2 * moved "level settings" and "editor settings" to two tabbed screens in
3 level editor to gain space for additional level property settings
6 * fixed redraw problem of special editor door when playing from editor
9 * fixed initialization of gfx_element for level sketch image creation
12 * added switch for EM style dynamite "[ ] explodes with chain reaction"
13 (with default set to "on" for existing levels, but "off" for all new
14 levels), as EM style dynamite does not chain-explode in original EM
17 * added optional initial inventory for players (pre-collected elements)
18 * added change page actions "set player inventory" and "set CE artwork"
19 * added recognition of "player" parameter on change pages when player
20 actions are defined, but no trigger player in corresponding condition
21 (this resulted in actions that only affected the first player before)
22 * fixed bug with change actions being executed for newly created custom
23 elements resulting from custom element changes, when the intention was
24 only to check for change actions for the previous custom element
27 * changed design and size of element drawing area in level editor
28 * added "element used as action parameter" to element change actions
31 * added possibility to reanimate player immediately after his death
32 (for example, by "change to <player> when explosion of <player>")
35 * fixed bug with "gray" white door not being uncovered by magnifier
36 * added score for collecting (any) key to the white key config page
39 * added condition "deadly when <getting hit by>" for custom elements
40 that behaves a bit like the existing "deadly when <colliding with>",
41 but with the following differences:
42 - it only kills players or friends when it was moving before it hits
43 - it does not kill players or friends that try to run into it
46 * fixed the following change conditions where a player element is used
47 as the "element that is triggering the custom element change":
50 - explosion of <element>
52 (the last two conditions already worked partially, but only for the
53 first player, and not for the "Murphy" player when using "move of")
56 * fixed crash bug caused by accessing invalid element (with value -1)
57 in UpdateGameControlValues()
58 * fixed graphical bug when using two-tile movement animations with EMC
59 game engine without explicitly using native EMC graphics engine
62 * fixed bug in new "can dig" feature (see below) so that an unsuccessful
63 try to push something (due to push delay) does not cause a dig action
66 * fixed bug with reference elements used as trigger elements on custom
67 element change pages not being recognized
68 * fixed bug with reference elements not being removed from the playfield
69 * added engine functionality that allows custom elements that "can dig"
70 other elements not only to do so when moving by themselves, but also
71 when being pushed by the player (therefore adding the functionality to
72 push one element over another element, replacing it with the new one)
75 * added command line function to write level sketch images to directory
78 * merged override and auto-override options into new override options
79 with a new data type than can take the values "no", "yes" and "auto"
82 * fixed growing steel wall to also leave behind steel wall instead of
83 normal, destructible wall
84 * fixed handling of rocks falling through stacks of quicksand with
85 different speed (before, the rocks just got stuck in the quicksand)
88 * fixed nasty bug with auto-override and normal override not working on
89 program startup (especially when current level set has custom artwork)
92 * version 3.2.5 released as special edition "R'n'D jue"
95 * fixed X11 crash bug when blitting masked title screens over background
98 * changed build system to support special editions (like "R'n'D jue")
99 * added (hardcoded) loading graphics for "R'n'D jue" special edition
100 * fixed X11 crash bug when scaling images with width/height less than 32
103 * added "background.PLAYING" (only visible as two-pixel border in game)
104 * added default level set for first start of special R'n'D version
105 * changed door animations for editor always behaving like "quick doors"
108 * added new custom artwork setup option "auto-override non-CE sets" for
109 automatic artwork override that is only used for level sets without
110 custom element artwork (as it does not make much sense to override
111 any artwork that redefines custom element artwork for sets using CEs)
112 * fixed default artwork for "special" R'n'D versions always using the
113 "classic" artwork as the base if base artwork is not explicitly
114 defined in "levelinfo.conf", regardless of different default artwork
115 used by the special R'n'D version -- this is needed because any such
116 custom artwork is designed using the "classic" artwork definitions as
117 the base (including menu definitions and screen positions etc., which
118 would otherwise be taken from the different special default artwork)
121 * fixed drawing of animated "quicksand.filling" and "quicksand.emptying"
