2 * added use of hashes created from static lists (element tokens, image
3 config, font tokens) to speed up lookup of configuration parameters
4 * fixed bug where element and graphic config token lookup was mixed up
7 * added "busy" animation when initializing program and loading artwork
8 * added initialization profiling for program startup (debugging only)
11 * fixed(?) very strange bug apparently triggered by memset() when code
12 was cross-compiled with MinGW cross-compiler for Windows XP platform
13 (this only happened when using SDL.dll also self-compiled with MinGW)
16 * added graphics engine directive "border.draw_masked_when_fading" that
17 enables/disables drawing of border mask over screen that is just faded
20 * fixed small problem with separate fading definition for game screen
23 * added additional configuration directives for setup screen draw offset
24 menu.draw_xoffset.SETUP[XXX] and menu.draw_yoffset.SETUP[XXX] with XXX
25 in GAME, EDITOR, GRAPHICS, SOUND, ARTWORK, INPUT, SHORTCUTS_1,
26 SHORTCUTS_2, CHOOSE_ARTWORK, CHOOSE_OTHER (where "CHOOSE_ARTWORK" is
27 used to define draw offset on custom artwork selection screens and
28 "CHOOSE_OTHER" is used on all other list style selection screens, like
29 choosing game speed or screen mode for fullscreen mode)
30 * added additional configuration directives to define main menu buttons:
31 - menu.button_name and menu.button_name.active
32 - menu.button_levels and menu.button_levels.active
33 - menu.button_scores and menu.button_scores.active
34 - menu.button_editor and menu.button_editor.active
35 - menu.button_info and menu.button_info.active
36 - menu.button_game and menu.button_game.active
37 - menu.button_setup and menu.button_setup.active
38 - menu.button_quit and menu.button_quit.active
39 * added eight pure decoration graphic definitions for the game panel
42 * added support for accessing native Diamond Caves II level packages
43 * fixed displaying of game panel values for Emerald Mine game engine
44 * fixed displaying end-of-level time and score values on new game panel
47 * added game panel control to display arbitrary elements on game panel
48 * added game panel control to display custom element score (globally
49 unique for identical custom elements) either as value or as element
50 * added ".draw_masked" and ".draw_order" to game panel control drawing
53 * fixed some general bugs with handling of ".active" elements and fonts
56 * cleanup of game panel elements (some elements were not really needed)
57 * added displaying of gravity state (on/off) as new game panel control
58 * added animation for game panel elements (similar to game elements)
61 * added new pseudo game mode "PANEL" to define panel fonts and graphics
62 - panel fonts now use ".PANEL" suffix instead of ".PLAYING" suffix
63 - panel graphics now use ".PANEL" suffix instead of ".DOOR" suffix
64 (else graphics would have to use ".PLAYING", which would be confusing)
65 * fixed bug when fading out to game screen with border mask defined
68 * added attribute ".tile_size" for element style game panel controls
71 * added <space> key as additional valid key to use for confirm requester
74 * improved menu fading, adding separate fading definitions for entering
75 and leaving a "content" screen (in general), and optional definitions
76 for the special "content" screens SCORES, EDITOR, INFO and PLAYING
79 * added (currently invisible) setup option to define scroll delay value
80 * fixed small bug in priority handling when auto-detecting level start
81 position in levels without player element (but player from CE etc.)
82 * added option "game.forced_scroll_delay_value" to override user choice
83 of scroll delay value for certain level sets with "graphicsinfo.conf"
84 * replaced setup option "scroll delay: on/off" by new setup option that
85 directly allows selecting the desired scroll delay value from 0 to 8
88 * added displaying of most game panel control elements (not animated)
91 * added new configuration directives to display additional game engine
92 values on the game control panel, like the following examples:
93 - game.panel.time_hh/time_mm/time_ss - level time in HH/MM/SS format
94 - game.panel.penguins - number of penguins to rescue
95 - game.panel.level_name - level name of current level
98 * added support for preview tile sizes "1" and "2" (1x1 and 2x2 pixels)
101 * added new player option "no centering when relocating" for "invisible"
102 teleportations to level areas that look exactly the same, giving the
103 illusion that the player did not relocate at all (this was the default
104 since 3.2.3, but caused visual problems with room creation in "Zelda")
105 * added new menu fading effect "melt", shamelessly stolen from "DOOM"
108 * improved menu fading, adding separate fading definitions for entering
109 and leaving a menu and for fading between menu and "content" screens
110 * fixed small bug with recognizing also ".font_xyz" style definitions
113 * improved menu fading, adding separate fading definitions for fading
114 between menu screens and fading between menu and "destination" screens
117 * titlemessage_initial_x and titlemessage_x set to "[DEFAULT]" in static
118 configuration (set from "[titlemessage_initial]" and "[titlemessage]")
119 * fading settings of "[titlemessage_initial]" and "[titlemessage]" set
120 to "[DEFAULT]" in static configuration (set from "[title_initial]" and
122 * improved title fading, allowing fading animation types "none", "fade"
123 and "crossfade" (including cross-fading of last title to main menu)
126 * added configurability of graphics, sounds and music for title screens,
127 which are separated into initial title screens (only shown once at
128 program startup) and title screens shown for a given level set; these
129 title screens can be composed of up to five title images and up to
130 five title text messages (each drawn using an optional background
131 image), also using background music and/or sounds; aspects like
132 background images, sounds and music of title screens can either be
133 defined generally (valid for all title screens) or specifically (and
134 therefore differently for each title screen) using these directives:
136 to define a background image, sound or music file for all screens:
137 - background.TITLE_INITIAL (for all title screens for game startup)
138 - background.TITLE (for all title screens for level sets)
140 to define a background image, sound or music file for a single screen:
141 - background.titlescreen_initial_x (with x in 1,2,3,4,5)
142 - background.titlescreen_x (with x in 1,2,3,4,5)
143 - background.titlemessage_initial_x (with x in 1,2,3,4,5)
144 - background.titlemessage_x (with x in 1,2,3,4,5)
146 to define the title screen images:
147 - titlescreen_initial_x (with x in 1,2,3,4,5)
148 - titlescreen_x (with x in 1,2,3,4,5)
150 to define the title text messages, place text files into the level set
151 directory that have the following file names:
152 - titlemessage_initial_x.txt (with x in 1,2,3,4,5)
153 - titlemessage_x.txt (with x in 1,2,3,4,5)
155 to define the properties of the text messages, either use directives
156 that affect all text messages:
157 - [titlemessage_initial].<suffix>
158 - [titlemessage].<suffix>
159 or use directives that affect single text messages:
160 - titlemessage_initial_x.<suffix> (with x in 1,2,3,4,5)
161 - titlemessage_x.<suffix> (with x in 1,2,3,4,5)
163 valid values for <suffix> are the same as for readme.<suffix> below;
164 use ".sort_priority" (default: 0) to define an arbitrary order for
165 title images and title messages (which can therefore be mixed)
168 * added full configurability of "readme.txt" screen appearance:
169 - readme.x: <left position used with alignment>
170 - readme.y: <top position>
171 - readme.width: <maximim text width in pixels>
172 - readme.height: <maximum text height in pixels>
173 - readme.chars: <maximum number of chars per line>
174 - readme.lines: <maximum number of lines displayed>
175 - readme.align: left,center,right (default: center)
176 - readme.top: top,middle,bottom (default: top)
177 - readme.font: font name
178 - readme.autowrap: true,false (default: true)
179 - readme.centered: true,false (default: false)
180 - readme.parse_comments: true,false (default: true)
181 - readme.sort_priority: (not used here, but only for title screens)
182 when "readme.chars" and/or "readme.lines" is set to "-1" (this is the
183 default), they are automatically determined from "readme.width" and
184 "readme.height" accordingly; when they are not "-1", they have
185 precedence over "readme.width" and "readme.height"
186 * added internal ad-hoc config settings for displaying text files like
187 title messages or "readme.txt" style level set info files:
188 - .font: font name (default: readme.font)
189 - .autowrap: true,false (default: readme.autowrap)
190 - .centered: true,false (default: readme.centered)
191 - .parse_comments: true,false (default: readme.parse_comments)
192 (the leading '.' and the separating ':' are mandatory here); to use
193 these ad-hoc settings, they have to be written inside a comment, like
194 "# .autowrap: false" or "# .centered: true"; these settings then
195 override the above global settings (they can even be used more than
196 once, like "# .centered: true", then some text that should be drawn
197 centered, then "# .centered: false" to go back to non-centered text;
