fixed bug with wrong door state after trying to quickload empty tape
1216 * fixed waste of static memory usage of the binary, making it smaller
1217 * fixed very little graphical bug in Supaplex explosion
1220 * version number set to 3.1.1
1223 * version 3.1.0 released
1226 * fixed bug with crash when writing user levelinfo.conf the first time
1229 * added option "convert LEVELDIR [NR]" to command line batch commands
1230 * re-converted Supaplex levels to apply latest engine fixes
1231 * changed "use graphic/sound of element" to "use graphic of element"
1232 due to compatibility problems with some levels ("bug machine" etc.)
1235 * fixed bug with CE change replacing player with same or other player
1238 * fixed bug with opaque font in envelope with background graphic when
1239 background graphic is not transparent itself
1242 * added "gravity on" and "gravity off" ports for Supaplex compatibility
1243 * corrected original Supaplex level loading code to use these new ports
1244 * also corrected Supaplex loader to auto-count infotrons if set to zero
1247 * fixed bug with missing initialization of "modified" flag for GEs
1250 * fixed bug that caused endless recursion loop when relocating player
1251 * fixed tape recorder bug in "step mode" when using "pause before end"
1252 * fixed tape recorder bug when changing from "warp forward" mode
1255 * fixed bug with "when touching" for pushed elements at last position
1258 * fixed bug that caused two activated toolbox buttons in level editor
1259 * fixed bug with exploding dynabomb under player due to other explosion
1262 * fixed bug with creating walkable custom element under player (again)
1263 * fixed bug with not copying explosion type when copying CEs in editor
1264 * fixed graphical bug when drawing player in setup menu (input devices)
1265 * fixed graphical bug when the player is pushing an accessible element
1266 * fixed bug with classic switchable elements triggering CE changes
1267 * fixed bug with entering/leaving walkable element in RelocatePlayer()
1268 * fixed crash bug when CE leaves behind the trigger player element
1271 * fixed bug with broken tubes after placing/exploding dynamite in them
1272 * fixed bug with exploding dynamite under player due to other explosion
1273 * fixed bug with not resetting push delay under certain circumstances
1276 * added option "handicap" for "levelinfo.conf" (thanks to Niko Böhm)
1277 * added network multiplayer code for Windows (thanks to Niko Böhm)
1280 * added option "reachable despite gravity" for gravity movement
1281 * changed gravity movement of most classic walkable and passable
1282 elements back to "not reachable" (for compatibility reasons)
1285 * fixed (removed) "indestructible" / "can explode" dependency in editor
1286 * fixed (removed) "accessible inside" / "protected" dependency
1287 * fixed (removed) "step mode" / "shield time" dependency
1290 * fixed dynabombs exploding now into anything diggable
1291 * fixed Supaplex style gravity movement into buggy base now impossible
1292 * added pressing key "space" as valid action to select menu options
1295 * added "replace when walkable" to relocate player to walkable element
1296 * added "enter"/"leave" event for elements affected by relocation
1297 * fixed "direct"/"indirect" change order also for "when change" event
1298 * fixed graphical bug when pushing things from elements walkable inside
1301 * fixed graphic bug when player is snapping while moving in old levels
1302 * fixed bug when a moving custom element leaves a player element behind
1303 * fixed bug with mole not disappearing when moving into acid pool
1304 * fixed bug with incomplete path setting when using "--basepath" option
1305 * moving CE can now leave walkable elements behind under the player
1306 * when relocating, player can be set on walkable element now
1307 * fixed another gravity movement bug
1310 * uploaded pre-release (test) version 3.1.0-2 binary and source code
1313 * added "collectible" and "removable" to extended replacement types
1314 (where "removable" replaces "diggable" and "collectible" elements)
1315 * added "collectible & throwable" (to throw element to the next field)
1316 * fixed bug with CEs digging elements that are just about to explode
1317 * changed mouse cursor now always being visible when game is paused
1320 * added possibility to push/press accessible elements from a side that
1322 * fixed bug with not setting actual date when appending to tape
1325 * fixed bug with incorrectly initialized custom element editor graphics