122 for both EMC and R'n'D graphics engine (heavy workarounds needed due
123 to massively broken handling of quicksand in R'n'D game engine)
124 * fixed off-limits access to array in DrawLevelFieldCrumbledSandExt()
125 * fixed crash bug (hopefully) when scrolling with cursor keys in editor
128 * fixed small bug in toon drawing (introduced when fixing the crash bug)
131 * added graphics definition "game.panel.highscore" to display the
132 current levels current high score in the game panel
135 * version number set to 3.2.5
138 * version 3.2.4 released
141 * fixed crash bug in toon drawing functions for large step offset values
144 * fixed some problems with displaying game panel when quick-loading tape
147 * fixed (experimental only) redrawing of every tile per frame (even if
148 unneeded) for the extended (R'n'D based) EMC graphics engine
149 * added optimization to only calculate element count for panel display
150 if really needed (that is, if element count values defined on panel)
151 * fixed problem with special editor door redraw when entering main menu
154 * fixed bug with displaying background for title messages on info screen
155 * some code cleanup for the extended (R'n'D based) EMC graphics engine
158 * fixed bug with CE action "move player" always resulting in player 4
159 if there was a CE action with no trigger player (because the player
160 element was calculated by using log_2() from trigger player bits with
161 the value PLAYER_BITS_ANY) -- this is now fixed by also storing the
162 triggering player bit mask and handling all players in "move player"
163 * fixed bug when defined artwork cannot be found for artwork that has
164 default artwork cloned from other artwork (without default filename)
165 * added several fixes to the extended (R'n'D based) EMC graphics engine
168 * fixed broken editor copy and paste for custom elements between levels
171 * title messages are now also searched in graphics artwork directory;
172 those found in graphics directory have precendence over those found
173 in level directory -- this handles title messages stored in graphics
174 directories as part of the artwork set, just like title images; this
175 makes sense, as corresponding special font definitions for messages
176 are usually defined in the same graphics artwork directory, and also
177 because title images and title messages that are combined in a level
178 set introduction should usually not be separated when the level set
179 is used with a different artwork set (e.g. using "override graphics")
180 * fixed problem with door borders on main screen by first drawing doors
181 and then the corresponding border masks, but not vice versa
182 * fixed problem with artwork config entries using the value "[DEFAULT]";
183 this does not what one might expect, but sets the value to an invalid
184 value -- solution: simply ignore such entries, which results in this
185 value keeping its previous (real) default value (in general, entries
186 that should use their default value should just not be defined here)
187 * fixed problem with wrong fading area size from main menu to setup menu
190 * fixed problem with broken crumbled graphics after level set changes
191 when using R'n'D custom artwork with level sets using the EMC engine
194 * fixed invisible "joysticks deactivated ..." text on setup input screen
197 * added use of hashes created from static lists (element tokens, image
198 config, font tokens) to speed up lookup of configuration parameters
199 * fixed bug where element and graphic config token lookup was mixed up
202 * added "busy" animation when initializing program and loading artwork
203 * added initialization profiling for program startup (debugging only)
206 * fixed(?) very strange bug apparently triggered by memset() when code
207 was cross-compiled with MinGW cross-compiler for Windows XP platform
208 (this only happened when using SDL.dll also self-compiled with MinGW)
211 * added graphics engine directive "border.draw_masked_when_fading" that
212 enables/disables drawing of border mask over screen that is just faded
215 * fixed small problem with separate fading definition for game screen
218 * added additional configuration directives for setup screen draw offset
219 menu.draw_xoffset.SETUP[XXX] and menu.draw_yoffset.SETUP[XXX] with XXX
220 in GAME, EDITOR, GRAPHICS, SOUND, ARTWORK, INPUT, SHORTCUTS_1,
221 SHORTCUTS_2, CHOOSE_ARTWORK, CHOOSE_OTHER (where "CHOOSE_ARTWORK" is
222 used to define draw offset on custom artwork selection screens and
223 "CHOOSE_OTHER" is used on all other list style selection screens, like
224 choosing game speed or screen mode for fullscreen mode)
225 * added additional configuration directives to define main menu buttons:
226 - menu.button_name and menu.button_name.active
227 - menu.button_levels and menu.button_levels.active
228 - menu.button_scores and menu.button_scores.active
229 - menu.button_editor and menu.button_editor.active
230 - menu.button_info and menu.button_info.active
231 - menu.button_game and menu.button_game.active
232 - menu.button_setup and menu.button_setup.active