198 important note: after using "# .parse_comments: false", or when using
199 "readme.parse_comments: false", detecting and parsing comments inside
200 the file is disabled and comments are just printed like normal text;
201 also be aware that all automatic text size calculations are done with
202 the font defined in "readme.font", while using different fonts using
203 "# .font: <font>" inside the text file may cause unexpected results
206 * changed some numerical limits in the level editor from 255 to 999
209 * added option "system.sdl_videodriver" to select SDL video driver
210 * added output of SDL video and audio driver to "version info" page
213 * added group element drawing to IntelliDraw drawing functions
214 * fixed animation resetting problem again (last try broke Snake Bite)
215 * fixed diagonal scrolling in screen scrolling (last try broke Pac Man)
218 * added new (special) "include: <filename>" directive that works in all
219 configuration files (like "graphicsinfo.conf") and that has the same
220 effect as if that directive would be replaced with the content of the
221 specified file (this can be useful to split large configuration files
222 into several smaller ones and include them from one main file, or to
223 store configuration settings that always stay the same into a separate
224 file, while including it and only add those parts that really change)
227 * fixed minor bug (screen redraw of player tiles) in EMC graphics engine
230 * fixed bug in "InitMovingField()" where treating an integer array as
231 boolean caused wrong resetting of animations while elements are moving
232 * fixed problem with resetting animations when starting element change
235 * added sort priority for order of title screens and title messages
238 * changed end of game again: do not wait for the user to press a key
239 anymore, but directly ask/confirm tape saving and go to hall of fame
240 * re-enabled quitting of lost game by pressing space or return again
241 * added blanking of mouse pointer when displaying title screens
242 * added remaining menu draw offset definitions for info sub-screens
245 * added setup option to select game speed (from very slow to very fast)
246 * improved handling of title text messages (initial and for level set)
249 * added new options "auto-wrap" and "centered" for DC2 style envelopes
252 * fixed displaying and typing of player name when it is centered
253 * added special characters to be allowed for player name (not only A-Z)
256 * fixed blit in ScrollLevel() to same bitmap to not overlap anymore
257 (newer versions of the SDL library seem to not like this anymore)
260 * added code for configuration directives for control of game panel
263 * fixed small cosmetical bug with underlining property tabs in editor
266 * fixed small drawing bug in X11FadeRectangle
267 * added new elements for newly supported Diamond Caves II levels:
268 - EM/DC style exits that disappear after passing
269 - white key and gate (one white key needed for each white gate)
270 - fake gate (there is no key to open/pass this kind of gate!)
271 - extended magic wall which also handles pearls and crystals
275 * changed maximum value for endless loop detection to a higher value
276 (some levels really used very deep recursion without being endless)
279 * added new elements for newly supported Diamond Caves II levels:
280 - growing steel walls
281 - snappable land mine
284 * added new elements for newly supported Diamond Caves II levels:
285 - steel text elements
288 * added level file loader for native Diamond Caves II levels
291 * version number set to 3.2.4
294 * version 3.2.3 released
297 * fixed malloc/free bug when updating EMC artwork entries in level list
298 * added workaround (warning and request to quit the current game) when
299 changing elements cause endless recursion loop (which would otherwise
300 freeze the game, causing a crash-like program exit on some systems)
303 * fixed nasty string overflow bug when entering too long envelope text
306 * added feedback sounds for menu navigation "menu.item.activating" and
307 "menu.item.selecting" (for highlighting and executing menu entries)
310 * improved "no scrolling when relocating" to also consider scroll delay
311 (meaning that the player is not automatically centered in this case;
312 this makes it possible to "invisibly" relocate the player to a region
313 of the level playfield which looks the same as the old level region)
314 * fixed bug with not recognizing "main.input.name.align" when active
317 * fixed bug with displaying masked borders over title screens when
318 screen fading is disabled
321 * fixed infinite loop / crash bug when killing the player while having
322 a CE with the setting "kill player X when explosion of <player X>"
323 * added special editor graphic for "char_space" to distinguish it from
324 "empty_space" when editing a level (in-game graphics still the same)
327 * fixed nasty bug with initialization only done for the first player
330 * small change to handle loading empty element/content list micro chunks
333 * uploaded pre-release (test) version 3.2.3-0 binary and source code
336 * some optimizations on startup speed by reducing initial text output
339 * added caching of custom artwork information for faster startup times
342 * fixed graphical bug when using fewer menu entries on level selection
343 screen than usual (with "menu.list_size.LEVELS" directive)
344 * fixed crash bug (Windows/SDL only) caused by BlitBitmap blitting from
345 the backbuffer to the backbuffer by error (with identical rectangle)
348 * fixed bug when displaying titlescreen with size less than element tile
349 * fixed bug that caused elements with "change when digging <e>" event
350 to change for _every_ digged element, not only those specified in <e>
351 * fixed bug that caused impact style collision when dropping element one
352 tile over the player that can both fall down and smash players
353 * fixed bug that caused impact style collision when element changed to
354 falling/smashing element over the player immediately after movement
357 * fixed bug that allowed making engine snapshots from the level editor
360 * fixed bugs with player name and current level positions on main screen
363 * added configuration directives for control of title screens:
364 - "title.fade_delay" for fading time
365 - "title.post_delay" for pause between screens (when not crossfading)
366 - "title.auto_delay" to automatically continue after some time
367 these settings can each be overridden by specifying them with titles:
368 - "titlescreen_initial_{1-5}.{fade_delay,post_delay,auto_delay}"
369 - "titlescreen_{1-5}.{fade_delay,post_delay,auto_delay}"
370 fading mode can also be specified:
371 - "titlescreen_initial_{1-5}.anim_mode: {fade,crossfade}
372 - "titlescreen_{1-5}.anim_mode: {fade,crossfade}
373 default is using normal fading for menues and initial title screens,
374 while using cross-fading for level set title screens
375 * fixed bug with background not drawn in Hall of Fame after game was won
378 * added configuration directives for the remaining main menu items
381 * added additional configuration directives for info screen draw offset:
382 menu.draw_{x,y}offset.INFO[{ELEMENTS,MUSIC,CREDITS,PROGRAM,LEVELSET}]
383 * added additional configuration directives for preview info text
384 * limited mouse wheel sensitive screen area to scrollable screen area
387 * added highlighted menu text entries to menu navigation when selected
390 * fixed bug that prevented player from correctly being created in the
391 top left corner by a custom element change in a level without player
392 * fixed bug that prevented player from being killed when indestructible,
393 non-walkable element is placed on player position by extended change
394 * added configurable menu button, text and input positions to main menu
397 * added page fading effects for remaining info sub-screens
398 * fixed small bug that caused some delays when answering door request
401 * added directives "border.draw_masked.*" for menu/playfield area and
402 door areas to display overlapping/masked borders from "global.border"
405 * fixed bug with CE with move speed "not moving" not being animated
406 * when changing player artwork by CE action, reset animation frame
409 * fixed bug with not unmapping main menu screen gadgets on other screens
410 * fixed bug with un-pausing a paused game by releasing still pressed key
411 * fixed bug with not redrawing screen when toggling to/from fullscreen
412 mode while fast reloading tape (without redrawing playfield contents)
413 * fixed bug with quick-saving tape snapshot despite answering with "no"
416 * version number set to 3.2.3
419 * version 3.2.2 released
422 * fixed bug with redrawing screen in fullscreen mode after quick tape
423 reloading when using the EMC game engine
424 * changed token names from "last_ce_[1-8]" to "prev_ce_[1-8]"
427 * fixed bug in GameWon() when level contains no exit (like in Sokoban)
430 * added engine snapshot functionality for instant tape reloading (this
431 only works for the last tape saved using "quick save", and does not
432 work across program restarts, because it completely works in memory)
435 * version number set to 3.2.2
438 * version 3.2.1 released
441 * fixed nasty bugs with handling error message file on Mac OS X systems
444 * general code cleanup (removing many annoying "#if 0" blocks etc.)