1328 * corrected set "Contributions_1995-2000/rnd_kjell_kristiansson":
1329 - number of levels corrected from 18 to 17 in "levelinfo.conf"
1332 * fixed bug with destroyed robot wheel still attracting robots forever
1333 * fixed bug with time gate switch deactivating after robot wheel time
1334 (while the time gate itself is not affected by this misbehaviour)
1335 * changed behaviour of BD style amoeba to always get blocked by player
1336 (before it was different when there were non-BD elements in level)
1337 * fixed bug with player destroying indestructable elements with shield
1340 * added option to make growing elements grow into anything diggable
1341 (for the various amoeba types, biomaze and "game of life")
1344 * fixed bug with movable elements not moving after left behind by CEs
1345 * changed gravity movement to anything diggable, not only sand/base
1346 * optionally allowing passing to walkable element, not only empty space
1347 * added option "can pass to walkable element" for players
1348 * finally fixed gravity movement (hopefully)
1351 * fixed bug with movable elements not moving anymore after falling down
1354 * fixed another bug with custom elements digging and leaving elements
1355 * fixed bug with "along left/right side" and automatic start direction
1356 * trigger elements now also displayed when "more custom" deactivated
1357 * fixed bug with clipboard element initialized when loading new level
1358 * added option "drop delay" to set delay before dropping next element
1361 * uploaded pre-release (test) version 3.1.0-1 binary and source code
1364 * added copy and paste functions for custom change pages
1365 * enhanced graphical display and functionality of tape recorder
1366 * fixed bug with custom elements digging and leaving elements
1369 * added move speed faster than "very fast" for custom elements
1370 * fixed bug with 3+3 style explosions and missing border content
1371 * fixed little bug when copying custom elements in the editor
1372 * enhanced custom element changes by more side trigger actions
1375 * added option "no scrolling when relocating" for instant teleporting
1376 * uploaded pre-release (test) version 3.1.0-0 binary and source code
1379 * added trigger element and trigger player to use as target elements
1380 * added copy and paste functions for custom and group elements
1383 * fixed graphical bug when displaying explosion animations
1384 * fixed bug when appending to tapes, resulting in broken tapes
1385 * re-recorded a few tapes broken by fixing gravity checking bug
1388 * "can move into acid" property now for all elements independently
1389 * "can fall into acid" property for player stored in same bitfield now
1390 * added option for deadliness of Supaplex 'sniksnak' and 'electron'
1391 * version number set to 3.1.0 (finally!)
1394 * changed tape recording to only record input, not programmed actions
1397 * fixed totally broken (every 8th frame skipped) step-by-step recording
1398 * fixed bug with requester not displayed when quick-loading interrupted
1399 * added option "can fall into acid (with gravity)" for players
1400 * fixed bug with player not falling when snapping down with gravity
1403 * fixed bug which messed up key config when using keypad number keys
1406 * fixed bug which allowed moving upwards even when gravity was active
1407 * fixed bug with missing error handling when dumping levels or tapes
1410 * added different colored editor graphics for Supaplex gravity tubes
1413 * fixed bug that allowed solvable tapes for unsolvable levels
1416 * use unlimited number of droppable elements when "count" set to zero
1417 * added option to use step limit instead of time limit for level
1420 * added player and change page as trigger for custom element change
1423 * fixed bug with exploding amoeba (explosion 3x3 instead of 1x1)
1426 * fixed bug with dark yamyam changing to acid when moving over acid
1427 * fixed handling of levels with more than 999 seconds level time
1428 (example: level 76 of "Denmine")
1431 * "spring push bug" reintroduced as configurable element property
1432 * fixed bug with missing properties for "mole"
1433 * fixed bug that showed up when fixing the above "mole" properties bug
1434 * added option "can move into acid" for all movable elements
1435 * fixed graphical bug for elements moving into acid
1436 * changed event handling to handle all pending events before going on
1439 * fixed bug which caused all CE change pages to be ignored which had