447 * fixed bug that caused broken tapes when manually appending to tapes
448 using the "pause before death" functionality, followed by recording
449 * added setup option to disable fading of screens for faster testing
452 * code cleanup of new fading functions
455 * changed behaviour after solved game -- do not immediately stop engine
456 * added some more smooth screen fadings (game start, hall of fame etc.)
459 * fixed bug with displaying pushed CE with value/score/delay anim_mode
462 * added configurable level preview position, tile size and dimensions
463 * added configurable game panel value positions (gems, time, score etc.)
466 * fixed small bug with time displayed incorrectly when collecting CEs
469 * fixed bug with bumpy scrolling with EM engine in double player mode
472 * added compatibility code to fix "Snake Bite" style levels that were
473 broken due to a bugfix regarding EL_SOKOBAN_FIELD_PLAYER in 3.2.0
476 * fixed bug with scrollbars inside editor when using the Windows mouse
477 enhancement tool "True X-Mouse" (which injects key events to the event
478 queue to insert selected stuff into the Windows clipboard, which gets
479 confused with the "Insert" key for jumping to the last editor cascade
480 block in the element list)
481 * added Rocks'n'Diamonds icon for use as window icon to SDL version
482 * added key shortcut "Alt + Enter" to toggle fullscreen mode at any time
485 * added selection of preferred fullscreen mode to setup / graphics menu
486 (useful if default mode 800 x 600 does not match screen aspect ratio)
489 * improved down-scaling of images for better editor and preview graphics
490 * changed user data directory for Mac OS X from Unix style to new place
493 * improved level number selection in main menu and player selection in
494 setup menu (input devices section) by using standard button gadgets
495 * added support for mouse scroll wheel (caused buggy behaviour before)
496 * added support for scrolling horizontal scrollbars with mouse wheel by
497 holding "Shift" key pressed while scrolling the wheel
498 * added support for single step mouse wheel scrolling by holding "Alt"
499 key pressed while scrolling the wheel (can be combined with "Shift")
500 * changed output file "stderr.txt" on Windows platform now always to be
501 created in the R'n'D sub-directory of the personal documents directory
502 * added Windows message box to direct to "stderr.txt" after error aborts
505 * improved general scrollbar handling (when jump-scrolling scrollbars)
508 * changed scrollbars to always show last line as first after scrolling
509 (that means jumping n - 1 screen lines instead of n screen lines)
512 * fixed level versions of EMC level loader (from V4 to V1, V2 and V3)
513 * fixed level time for EMC levels for V2 engine (V2 and V5 levels)
514 * fixed special handling of vertically stacked acid becoming fake acid
517 * fixed bug (very special case) with CE_SCORE_GETS_ZERO, which can
518 affect multiple instances of the same CE, although this kind of
519 change condition usually only affects one single custom element
522 * version number set to 3.2.1
525 * version 3.2.0 released
528 * reorganized level editor element list a bit to match engines better
531 * fixed newly introduced bug with wrongly initializing clipboard element
534 * fixed bug with displaying visible/invisible level border in editor
537 * reorganized some elements in the level editor element list
540 * fixed bug with displaying any player as "yellow" when moving into acid
541 * fixed bug with displaying running player when player stopped at border
544 * fixed bug with player exploding when moving into acid
545 * fixed bug with level settings being reset in editor and when playing
546 (some compatibility settings being set not only after level loading)
547 * fixed crash bug when number of custom graphic frames was set to zero
548 * fixed bug with teleporting player on walkable tile not working anymore
549 * added partial compatibility support for pre-release-only "CONF" chunk
550 (to make Alan Bond's "color cycle" demo work again :-) )
553 * fixed some bugs when displaying title screens from info screen menu
554 * fixed bug which caused EMC doors #5 to #8 to be passable without keys
557 * changed file major version to 3 to reflect level file format changes
558 * uploaded pre-release (test) version 3.2.0-8 binary and source code
561 * added new chunk "NAME" to level file format for level name settings
562 * added new chunk "NOTE" to level file format for envelope settings
563 * changed name of chunk "CONF" to "ELEM" (for normal element settings)
564 * updated magic(5) file to recognize changed and new level file chunks
565 * removed change events "change when CE value/score changes" as unneeded
568 * changed gravity (which only affects the player) from level property
569 to player property (only makes a difference in multi-player levels)
570 * added change events "change when CE value/score changes"
571 * added change events "change when CE value/score changes of <element>"
574 * added new chunk "INFO" to level file format for global level settings
575 * added all element settings from "HEAD" chunk to "CONF" chunk
576 * added all global level settings from "HEAD" chunk to "INFO" chunk
579 * changed level file format by adding two new chunks "CUSX" (for custom
580 elements, replacing the previous "CUS4" chunk) and "GRPX" (for group
581 elements, replacing the previous "GRP1" chunk); these new IFF style
582 chunks use the new and flexible "micro chunks inside chunks" technique
583 already used with the new "CONF" chunk (for normal element properties)
584 which makes it possible to easily extend the existing level format
585 (instead of using fixed-length chunks like before, which are either
586 too big due to reserved bytes for future use, or too small when those
587 reserved bytes have all been used and even more data should be stored,
588 requiring the replacement by new and larger chunks just like it went
589 with "CUS1" to "CUS4"); this whole problem now does not exist anymore
592 * added credits pages to the "credits" section that were really missing
593 * added some missing element descriptions to the level editor
594 * added down position of switchgate switch to the level editor
595 and allowed the use of both switch positions at the same time
596 * changed use of "Insert" and "Delete" keys to navigate element list in
597 level editor to start of previous or next cascading block of elements
600 * added the possibility to view the title screen to the info screen menu
601 * fixed some minor bugs with viewing title screens
604 * fixed bug with title (cross)fading in/out when using fullscreen mode
607 * fixed bug that forced re-defining of menu settings in local graphics
608 config file which are already defined in existing base config file
609 * fixed small bug that caused door sounds playing when music is enabled
612 * added the possibility to define up to five title screens for each
613 level set that are displayed after loading using (cross)fading in/out
614 (this was added to display the various start images of the EMC sets)
617 * added "CE score gets zero [of]" to custom element trigger conditions
618 * added setup option to display element token name in level editor
621 * added compatibility code for Juergen Bonhagen's menu artwork settings
624 * fixed bug with displaying wrong animation frame 0 after CE changes
625 * fixed bug with creating invisible elements when light switch is on
628 * added selection between ECS and AGA graphics for EMC levels to setup
631 * adjusted font handling for various narrow EMC style fonts
634 * changed EM engine behaviour back to re-allow initial rolling springs
637 * fixed handling of over-large selectboxes (less error-prone now)
638 * fixed bug when creating GE with walkable element under the player
641 * added use of "Insert" and "Delete" keys to navigate element list in
642 level editor to start of custom elements or start of group elements
643 * added virtual elements to access CE value and CE score of elements:
644 - "CE value of triggering element"
645 - "CE score of triggering element"
646 - "CE value of current element"
647 - "CE score of current element"
650 * fixed "grass" to "sand" in older EM levels (up to file version V4)
653 * changed behaviour of network games with internal errors (because of
654 different client frame counters) from immediately terminating R'n'D
655 to displaying an error message requester and stopping only the game
656 (also to prevent impression of crashes under non command-line runs)
657 * fixed playing network games with the EMC engine (did not work before)
658 * fixed bug with not scrolling the screen in multi-player mode with the
659 focus on player 1 when all players are moving in different directions
660 * fixed bug with keeping pointer to gadget even after its deallocation
661 * fixed bug with allowing "focus on all players" in network games
662 * fixed bug with player focus when playing tapes from network games
665 * uploaded pre-release (test) version 3.2.0-7 binary and source code
668 * code cleanup for game action control for R'n'D and EMC game engine
671 * fixed bug in multi-player movement with focus on both players
672 * added option to control only the focussed player with all input
675 * added player focus switching to level tape recording and re-playing
678 * fixed some bugs in player focus switching in EMC and RND game engine
681 * added special Supaplex animations for Murphy digging and snapping
682 * added special Supaplex animations for Murphy being bored and sleeping
685 * added four new yam yams with explicit start direction for EMC engine
686 * fixed bug in src/libgame/text.c with printing text outside the window
689 * fixed small bug in EMC level loader (copyright sign in EM II levels)
692 * added delayed ignition of EM style dynamite when used in R'n'D engine
693 * added limited movement range to EMC engine when focus on all players
696 * fixed bug with missing (zero) score values for native Supaplex levels
699 * added "continuous snapping" (snapping many elements while holding the
700 snap key pressed, without releasing the snap key after each element)
701 as a new player setting for more compatibility with the classic games
704 * finished scrolling for "focus on all players" in EMC graphics engine
707 * level sets with "levels: 0" are ignored for levels, but not artwork
708 * fixed bug when scanning empty level group directories (endless loop)
711 * fixed bug with explosion graphic for player using "Murphy" graphic
712 * fixed bug with explosion graphic if player leaves explosion in time
713 * changed some descriptive text in setup menu to use medium-width font
714 * added key shortcut settings for switching player focus to setup menu
717 * fixed bug with random value initialization when recording tapes
718 * fixed bug with playing single player tapes when team mode activated
721 * fixed little bug when trying to switch to player that does not exist
724 * added player switching (visual and quick) to R'n'D and EM game engine
725 * added setup option to select visual or quick in-game player switching
728 * added use of "Home" and "End" keys to handle element list in editor
731 * fixed bug with adding score when playing tape with EMC game engine
732 * added steel wall border for levels using EMC engine without border
733 * finally fixed delayed scrolling in EMC engine also for small levels
736 * fixed potential crash bug in WarnBuggyBase() (missing boundary check)
739 * fixed bug with CE change order in TestIfElementTouchesCustomElement()
740 * fixed bug when displaying info element without action, but direction
743 * fixed minor graphical problems with springs smashing and slurping
744 (when using R'n'D style graphics instead of EMC style graphics)
747 * added scroll delay (as configured in setup) to EMC graphics engine
750 * improved screen redraw for EMC graphics engine (faster and smoother)
751 * when not scrolling, do not redraw the whole playfield if not needed
754 * added multi-player mode for EMC game engine (with up to four players)
757 * added android (can clone elements) from EMC engine to R'n'D engine
760 * added spring bumper (reflects spring) from EMC engine to R'n'D engine
763 * added selectbox for initial player speed to player settings in editor
766 * version 3.1.2 created that is basically version 3.1.1, but with a
767 major bug fixed that prevented editing your own private levels
768 * version 3.1.2 released
771 * added magic ball (creates elements) from EMC engine to R'n'D engine
774 * uploaded fixed pre-release version 3.2.0-6 binary and source code
777 * fixed bug when using "CE can leave behind <trigger element>"
778 * added new change condition "(after/when) creation of <element>"
779 * added new change condition "(after/when) digging <element>"
780 * fixed bug accessing invalid gadget that caused crashes under Windows
781 * deactivated new possibility for multiple CE changes per frame
784 * uploaded pre-release (test) version 3.2.0-6 binary and source code
787 * added animation types "ce_value" and "ce_score" to graphicsinfo.conf
788 * fixed bug with not keeping CE value for moving CEs with only action
789 * changed CE action selectboxes in editor to be only reset when needed
792 * added option "use artwork from element" for custom player artwork
793 * added option "use explosion from element" for player explosions
796 * added cascaded element lists in the level editor
797 * added persistence for cascaded element lists by "editorcascade.conf"
798 * added dynamic element list with all elements used in current level
799 * added possibility for multiple CE changes per frame (experimental)
802 * uploaded pre-release (test) version 3.2.0-5 binary and source code
805 * changed "score for each 10 seconds/steps left" to "1 second/step"
806 * added own score for collecting "extra time" instead of sharing it
807 * added change events "switched by player" and "player switches <e>"
808 * added change events "snapped by player" and "player snaps <e>"
809 * added "set player artwork: <element choice>" to CE action options
810 * added change event "move of <element>"
813 * added "set player shield: off / normal / deadly" to CE action options
814 * added new player option "use level start element" in level editor
815 to set the correct focus at level start to elements from which the
816 player is created later (this did not work before for cascaded CE
817 changes resulting in creation of the player; it is now also possible
818 to create the player from a yam yam which is smashed at level start)
821 * added "set player speed: frozen (not moving)" to CE action options
822 * added "move player: l/r/u/d/trigger/-trigger" to CE action options
825 * added new player option "block snap field" (enabled by default) to
826 make it possible to show a snapping animation like in Emerald Mine
829 * added dynamic selectboxes to custom element action settings in editor
830 * added "CE value" counter for custom elements (instead of "CE count")
831 * added option to use the last "CE value" after custom element change
832 * added option to use the "CE value" of other elements in CE actions
833 * fixed odd behaviour when pressing time orb in levels w/o time limit
834 * added checkbox "use time orb bug" for older levels that use this bug
837 * added missing configuration settings for the following elements:
838 - EL_TIMEGATE_SWITCH (time of open time gate)
839 - EL_LIGHT_SWITCH_ACTIVE (time of light switched on)
840 - EL_SHIELD_NORMAL (time of shield duration)
841 - EL_SHIELD_DEADLY (time of shield duration)
842 - EL_EXTRA_TIME (time added to level time)
843 - EL_TIME_ORB_FULL (time added to level time)
846 * added "wind direction" as a movement pattern for custom elements
847 * added initial wind direction for balloon / custom elements to editor
848 * added functionality for EL_BALLOON_SWITCH_NONE to R'n'D game engine
851 * added parameters for "game of life" and "biomaze" elements to editor
854 * added level file chunk "CONF" for generic level and element settings
857 * uploaded pre-release (test) version 3.2.0-4 binary and source code
860 * skip empty level sets (with "levels: 0"; may be artwork base sets)
861 * added sound action ".page[1]" to ".page[32]" for each CE change page
864 * added image config suffix ".clone_from" to copy whole image settings
865 * fixed bug with invalid ("undefined") CE settings in old level files
868 * fixed graphical bug with smashing elements falling faster than player
871 * fixed major bug which prevented private levels from being edited
872 * fixed bug with precedence of general and special font definitions
875 * fixed graphical bug with player animation when player moves slowly
878 * uploaded pre-release (test) version 3.2.0-3 binary and source code
881 * fixed bug which prevented "global.num_toons: 0" from working
884 * major code cleanup (removed all these annoying "#if 0" blocks)
887 * added custom element actions for CE change page in level editor
890 * fixed music initialization bug in init.c (thanks to David Binderman)
891 * fixed mouse wheel "button" bug in editor (thanks to Tomi Belan)
892 (this bug must probably be fixed at other places, too)
895 * fixed buggy '#include "SDL.h"' statements in src/libgame/sdl.h
896 (should be '#include <SDL.h>' instead)
899 * fixed bug which prevented "walkable from no direction" from working
900 (due to compatibility code overwriting this setting after loading)
903 * fixed bug on Mac OS X (use of reserved name "Random") in EM engine
906 * version number temporarily set to 3.1.1 (intermediate bugfix release)
907 * version 3.1.1 released
910 * changed some va_arg() arguments from 'long' to 'int', fixing problems
911 on 64-bit architecture systems with LP64 data model
914 * fixed bug with bombs not exploding when hitting the last level line
915 (introduced after the release of 3.1.0)
918 * added support for dumping small-sized level sketches from editor
921 * added recognition of "trigger element" for "change digged element to"
922 (this is not really what the "trigger element" was made for, but its
923 use may seem obvious for leaving back digged elements unchanged)
926 * fixed multiple warnings about failed joystick device initialization
929 * fixed bug with dynamite dropped on top of just dropped custom element
930 (collect dynamite, collect CE, drop CE => dynamite was also dropped);
931 dynamite can still be dropped, but drop key must be released before