1440 the same change event, but used a different element side
1441 (reported by Simon Forsberg)
1443 * fixed bug which caused elements that can move and fall and that are
1444 transported by a conveyor belt to continue moving into that direction
1445 after leaving the conveyor belt, regardless of their own movement
1446 type; only elements which can not move are transported now
1447 (reported by Simon Forsberg)
1449 * fixed bug which could cause an array overflow in RelocatePlayer()
1450 (reported by Niko Böhm)
1452 * changed Emerald Mine style "passable / over" elements to "protected"
1453 (fixing unsolvable level 10 of "Bondmine 9" with bug beside gate)
1455 * added new option to select from which side a "walkable/passable"
1456 element can be entered
1459 * added explosion and ignition delay for elements that can explode
1462 * fixed bug which caused player not being protected against enemies
1463 when a CE was "walkable / inside" and was not "indestructible"
1464 * added "walkable/passable" fields to be "protected/unprotected"
1465 against enemies, even if not accessible "inside" but "over/under"
1468 * corrected move pattern to 32 bit and initial move direction to 8 bit
1471 * added second custom element base configuration page
1474 * added some special EMC mappings to Emerald Mine level loader
1475 (also covering previously unknown element in level 0 of "Bondmine 8")
1478 * added option to block last field when player is moving (for Supaplex)
1479 * adjusted push delay of Supaplex elements
1480 * removed delays for envelopes etc. when replaying with maximum speed
1481 * fixed bug when dropping element on a field that just changed to empty
1484 * fixed bug: infotrons can now smash yellow disks
1485 * fixed bug: when gravity active, port above player can now be entered
1486 * removed "one white dot" mouse pointer which irritated some people
1489 * added "choice type" for group element selection
1492 * fixed bug with initial invulnerability of non-yellow player
1495 * added level loader for loading native Supaplex packed levels
1496 (including multi-part levels like the "splvls99" levels)
1499 * fixed bug which allowed creating emeralds by escaping explosions
1502 * custom elements can change (limited) or leave (unlimited) elements
1503 * finally added multiple matches using group elements
1504 * added shortcut to dump brush (type ":DB" in editor) for use in forum
1507 * added new start movement type "previous" for continued CE movement
1508 * added new start movement type "random" for random CE movement start
1511 * added new element "sokoban_field_player" needed for Sokoban levels
1512 (thanks to Ed Booker for pointing this out!)
1515 * added elements that can be digged or left behind by custom elements
1518 * added group elements for multiple matches and random element creation
1521 * fixed some graphical errors displayed in old levels
1524 * fixed wrong double speed movement after passing closing gates
1527 * added level loader for loading native Emerald Mine levels
1530 * changes for "shooting" style CE movement
1533 * Happy New Year! ;-)
1536 * changed default snap/drop keys from left/right Shift to Control keys
1539 * fixed bug with dead player getting reanimated from custom element
1542 * fixed bug with wrong penguin graphics (when entering exit)
1545 * fixed bug with wrong "Murphy" graphics (when digging etc.)
1548 * version number set to 3.0.9
1551 * version 3.0.8 released
1554 * added function checked_free()
1557 * fixed bug with double nut cracking sound
1558 (by eliminating "default element action sound" assignment in init.c)
1561 * fixed crash when no music info files are available
1564 * fixed boring and sleeping sounds
1567 * added "maze runner" and "maze hunter" movement types
1568 * added extended collision conditions for custom elements
1571 * added warnings for undefined token values in artwork config files
1574 * added menu entry for level set information to the info screen
1577 * fixed bug with wrong default impact sound for colored emeralds
1580 * added several sub-screens for the info screen
1581 * menu text now also clickable (not only blue/red sphere left of it)
1584 * added configurable "bored" and "sleeping" animations for the player
1585 * added "awakening" sound for player when waking up after sleeping
1588 * added "copy" and "exchange" functions for custom elements to editor
1591 * added configurable element animations for info screen
1594 * added configurable music credits for info screen
1597 * finally fixed tape recording when player is created from CE change
1600 * added "editorsetup.conf" for editor element list configuration
1603 * added "musicinfo.conf" for menu and level music configuration
1606 * fixed a very nasty bug in dragon turning code in TurnRoundExt()
1607 (that only showed up on Linux, but not on Windows systems)
1610 * fixed turning movement of butterflies and fireflies (no frame reset)
1611 * enhanced sniksnak turning movement (two steps instead of only one)
1614 * version number set to 3.0.8
1617 * version 3.0.7 released
1620 * fixed reset of player animation frame when, for example,
1621 walking, digging or collecting share the same animation
1622 * fixed CE with "deadly when touching" exploding when touching amoeba
1625 * fixed tape recording when player is created from CE element change
1628 * introduced "turning..." action graphic for elements with move delay
1629 (non-CE: bug, spaceship, sniksnak, mole, pacman, yamyam)
1630 * added turning animations for bug, spaceship and sniksnak
1633 * prevent "extended" changed elements from delay change in same frame
1636 * fixed bug when pushing element that can move away to the side
1637 (like pushing falling elements, but now with moving elements)
1640 * finally fixed serious bug in code for delayed element pushing (again)
1643 * unavailable setup options now marked as "n/a" instead of "off"
1644 * new boolean directive "latest_engine" for "levelinfo.conf": when set
1645 to "true", levels are always played with the latest game engine,
1646 which is desired for levels that are imported from other games; all
1647 other levels are played with the engine version stored in level file
1648 (which is normally the engine version the level was created with)
1651 * fixed serious bug in code for delayed element pushing
1652 * fixed little bug in animation frame selection for pushed elements
1653 * speed-up of reading config file for verbose output
1656 * added configuration option for opening and closing Supaplex exit
1657 * added configuration option for moving up/down animation for Murphy
1658 * fixed incorrectly displayed animation for attacking dragon
1659 * fixed bug with not setting initial gravity for each new game
1660 * fixed bug with teleportation of player by custom element change
1661 * fixed bug with player not getting smashed by rock sometimes
1664 * version number set to 3.0.7
1667 * version 3.0.6 released
1670 * added support for MP3 music for SDL version through SMPEG library
1673 * fixed bug when initializing font graphic structure
1674 * fixed bug with animation mode "pingpong" when using only 1 frame
1675 * fixed bug with extended change target introduced in 3.0.5
1676 * fixed bug where passing over moving element doubles player speed
1677 * fixed bug with elements continuing to move into push direction
1678 * fixed bug with duplicated player when dropping bomb with shield on
1679 * added "switching" event for custom elements ("pressing" only once)
1680 * fixed switching bug (resetting flag when not switching but not idle)
1683 * fixed element tokens for certain file elements with ".active" etc.
1686 * version number set to 3.0.6
1689 * version 3.0.5 released
1692 * now four envelope elements available
1693 * font, background, animation and sound for envelope now configurable
1694 * main menu doors opening/closing animation type now configurable
1697 * active/inactive sides configurable for custom element changes
1698 * new movement type "move when pushed" available for custom elements
1701 * fixed bug in multiple config pages loader code that caused crashes
1704 * enhanced (remaining low-resolution) Supaplex graphics
1707 * version number set to 3.0.5
1710 * version 3.0.4 released
1712 2003-09-12 src/tools.c
1713 * fixed bug in custom definition of crumbled element graphics
1715 2003-09-11 src/files.c
1716 * fixed bug in multiple config pages code that caused crashes
1719 * version number set to 3.0.4
1722 * version 3.0.3 released
1725 * added music to Supaplex classic level set
1727 2003-09-07 src/libgame/misc.c
1728 * added support for loading various music formats through SDL_mixer
1730 2003-09-06 (various source files)
1731 * fixed several nasty bugs that may have caused crashes on some systems
1732 * added envelope content which gets displayed when collecting envelope
1733 * added multiple change event pages for custom elements
1735 2003-08-24 src/game.c
1736 * fixed problem with player animation when snapping and moving
1738 2003-08-23 src/screens.c, src/cartoons.c, src/libgame/toons.c