934 * fixed bug with wrong start directory when started from file browser
935 (due to this bug, R'n'D could not be started from KDE's Konqueror)
938 * fixed bug causing "change when impact" on player not working
939 * fixed wrong priority of "hitting something" over "hitting <element>"
940 * fixed wrong priority of "hit by something" over "hit by <element>"
943 * fixed graphical bug which caused the player (being Murphy) to show
944 collecting animations although the element was collected by penguin
947 * fixed two bugs causing wrong door background graphics in system.c
948 (in functions "SetBackgroundBitmap()" and "DrawingOnBackground()")
951 * fixed graphic bug with exploding bomb and R'n'D graphics in EM engine
952 * added "no direction" to "walkable/passable from" selectbox options
955 * enhanced tape autoplay to accept "autoplay <set> [<nr> ...]" format
956 * in tape autoplay, not only report broken, but also missing tapes
959 * uploaded pre-release (test) version 3.2.0-2 binary and source code
962 * fixed small bug with "linear" animation not working for active lamp
965 * fixed bug with moving up despite gravity due to "block last field"
966 * fixed small bug with wrong draw offset when typing name in main menu
967 * when reading user names from "passwd", ignore data after first comma
968 * when creating new "levelinfo.conf", only write some selected entries
971 * fixed displaying "imported from/by" on preview with empty string
972 * fixed ignoring draw offset for fonts used for level preview texts
975 * fixed a delay problem with SDL and too many mouse motion events
976 * added setup option "skip levels" and level skipping functionality
979 * added move speed "not moving" for non-moving CEs, but with direction
982 * fixed mapping of obsolete element token names in "editorsetup.conf"
983 * fixed bug with sound "acid.splashing" treated as a loop sound
984 * fixed some little sound bugs in native EM engine
987 * fixed small bug when dragging scrollbars to end positions
990 * added editor element descriptions written by Aaron Davidson
993 * improved fallback handling when configured artwork is not available
994 (now using default artwork instead of exiting when files not found)
997 * fixed bug on level selection screen when dragging scrollbar
1000 * fixed bug which caused broken tapes when appending to EM engine tapes
1003 * uploaded pre-release (test) version 3.2.0-1 binary and source code
1006 * added code to replace changed artwork config tokens with other tokens
1007 (needed for backwards compatibility, so that older tokens still work)
1010 * added native R'n'D graphics for some new EMC elements in EM engine
1013 * fixed some bugs in the EM engine integration code
1014 * changed EM engine code to allow diagonal movement
1015 * changed EM engine code to allow use of separate snap and drop keys
1018 * fixed some redraw bugs when using EM engine
1021 * fixed bug with not converting RND levels which are set to use native
1022 engine to native level structure when loading
1025 * uploaded pre-release (test) version 3.2.0-0 binary and source code
1028 * version number set to 3.2.0
1031 * level data now reset to defaults after attempt to load invalid file
1034 * added use of "editorsetup.conf" for different level sets
1037 * added auto-detection for various types of Emerald Mine level files
1040 * fixed bug with scrollbars getting too small when list is very large
1043 * fixed bug with 3+3 (cross) sized explosion not making explosion sound
1046 * added most level editor configuration gadgets for new EMC elements
1049 * added more element and graphic definitions for new EMC elements
1052 * modified native EM engine to use integrated R'n'D sound system
1055 * added SDL support to graphics functions in native EM engine
1056 (by always using generic libgame interface functions)
1059 * fixed bug in frame synchronization in native EM engine
1062 * added code to convert levels between R'n'D and native EM engine
1065 * new Emerald Mine engine can now play levels selected in main menu
1068 * fixed big memory leak in function "CreateBitmapWithSmallBitmaps()"
1069 (which creates scaled down graphics for level editor and preview);
1070 there's still a memory leak somewhere in the artwork handling code
1071 * added "scale image up" functionality to X11 version of zoom function
1074 * first attempts to integrate new, native Emerald Mine Club engine
1077 * fixed bug in gadget code which caused reset of CEs in level editor
1078 (example: pressing 'b' [grab brush] on CE config page erased values)
1079 (solution: check if gadgets in ClickOnGadget() are really mapped)
1080 * improved level change detection in editor (settings now also checked)
1081 * fixed bug with "can move into acid" and "don't collide with" state
1084 * fixed maze runner style CEs to use the configured move delay value
1087 * added Aaron Davidson's tutorial level set to the "Tutorials" section
1090 * fixed engine change that broke 3.0.8 levels like "Walpurgis Gardens"
1091 * fixed the above fix because it broke level set "machine" (*sigh*)
1092 * fixed random element placement in level editor to work as expected
1093 * fixed undefined graphic of runtime element "EL_AMOEBA_TO_DIAMOND"
1096 * re-recorded tape for BD2K3, level 010 (broken due to bugfix)
1099 * fixed bug (missing array boundary check) which caused broken tapes
1100 * fixed bug (when loading level template) which caused broken levels
1101 * fixed bug with new block last field code when using non-yellow player
1104 * fixed bug when pressing "stop, pause, stop, play" on tape recorder
1105 * internal change of how the player blocks the last field when moving
1106 * fixed blocking delay of last field for EM and SP style block delay
1107 * fixed bug where the player had to wait for the usual move delay after
1108 unsuccessfully trying to move, when he directly could move after that
1109 * the last two changes should make original Supaplex level 93 solvable
1110 * improved use of random number generator to make it less predictable
1111 * fixed behaviour of slippery SP elements to let slip left, then right
1114 * fixed bug with wrong door state after trying to quickload empty tape
1115 * fixed waste of static memory usage of the binary, making it smaller
1116 * fixed very little graphical bug in Supaplex explosion
1119 * version number set to 3.1.1
1122 * version 3.1.0 released
1125 * fixed bug with crash when writing user levelinfo.conf the first time
1128 * added option "convert LEVELDIR [NR]" to command line batch commands
1129 * re-converted Supaplex levels to apply latest engine fixes
1130 * changed "use graphic/sound of element" to "use graphic of element"
1131 due to compatibility problems with some levels ("bug machine" etc.)
1134 * fixed bug with CE change replacing player with same or other player
1137 * fixed bug with opaque font in envelope with background graphic when
1138 background graphic is not transparent itself
1141 * added "gravity on" and "gravity off" ports for Supaplex compatibility
1142 * corrected original Supaplex level loading code to use these new ports
1143 * also corrected Supaplex loader to auto-count infotrons if set to zero
1146 * fixed bug with missing initialization of "modified" flag for GEs
1149 * fixed bug that caused endless recursion loop when relocating player
1150 * fixed tape recorder bug in "step mode" when using "pause before end"
1151 * fixed tape recorder bug when changing from "warp forward" mode
1154 * fixed bug with "when touching" for pushed elements at last position
1157 * fixed bug that caused two activated toolbox buttons in level editor
1158 * fixed bug with exploding dynabomb under player due to other explosion
1161 * fixed bug with creating walkable custom element under player (again)
1162 * fixed bug with not copying explosion type when copying CEs in editor
1163 * fixed graphical bug when drawing player in setup menu (input devices)
1164 * fixed graphical bug when the player is pushing an accessible element
1165 * fixed bug with classic switchable elements triggering CE changes
1166 * fixed bug with entering/leaving walkable element in RelocatePlayer()
1167 * fixed crash bug when CE leaves behind the trigger player element
1170 * fixed bug with broken tubes after placing/exploding dynamite in them
1171 * fixed bug with exploding dynamite under player due to other explosion
1172 * fixed bug with not resetting push delay under certain circumstances
1175 * added option "handicap" for "levelinfo.conf" (thanks to Niko Böhm)
1176 * added network multiplayer code for Windows (thanks to Niko Böhm)
1179 * added option "reachable despite gravity" for gravity movement
1180 * changed gravity movement of most classic walkable and passable
1181 elements back to "not reachable" (for compatibility reasons)
1184 * fixed (removed) "indestructible" / "can explode" dependency in editor
1185 * fixed (removed) "accessible inside" / "protected" dependency
1186 * fixed (removed) "step mode" / "shield time" dependency
1189 * fixed dynabombs exploding now into anything diggable
1190 * fixed Supaplex style gravity movement into buggy base now impossible
1191 * added pressing key "space" as valid action to select menu options
1194 * added "replace when walkable" to relocate player to walkable element
1195 * added "enter"/"leave" event for elements affected by relocation
1196 * fixed "direct"/"indirect" change order also for "when change" event
1197 * fixed graphical bug when pushing things from elements walkable inside
1200 * fixed graphic bug when player is snapping while moving in old levels
1201 * fixed bug when a moving custom element leaves a player element behind
1202 * fixed bug with mole not disappearing when moving into acid pool
1203 * fixed bug with incomplete path setting when using "--basepath" option
1204 * moving CE can now leave walkable elements behind under the player
1205 * when relocating, player can be set on walkable element now
1206 * fixed another gravity movement bug
1209 * uploaded pre-release (test) version 3.1.0-2 binary and source code
1212 * added "collectible" and "removable" to extended replacement types
1213 (where "removable" replaces "diggable" and "collectible" elements)
1214 * added "collectible & throwable" (to throw element to the next field)
1215 * fixed bug with CEs digging elements that are just about to explode
1216 * changed mouse cursor now always being visible when game is paused
1219 * added possibility to push/press accessible elements from a side that
1221 * fixed bug with not setting actual date when appending to tape
1224 * fixed bug with incorrectly initialized custom element editor graphics
1227 * corrected set "Contributions_1995-2000/rnd_kjell_kristiansson":
1228 - number of levels corrected from 18 to 17 in "levelinfo.conf"
1231 * fixed bug with destroyed robot wheel still attracting robots forever
1232 * fixed bug with time gate switch deactivating after robot wheel time
1233 (while the time gate itself is not affected by this misbehaviour)
1234 * changed behaviour of BD style amoeba to always get blocked by player
1235 (before it was different when there were non-BD elements in level)
1236 * fixed bug with player destroying indestructable elements with shield
1239 * added option to make growing elements grow into anything diggable
1240 (for the various amoeba types, biomaze and "game of life")
1243 * fixed bug with movable elements not moving after left behind by CEs
1244 * changed gravity movement to anything diggable, not only sand/base
1245 * optionally allowing passing to walkable element, not only empty space
1246 * added option "can pass to walkable element" for players
1247 * finally fixed gravity movement (hopefully)
1250 * fixed bug with movable elements not moving anymore after falling down
1253 * fixed another bug with custom elements digging and leaving elements
1254 * fixed bug with "along left/right side" and automatic start direction
1255 * trigger elements now also displayed when "more custom" deactivated
1256 * fixed bug with clipboard element initialized when loading new level
1257 * added option "drop delay" to set delay before dropping next element
1260 * uploaded pre-release (test) version 3.1.0-1 binary and source code
1263 * added copy and paste functions for custom change pages
1264 * enhanced graphical display and functionality of tape recorder
1265 * fixed bug with custom elements digging and leaving elements
1268 * added move speed faster than "very fast" for custom elements
1269 * fixed bug with 3+3 style explosions and missing border content
1270 * fixed little bug when copying custom elements in the editor
1271 * enhanced custom element changes by more side trigger actions
1274 * added option "no scrolling when relocating" for instant teleporting
1275 * uploaded pre-release (test) version 3.1.0-0 binary and source code
1278 * added trigger element and trigger player to use as target elements
1279 * added copy and paste functions for custom and group elements
1282 * fixed graphical bug when displaying explosion animations
1283 * fixed bug when appending to tapes, resulting in broken tapes
1284 * re-recorded a few tapes broken by fixing gravity checking bug
1287 * "can move into acid" property now for all elements independently
1288 * "can fall into acid" property for player stored in same bitfield now
1289 * added option for deadliness of Supaplex 'sniksnak' and 'electron'
1290 * version number set to 3.1.0 (finally!)
1293 * changed tape recording to only record input, not programmed actions
1296 * fixed totally broken (every 8th frame skipped) step-by-step recording
1297 * fixed bug with requester not displayed when quick-loading interrupted
1298 * added option "can fall into acid (with gravity)" for players
1299 * fixed bug with player not falling when snapping down with gravity
1302 * fixed bug which messed up key config when using keypad number keys
1305 * fixed bug which allowed moving upwards even when gravity was active
1306 * fixed bug with missing error handling when dumping levels or tapes
1309 * added different colored editor graphics for Supaplex gravity tubes
1312 * fixed bug that allowed solvable tapes for unsolvable levels
1315 * use unlimited number of droppable elements when "count" set to zero
1316 * added option to use step limit instead of time limit for level
1319 * added player and change page as trigger for custom element change
1322 * fixed bug with exploding amoeba (explosion 3x3 instead of 1x1)
1325 * fixed bug with dark yamyam changing to acid when moving over acid
1326 * fixed handling of levels with more than 999 seconds level time
1327 (example: level 76 of "Denmine")
1330 * "spring push bug" reintroduced as configurable element property
1331 * fixed bug with missing properties for "mole"
1332 * fixed bug that showed up when fixing the above "mole" properties bug
1333 * added option "can move into acid" for all movable elements
1334 * fixed graphical bug for elements moving into acid
1335 * changed event handling to handle all pending events before going on
1338 * fixed bug which caused all CE change pages to be ignored which had
1339 the same change event, but used a different element side
1340 (reported by Simon Forsberg)
1342 * fixed bug which caused elements that can move and fall and that are
1343 transported by a conveyor belt to continue moving into that direction
1344 after leaving the conveyor belt, regardless of their own movement
1345 type; only elements which can not move are transported now
1346 (reported by Simon Forsberg)
1348 * fixed bug which could cause an array overflow in RelocatePlayer()
1349 (reported by Niko Böhm)
1351 * changed Emerald Mine style "passable / over" elements to "protected"
1352 (fixing unsolvable level 10 of "Bondmine 9" with bug beside gate)
1354 * added new option to select from which side a "walkable/passable"
1355 element can be entered
1358 * added explosion and ignition delay for elements that can explode
1361 * fixed bug which caused player not being protected against enemies
1362 when a CE was "walkable / inside" and was not "indestructible"
1363 * added "walkable/passable" fields to be "protected/unprotected"
1364 against enemies, even if not accessible "inside" but "over/under"
1367 * corrected move pattern to 32 bit and initial move direction to 8 bit
1370 * added second custom element base configuration page
1373 * added some special EMC mappings to Emerald Mine level loader
1374 (also covering previously unknown element in level 0 of "Bondmine 8")
1377 * added option to block last field when player is moving (for Supaplex)
1378 * adjusted push delay of Supaplex elements
1379 * removed delays for envelopes etc. when replaying with maximum speed
1380 * fixed bug when dropping element on a field that just changed to empty
1383 * fixed bug: infotrons can now smash yellow disks
1384 * fixed bug: when gravity active, port above player can now be entered
1385 * removed "one white dot" mouse pointer which irritated some people
1388 * added "choice type" for group element selection
1391 * fixed bug with initial invulnerability of non-yellow player
1394 * added level loader for loading native Supaplex packed levels
1395 (including multi-part levels like the "splvls99" levels)
1398 * fixed bug which allowed creating emeralds by escaping explosions
1401 * custom elements can change (limited) or leave (unlimited) elements
1402 * finally added multiple matches using group elements
1403 * added shortcut to dump brush (type ":DB" in editor) for use in forum
1406 * added new start movement type "previous" for continued CE movement
1407 * added new start movement type "random" for random CE movement start
1410 * added new element "sokoban_field_player" needed for Sokoban levels
1411 (thanks to Ed Booker for pointing this out!)
1414 * added elements that can be digged or left behind by custom elements
1417 * added group elements for multiple matches and random element creation
1420 * fixed some graphical errors displayed in old levels
1423 * fixed wrong double speed movement after passing closing gates
1426 * added level loader for loading native Emerald Mine levels
1429 * changes for "shooting" style CE movement
1432 * Happy New Year! ;-)
1435 * changed default snap/drop keys from left/right Shift to Control keys
1438 * fixed bug with dead player getting reanimated from custom element
1441 * fixed bug with wrong penguin graphics (when entering exit)
1444 * fixed bug with wrong "Murphy" graphics (when digging etc.)