1739 * fixed problem with flickering when drawing toon animations
1741 2003-08-23 src/libgame/sdl.c
1742 * fixed problem with setting mouse cursor in SDL version in fullscreen
1744 2003-08-23 src/game.c
1745 * fixed bug (missing array boundary check) which could crash the game
1748 * version number set to 3.0.3
1751 * version 3.0.2 released
1753 2003-08-21 src/game.c
1754 * fixed bug with creating inaccessible elements at player position
1756 2003-08-20 src/init.c
1757 * fixed bug with not finding current level artwork directory
1759 2003-08-20 src/files.c
1760 * fixed bug with choosing wrong engine version when playing tapes
1761 * fixed bug with messing up custom element properties in 3.0.0 levels
1764 * version number set to 3.0.2
1767 * version 3.0.1 released
1769 2003-08-17 (no source files affected)
1770 * changed all "classic" PCX image files with 16 colors or less to
1771 256 color (8 bit) storage format, because the Allegro game library
1772 cannot handle PCX files with less than 256 colors (contributed
1773 graphics are not affected and might look wrong in the DOS version)
1775 2003-08-16 src/init.c
1776 * fixed bug which (for example) crashed the level editor when defining
1777 "dynamite.EDITOR: [NONE]", because graphics may not be undefined
1778 (only set to default) -- invalid graphics now set to default graphic
1780 2003-08-16 src/init.c
1781 * fixed graphical bug of player digging/collecting/snapping element
1782 when no corresponding graphic/animation is defined for this action,
1783 resulting in player being drawn as EL_EMPTY (which should only be
1784 done to elements being collected, but not to the player)
1786 2003-08-16 src/game.c
1787 * fixed small graphical bug of player not totally moving into exit
1789 2003-08-16 src/libgame/setup.c
1790 * fixed bug with wrong MS-DOS 8.3 filename conversion
1792 2003-08-16 src/tools.c
1793 * fixed bug with invisible mouse cursor when pressing ESC while playing
1795 2003-08-16 (various source files)
1796 * added another 128 custom elements (disabled in editor by default)
1798 2003-08-16 src/editor.c
1799 * fixed NULL string bug causing Solaris to crash in sprintf()
1801 2003-08-16 src/screen.c
1802 * fixed drawing over scrollbar on level selection with custom fonts
1804 2003-08-15 src/game.c
1805 * cleanup of simple sounds / loop sounds / music settings
1807 2003-08-08 (various source files)
1808 * added custom element property for dropping collected elements
1810 2003-08-08 src/conf_gfx.c
1811 * fixed bug with missing graphic for active red disk bomb
1813 2003-08-07 src/files.c, src/editor.c src/game.c, src/main.h
1814 * extended variable "level.gravity" to "level.initial_gravity" and
1815 "game.current_gravity" to prevent level setting from being changed
1816 by playing the level (keeping the runtime value after playing)
1818 * fixed graphics bug when digging element that has 'crumbled' graphic
1819 definition, but not 'diggable' graphic definition
1822 * version number set to 3.0.1
1825 * version 3.0.0 released
1828 * various bug fixes; among others:
1829 - fixed bug with pushing spring over empty space
1830 - fixed bug with leaving tube while placing dynamite
1831 - fixed bug with explosion of smashed penguins
1832 - allow Murphy player graphic in levels with non-Supaplex elements
1836 * I have forgotten to document changes for some time
1839 * pre-release version 2.2.0rc1 released
1842 * version number set to 2.1.2
1845 * version 2.1.1 released
1848 * version number set to 2.1.1
1851 * version 2.1.0 released
1854 * version number set to 2.1.0
1856 2002-04-03 to 2002-05-19 (various source files)
1857 * graphics, sounds and music now fully configurable
1858 * bug fixed that prevented walking through tubes when gravity on
1860 2002-04-02 src/events.c, src/editor.c
1861 * Make Escape key less aggressive when playing or when editing level.
1862 This can be configured as an option in the setup menu. (Default is
1863 "less aggressive" which means "ask user if something can be lost"
1864 when pressing the Escape key.)
1866 2002-04-02 src/screen.c
1867 * Added "graphics setup" screen.
1869 2002-04-01 src/screen.c
1870 * Changed "choose level" setup screen stuff to be more generic (to
1871 make it easier to add more "choose from generic tree" setup screens).
1873 2002-04-01 src/config.c, src/timestamp.h
1874 * Added source files "src/config.[ch]" and "src/timestamp.h" (which
1875 automatically gets created by "src/Makefile" and contains an actual
1876 compile-time timestamp to identify development versions of the game).