1447 * version number set to 3.0.9
1450 * version 3.0.8 released
1453 * added function checked_free()
1456 * fixed bug with double nut cracking sound
1457 (by eliminating "default element action sound" assignment in init.c)
1460 * fixed crash when no music info files are available
1463 * fixed boring and sleeping sounds
1466 * added "maze runner" and "maze hunter" movement types
1467 * added extended collision conditions for custom elements
1470 * added warnings for undefined token values in artwork config files
1473 * added menu entry for level set information to the info screen
1476 * fixed bug with wrong default impact sound for colored emeralds
1479 * added several sub-screens for the info screen
1480 * menu text now also clickable (not only blue/red sphere left of it)
1483 * added configurable "bored" and "sleeping" animations for the player
1484 * added "awakening" sound for player when waking up after sleeping
1487 * added "copy" and "exchange" functions for custom elements to editor
1490 * added configurable element animations for info screen
1493 * added configurable music credits for info screen
1496 * finally fixed tape recording when player is created from CE change
1499 * added "editorsetup.conf" for editor element list configuration
1502 * added "musicinfo.conf" for menu and level music configuration
1505 * fixed a very nasty bug in dragon turning code in TurnRoundExt()
1506 (that only showed up on Linux, but not on Windows systems)
1509 * fixed turning movement of butterflies and fireflies (no frame reset)
1510 * enhanced sniksnak turning movement (two steps instead of only one)
1513 * version number set to 3.0.8
1516 * version 3.0.7 released
1519 * fixed reset of player animation frame when, for example,
1520 walking, digging or collecting share the same animation
1521 * fixed CE with "deadly when touching" exploding when touching amoeba
1524 * fixed tape recording when player is created from CE element change
1527 * introduced "turning..." action graphic for elements with move delay
1528 (non-CE: bug, spaceship, sniksnak, mole, pacman, yamyam)
1529 * added turning animations for bug, spaceship and sniksnak
1532 * prevent "extended" changed elements from delay change in same frame
1535 * fixed bug when pushing element that can move away to the side
1536 (like pushing falling elements, but now with moving elements)
1539 * finally fixed serious bug in code for delayed element pushing (again)
1542 * unavailable setup options now marked as "n/a" instead of "off"
1543 * new boolean directive "latest_engine" for "levelinfo.conf": when set
1544 to "true", levels are always played with the latest game engine,
1545 which is desired for levels that are imported from other games; all
1546 other levels are played with the engine version stored in level file
1547 (which is normally the engine version the level was created with)
1550 * fixed serious bug in code for delayed element pushing
1551 * fixed little bug in animation frame selection for pushed elements
1552 * speed-up of reading config file for verbose output
1555 * added configuration option for opening and closing Supaplex exit
1556 * added configuration option for moving up/down animation for Murphy
1557 * fixed incorrectly displayed animation for attacking dragon
1558 * fixed bug with not setting initial gravity for each new game
1559 * fixed bug with teleportation of player by custom element change
1560 * fixed bug with player not getting smashed by rock sometimes
1563 * version number set to 3.0.7
1566 * version 3.0.6 released
1569 * added support for MP3 music for SDL version through SMPEG library
1572 * fixed bug when initializing font graphic structure
1573 * fixed bug with animation mode "pingpong" when using only 1 frame
1574 * fixed bug with extended change target introduced in 3.0.5
1575 * fixed bug where passing over moving element doubles player speed
1576 * fixed bug with elements continuing to move into push direction
1577 * fixed bug with duplicated player when dropping bomb with shield on
1578 * added "switching" event for custom elements ("pressing" only once)
1579 * fixed switching bug (resetting flag when not switching but not idle)
1582 * fixed element tokens for certain file elements with ".active" etc.
1585 * version number set to 3.0.6
1588 * version 3.0.5 released
1591 * now four envelope elements available
1592 * font, background, animation and sound for envelope now configurable
1593 * main menu doors opening/closing animation type now configurable
1596 * active/inactive sides configurable for custom element changes
1597 * new movement type "move when pushed" available for custom elements
1600 * fixed bug in multiple config pages loader code that caused crashes
1603 * enhanced (remaining low-resolution) Supaplex graphics
1606 * version number set to 3.0.5
1609 * version 3.0.4 released
1611 2003-09-12 src/tools.c
1612 * fixed bug in custom definition of crumbled element graphics
1614 2003-09-11 src/files.c
1615 * fixed bug in multiple config pages code that caused crashes
1618 * version number set to 3.0.4
1621 * version 3.0.3 released
1624 * added music to Supaplex classic level set
1626 2003-09-07 src/libgame/misc.c
1627 * added support for loading various music formats through SDL_mixer
1629 2003-09-06 (various source files)
1630 * fixed several nasty bugs that may have caused crashes on some systems
1631 * added envelope content which gets displayed when collecting envelope
1632 * added multiple change event pages for custom elements
1634 2003-08-24 src/game.c
1635 * fixed problem with player animation when snapping and moving
1637 2003-08-23 src/screens.c, src/cartoons.c, src/libgame/toons.c
1638 * fixed problem with flickering when drawing toon animations
1640 2003-08-23 src/libgame/sdl.c
1641 * fixed problem with setting mouse cursor in SDL version in fullscreen
1643 2003-08-23 src/game.c
1644 * fixed bug (missing array boundary check) which could crash the game
1647 * version number set to 3.0.3
1650 * version 3.0.2 released
1652 2003-08-21 src/game.c
1653 * fixed bug with creating inaccessible elements at player position
1655 2003-08-20 src/init.c
1656 * fixed bug with not finding current level artwork directory
1658 2003-08-20 src/files.c
1659 * fixed bug with choosing wrong engine version when playing tapes
1660 * fixed bug with messing up custom element properties in 3.0.0 levels
1663 * version number set to 3.0.2
1666 * version 3.0.1 released
1668 2003-08-17 (no source files affected)
1669 * changed all "classic" PCX image files with 16 colors or less to
1670 256 color (8 bit) storage format, because the Allegro game library
1671 cannot handle PCX files with less than 256 colors (contributed
1672 graphics are not affected and might look wrong in the DOS version)
1674 2003-08-16 src/init.c
1675 * fixed bug which (for example) crashed the level editor when defining
1676 "dynamite.EDITOR: [NONE]", because graphics may not be undefined
1677 (only set to default) -- invalid graphics now set to default graphic
1679 2003-08-16 src/init.c
1680 * fixed graphical bug of player digging/collecting/snapping element
1681 when no corresponding graphic/animation is defined for this action,
1682 resulting in player being drawn as EL_EMPTY (which should only be
1683 done to elements being collected, but not to the player)
1685 2003-08-16 src/game.c
1686 * fixed small graphical bug of player not totally moving into exit
1688 2003-08-16 src/libgame/setup.c
1689 * fixed bug with wrong MS-DOS 8.3 filename conversion
1691 2003-08-16 src/tools.c
1692 * fixed bug with invisible mouse cursor when pressing ESC while playing
1694 2003-08-16 (various source files)
1695 * added another 128 custom elements (disabled in editor by default)
1697 2003-08-16 src/editor.c
1698 * fixed NULL string bug causing Solaris to crash in sprintf()
1700 2003-08-16 src/screen.c
1701 * fixed drawing over scrollbar on level selection with custom fonts
1703 2003-08-15 src/game.c
1704 * cleanup of simple sounds / loop sounds / music settings
1706 2003-08-08 (various source files)
1707 * added custom element property for dropping collected elements
1709 2003-08-08 src/conf_gfx.c
1710 * fixed bug with missing graphic for active red disk bomb
1712 2003-08-07 src/files.c, src/editor.c src/game.c, src/main.h
1713 * extended variable "level.gravity" to "level.initial_gravity" and
1714 "game.current_gravity" to prevent level setting from being changed
1715 by playing the level (keeping the runtime value after playing)
1717 * fixed graphics bug when digging element that has 'crumbled' graphic
1718 definition, but not 'diggable' graphic definition
1721 * version number set to 3.0.1
1724 * version 3.0.0 released
1727 * various bug fixes; among others:
1728 - fixed bug with pushing spring over empty space
1729 - fixed bug with leaving tube while placing dynamite
1730 - fixed bug with explosion of smashed penguins
1731 - allow Murphy player graphic in levels with non-Supaplex elements
1735 * I have forgotten to document changes for some time
1738 * pre-release version 2.2.0rc1 released
1741 * version number set to 2.1.2
1744 * version 2.1.1 released
1747 * version number set to 2.1.1
1750 * version 2.1.0 released
1753 * version number set to 2.1.0
1755 2002-04-03 to 2002-05-19 (various source files)
1756 * graphics, sounds and music now fully configurable
1757 * bug fixed that prevented walking through tubes when gravity on
1759 2002-04-02 src/events.c, src/editor.c
1760 * Make Escape key less aggressive when playing or when editing level.
1761 This can be configured as an option in the setup menu. (Default is
1762 "less aggressive" which means "ask user if something can be lost"
1763 when pressing the Escape key.)
1765 2002-04-02 src/screen.c
1766 * Added "graphics setup" screen.
1768 2002-04-01 src/screen.c
1769 * Changed "choose level" setup screen stuff to be more generic (to
1770 make it easier to add more "choose from generic tree" setup screens).