1878 2002-03-31 src/tape.c, src/events.c
1879 * Added quick game/tape save/load functions to tape stuff which can be
1880 invoked by a keyboard shortcut. Default: "F1" saves game/tape, "F2"
1881 loads previously recorded tape and directly goes into recording mode
1882 from the end of the tape (therefore appending to the tape).
1884 2002-03-31 src/tape.c
1885 * Added "index mark" function to tape recorder. When playing or
1886 recording, "eject" button changes to "index" button. Setting index
1887 mark is not yet implemented, but pressing index button when playing
1888 allows very quick advancing to end of tape (when normal playing),
1889 very fast forward mode (when playing with normal fast forward) or
1890 very fast reaching of "pause before end of tape" (when playing with
1891 "pause before end" playing mode).
1893 2002-03-30 src/cartoons.c
1894 * Moved some stuff from cartoons.c to the new "src/libgame/toons.c".
1896 2002-03-29 src/screen.c
1897 * Changed setup screen stuff to be more generic (to make it easier
1898 to add more setup screens).
1900 2002-03-23 src/main.c, src/main.h
1901 * Various changes due to the introduction of the new libgame files
1902 "setup.c" and "joystick.c".
1904 2002-03-23 src/files.c
1905 * Generic parts of "src/files.c" (mainly setup and level directory
1906 stuff) moved to new libgame file "src/libgame/setup.c".
1908 2002-03-23 src/joystick.c
1909 * File "src/joystick.c" moved to libgame source tree, with
1910 correspondig changes.
1912 2002-03-22 src/screens.c
1913 * "HandleChooseLevel()": Another bug in level series navigation fixed.
1914 (Wrong level series information displayed when entering main group.)
1916 2002-03-22 src/editor.c
1917 * Slight change to support new gadget event "GD_EVENT_INFO_LEAVING".
1919 2002-03-22 src/editor.c
1920 * Changed behaviour of "Escape" key in level editor to be more
1921 intuitive: When in "Element Properties" or "Level Info" mode,
1922 return to "Drawing Mode" instead of leaving the level editor.
1924 2002-03-21 src/game.c, src/editor.c, src/files.c
1925 * 2.0.1 introduced the corrected "Emerald Mine" style behaviour of
1926 gems (emeralds, diamonds, ...) slipping down from normal wall,
1927 steel wall and growing wall (as in E.M.C. style levels). Although
1928 the behaviour of contributed and private levels wasn't changed (due
1929 to the use of "level.game_version"; see previous entry), editing
1930 those levels will (of course) change the behaviour accordingly.
1932 This change seems a bit too hard after thinking about it, because
1933 the EM style behaviour is not the "expected" behaviour (gems would
1934 normally only slip down from "rounded" walls). Therefore this was
1935 now changed to an element property for gem style elements, with the
1936 default setting "off" (which means: no special EM style behaviour).
1937 To fix older converted levels, this flag is set to "on" for pre-2.0
1938 levels that are neither contributed nor private levels.
1940 2002-03-20 src/files.h
1941 * Corrected settings for "level.game_version" depending of level type.
1942 (Contributed and private levels always get played with game engine
1943 version they were created with, while converted levels always get
1944 played with the most recent version of the game engine, to let new
1945 corrections of the emulation behaviour take effect.)
1947 2002-03-20 src/main.h
1948 * Added "#include <time.h>". This seems to be needed by "tape.c" for
1949 compiling the SDL version on some systems.
1950 Thanks to the several people who pointed this out.
1953 * Version number set to 2.0.2.
1956 * Version 2.0.1 released.
1958 2002-03-18 src/screens.c
1959 * "HandleChooseLevel()": Small bug in level series navigation fixed.
1961 2002-03-18 src/files.c [src/libgame/misc.c]
1962 * Moved some common functions from src/files.c to src/libgame/misc.c.
1964 2002-03-18 src/files.c [src/libgame/misc.c]
1965 * Changed permissions for new directories and saved files (especially
1966 score files) according to suggestions of Debian users and mantainers.
1967 Thanks to Drew Parsons <dparsons@emerall.com> for the patch.
1969 2002-03-17 src/files.c
1970 * Changed "{Load|Save}{Level|Tape}()" to IFF style file format:
1971 Replaced "cookie" header string ("ROCKSNDIAMONDS_...\n") with
1972 real IFF style header "RND1....XXXX" (where "XXXX" is "CAVE"
1973 for levels and "TAPE" for tapes). Old "cookie" style format is
1974 still supported for reading. New level and tape files are written
1977 * New IFF chunk "VERS" contains version numbers for file and game
1978 (where "game version" is the version of the program that wrote the
1979 file, and "file version" is a version number to distinguish files
1980 with different format, for example after adding new features).
1982 2002-03-15 src/screen.c
1983 * "DrawHallOfFame()": "FadeSounds()" when entering the hall of fame.
1984 (Before, you heard a mixture of the in-game music and the
1985 hall-of-fame music.)
1987 2002-03-14 src/events.c
1988 * Function "DumpTape()" (files.c) now available by pressing 't' from
1989 main menu (when in DEBUG mode).
1991 2002-03-14 src/game.c
1992 * "GameWon()": When game was won playing a tape, now there is no delay
1993 raising the score and no corresponding sound is played.
1995 2002-03-14 src/files.c
1996 * Changed "LoadTape()" for real chunk support and also adjusted
1997 "SaveTape()" accordingly.
1999 2002-03-14 src/game.c, src/tape.c, src/files.c
2000 * Important changes to tape format: The old tape format stored all
2001 actions with a real effect with a corresponding delay between the
2002 stored actions. This had some major disadvantages (for example,
2003 push delays had to be ignored, pressing a button for some seconds
2004 mutated to several single button presses because of the non-action
2005 delays between two action frames etc.). The new tape format just
2006 stupidly records all device actions and replays them later. I really
2007 don't know why I haven't solved it that way before?! Old-style tapes
2008 (with tape file version less than 2.0) get converted to the new
2009 format on-the-fly when loading and can therefore still be played;
2010 only some minor parts of the old-style tape handling code was needed.
2011 (A perfect conversion is not possible, because there is information
2012 missing about the device actions between two action frames.)
2014 2002-03-14 src/files.c
2015 * New function "DumpTape()" to dump the contents of the current tape
2016 in a human readable format.
2018 2002-03-14 src/game.c
2019 * Small tape bug fixed: When automatically advancing to next level
2020 after a game was won, the tape from the previous level still was
2021 loaded as a tape for the new level.
2023 2002-03-14 src/tape.c
2024 * Small graphical bug fixed: When pressing ""Record" or "Play" on
2025 tape, cartoons did not get completely removed because
2026 StopAnimation() was not called.
2028 2002-03-13 src/files.c
2029 * Changed "LoadLevel()" and "SaveLevel()" to add new chunk "CNT2".
2030 Fixed bug of "CONT" and "BODY" (chunk size was set to 8-bit element
2031 size even when using 16-bit elements). Added new chunk "CNT2" for
2032 16-bit amoeba content (previously written in 8-bit field in "HEAD"
2033 chunk even when content was 16-bit element). "CNT2" should now be
2034 able to store content for arbitrary elements (up to eight blocks of
2035 3 x 3 element arrays). All "CNT2" elements will always be stored as
2036 16-bit elements. "CONT" (with 8/16-bit elements) now obsolete.
2038 2002-03-13 src/files.c
2039 * Changed "LoadLevel()" for real chunk support.
2041 2002-03-12 src/game.c
2042 * Fixed problem (introduced after 2.0.0 release) with penguins
2043 not getting killed by enemies
2045 2002-02-24 src/game.c, src/main.h
2046 * Added "player->is_moving"; now "player->last_move_dir" does
2047 not contain any information if the player is just moving at
2049 Before, "player->last_move_dir" was misused for this purpose
2050 for the robot stuff (robots don't kill players when they are
2051 moving). But setting "player->last_move_dir" to MV_NO_MOVING
2052 broke tapes when walking through pipes!
2053 ("IS_MOVING()" uses "MovPos[][]", but this fails when it is 0
2054 in a continuous movement. This fact is ignored for friends and