1772 2002-04-01 src/config.c, src/timestamp.h
1773 * Added source files "src/config.[ch]" and "src/timestamp.h" (which
1774 automatically gets created by "src/Makefile" and contains an actual
1775 compile-time timestamp to identify development versions of the game).
1777 2002-03-31 src/tape.c, src/events.c
1778 * Added quick game/tape save/load functions to tape stuff which can be
1779 invoked by a keyboard shortcut. Default: "F1" saves game/tape, "F2"
1780 loads previously recorded tape and directly goes into recording mode
1781 from the end of the tape (therefore appending to the tape).
1783 2002-03-31 src/tape.c
1784 * Added "index mark" function to tape recorder. When playing or
1785 recording, "eject" button changes to "index" button. Setting index
1786 mark is not yet implemented, but pressing index button when playing
1787 allows very quick advancing to end of tape (when normal playing),
1788 very fast forward mode (when playing with normal fast forward) or
1789 very fast reaching of "pause before end of tape" (when playing with
1790 "pause before end" playing mode).
1792 2002-03-30 src/cartoons.c
1793 * Moved some stuff from cartoons.c to the new "src/libgame/toons.c".
1795 2002-03-29 src/screen.c
1796 * Changed setup screen stuff to be more generic (to make it easier
1797 to add more setup screens).
1799 2002-03-23 src/main.c, src/main.h
1800 * Various changes due to the introduction of the new libgame files
1801 "setup.c" and "joystick.c".
1803 2002-03-23 src/files.c
1804 * Generic parts of "src/files.c" (mainly setup and level directory
1805 stuff) moved to new libgame file "src/libgame/setup.c".
1807 2002-03-23 src/joystick.c
1808 * File "src/joystick.c" moved to libgame source tree, with
1809 correspondig changes.
1811 2002-03-22 src/screens.c
1812 * "HandleChooseLevel()": Another bug in level series navigation fixed.
1813 (Wrong level series information displayed when entering main group.)
1815 2002-03-22 src/editor.c
1816 * Slight change to support new gadget event "GD_EVENT_INFO_LEAVING".
1818 2002-03-22 src/editor.c
1819 * Changed behaviour of "Escape" key in level editor to be more
1820 intuitive: When in "Element Properties" or "Level Info" mode,
1821 return to "Drawing Mode" instead of leaving the level editor.
1823 2002-03-21 src/game.c, src/editor.c, src/files.c
1824 * 2.0.1 introduced the corrected "Emerald Mine" style behaviour of
1825 gems (emeralds, diamonds, ...) slipping down from normal wall,
1826 steel wall and growing wall (as in E.M.C. style levels). Although
1827 the behaviour of contributed and private levels wasn't changed (due
1828 to the use of "level.game_version"; see previous entry), editing
1829 those levels will (of course) change the behaviour accordingly.
1831 This change seems a bit too hard after thinking about it, because
1832 the EM style behaviour is not the "expected" behaviour (gems would
1833 normally only slip down from "rounded" walls). Therefore this was
1834 now changed to an element property for gem style elements, with the
1835 default setting "off" (which means: no special EM style behaviour).
1836 To fix older converted levels, this flag is set to "on" for pre-2.0
1837 levels that are neither contributed nor private levels.
1839 2002-03-20 src/files.h
1840 * Corrected settings for "level.game_version" depending of level type.
1841 (Contributed and private levels always get played with game engine
1842 version they were created with, while converted levels always get
1843 played with the most recent version of the game engine, to let new
1844 corrections of the emulation behaviour take effect.)
1846 2002-03-20 src/main.h
1847 * Added "#include <time.h>". This seems to be needed by "tape.c" for
1848 compiling the SDL version on some systems.
1849 Thanks to the several people who pointed this out.
1852 * Version number set to 2.0.2.
1855 * Version 2.0.1 released.
1857 2002-03-18 src/screens.c
1858 * "HandleChooseLevel()": Small bug in level series navigation fixed.
1860 2002-03-18 src/files.c [src/libgame/misc.c]
1861 * Moved some common functions from src/files.c to src/libgame/misc.c.
1863 2002-03-18 src/files.c [src/libgame/misc.c]
1864 * Changed permissions for new directories and saved files (especially
1865 score files) according to suggestions of Debian users and mantainers.
1866 Thanks to Drew Parsons <dparsons@emerall.com> for the patch.
1868 2002-03-17 src/files.c
1869 * Changed "{Load|Save}{Level|Tape}()" to IFF style file format:
1870 Replaced "cookie" header string ("ROCKSNDIAMONDS_...\n") with
1871 real IFF style header "RND1....XXXX" (where "XXXX" is "CAVE"
1872 for levels and "TAPE" for tapes). Old "cookie" style format is
1873 still supported for reading. New level and tape files are written
1876 * New IFF chunk "VERS" contains version numbers for file and game
1877 (where "game version" is the version of the program that wrote the
1878 file, and "file version" is a version number to distinguish files
1879 with different format, for example after adding new features).
1881 2002-03-15 src/screen.c
1882 * "DrawHallOfFame()": "FadeSounds()" when entering the hall of fame.
1883 (Before, you heard a mixture of the in-game music and the
1884 hall-of-fame music.)
1886 2002-03-14 src/events.c
1887 * Function "DumpTape()" (files.c) now available by pressing 't' from
1888 main menu (when in DEBUG mode).
1890 2002-03-14 src/game.c
1891 * "GameWon()": When game was won playing a tape, now there is no delay
1892 raising the score and no corresponding sound is played.
1894 2002-03-14 src/files.c
1895 * Changed "LoadTape()" for real chunk support and also adjusted
1896 "SaveTape()" accordingly.
1898 2002-03-14 src/game.c, src/tape.c, src/files.c
1899 * Important changes to tape format: The old tape format stored all
1900 actions with a real effect with a corresponding delay between the
1901 stored actions. This had some major disadvantages (for example,
1902 push delays had to be ignored, pressing a button for some seconds
1903 mutated to several single button presses because of the non-action
1904 delays between two action frames etc.). The new tape format just
1905 stupidly records all device actions and replays them later. I really
1906 don't know why I haven't solved it that way before?! Old-style tapes
1907 (with tape file version less than 2.0) get converted to the new
1908 format on-the-fly when loading and can therefore still be played;
1909 only some minor parts of the old-style tape handling code was needed.
1910 (A perfect conversion is not possible, because there is information
1911 missing about the device actions between two action frames.)
1913 2002-03-14 src/files.c
1914 * New function "DumpTape()" to dump the contents of the current tape
1915 in a human readable format.
1917 2002-03-14 src/game.c
1918 * Small tape bug fixed: When automatically advancing to next level
1919 after a game was won, the tape from the previous level still was
1920 loaded as a tape for the new level.
1922 2002-03-14 src/tape.c
1923 * Small graphical bug fixed: When pressing ""Record" or "Play" on
1924 tape, cartoons did not get completely removed because
1925 StopAnimation() was not called.
1927 2002-03-13 src/files.c
1928 * Changed "LoadLevel()" and "SaveLevel()" to add new chunk "CNT2".
1929 Fixed bug of "CONT" and "BODY" (chunk size was set to 8-bit element
1930 size even when using 16-bit elements). Added new chunk "CNT2" for
1931 16-bit amoeba content (previously written in 8-bit field in "HEAD"
1932 chunk even when content was 16-bit element). "CNT2" should now be
1933 able to store content for arbitrary elements (up to eight blocks of
1934 3 x 3 element arrays). All "CNT2" elements will always be stored as
1935 16-bit elements. "CONT" (with 8/16-bit elements) now obsolete.
1937 2002-03-13 src/files.c
1938 * Changed "LoadLevel()" for real chunk support.
1940 2002-03-12 src/game.c
1941 * Fixed problem (introduced after 2.0.0 release) with penguins
1942 not getting killed by enemies
1944 2002-02-24 src/game.c, src/main.h
1945 * Added "player->is_moving"; now "player->last_move_dir" does
1946 not contain any information if the player is just moving at
1948 Before, "player->last_move_dir" was misused for this purpose
1949 for the robot stuff (robots don't kill players when they are
1950 moving). But setting "player->last_move_dir" to MV_NO_MOVING
1951 broke tapes when walking through pipes!
1952 ("IS_MOVING()" uses "MovPos[][]", but this fails when it is 0
1953 in a continuous movement. This fact is ignored for friends and