233 - menu.button_quit and menu.button_quit.active
234 * added eight pure decoration graphic definitions for the game panel
237 * added support for accessing native Diamond Caves II level packages
238 * fixed displaying of game panel values for Emerald Mine game engine
239 * fixed displaying end-of-level time and score values on new game panel
242 * added game panel control to display arbitrary elements on game panel
243 * added game panel control to display custom element score (globally
244 unique for identical custom elements) either as value or as element
245 * added ".draw_masked" and ".draw_order" to game panel control drawing
248 * fixed some general bugs with handling of ".active" elements and fonts
251 * cleanup of game panel elements (some elements were not really needed)
252 * added displaying of gravity state (on/off) as new game panel control
253 * added animation for game panel elements (similar to game elements)
256 * added new pseudo game mode "PANEL" to define panel fonts and graphics
257 - panel fonts now use ".PANEL" suffix instead of ".PLAYING" suffix
258 - panel graphics now use ".PANEL" suffix instead of ".DOOR" suffix
259 (else graphics would have to use ".PLAYING", which would be confusing)
260 * fixed bug when fading out to game screen with border mask defined
263 * added attribute ".tile_size" for element style game panel controls
266 * added <space> key as additional valid key to use for confirm requester
269 * improved menu fading, adding separate fading definitions for entering
270 and leaving a "content" screen (in general), and optional definitions
271 for the special "content" screens SCORES, EDITOR, INFO and PLAYING
274 * added (currently invisible) setup option to define scroll delay value
275 * fixed small bug in priority handling when auto-detecting level start
276 position in levels without player element (but player from CE etc.)
277 * added option "game.forced_scroll_delay_value" to override user choice
278 of scroll delay value for certain level sets with "graphicsinfo.conf"
279 * replaced setup option "scroll delay: on/off" by new setup option that
280 directly allows selecting the desired scroll delay value from 0 to 8
283 * added displaying of most game panel control elements (not animated)
286 * added new configuration directives to display additional game engine
287 values on the game control panel, like the following examples:
288 - game.panel.time_hh/time_mm/time_ss - level time in HH/MM/SS format
289 - game.panel.penguins - number of penguins to rescue
290 - game.panel.level_name - level name of current level
293 * added support for preview tile sizes "1" and "2" (1x1 and 2x2 pixels)
296 * added new player option "no centering when relocating" for "invisible"
297 teleportations to level areas that look exactly the same, giving the
298 illusion that the player did not relocate at all (this was the default
299 since 3.2.3, but caused visual problems with room creation in "Zelda")
300 * added new menu fading effect "melt", shamelessly stolen from "DOOM"
303 * improved menu fading, adding separate fading definitions for entering
304 and leaving a menu and for fading between menu and "content" screens
305 * fixed small bug with recognizing also ".font_xyz" style definitions
308 * improved menu fading, adding separate fading definitions for fading
309 between menu screens and fading between menu and "destination" screens
312 * titlemessage_initial_x and titlemessage_x set to "[DEFAULT]" in static
313 configuration (set from "[titlemessage_initial]" and "[titlemessage]")
314 * fading settings of "[titlemessage_initial]" and "[titlemessage]" set
315 to "[DEFAULT]" in static configuration (set from "[title_initial]" and
317 * improved title fading, allowing fading animation types "none", "fade"
318 and "crossfade" (including cross-fading of last title to main menu)
321 * added configurability of graphics, sounds and music for title screens,
322 which are separated into initial title screens (only shown once at
323 program startup) and title screens shown for a given level set; these
324 title screens can be composed of up to five title images and up to
325 five title text messages (each drawn using an optional background
326 image), also using background music and/or sounds; aspects like
327 background images, sounds and music of title screens can either be
328 defined generally (valid for all title screens) or specifically (and
329 therefore differently for each title screen) using these directives:
331 to define a background image, sound or music file for all screens:
332 - background.TITLE_INITIAL (for all title screens for game startup)
333 - background.TITLE (for all title screens for level sets)
335 to define a background image, sound or music file for a single screen:
336 - background.titlescreen_initial_x (with x in 1,2,3,4,5)
337 - background.titlescreen_x (with x in 1,2,3,4,5)
338 - background.titlemessage_initial_x (with x in 1,2,3,4,5)
339 - background.titlemessage_x (with x in 1,2,3,4,5)
341 to define the title screen images:
342 - titlescreen_initial_x (with x in 1,2,3,4,5)
343 - titlescreen_x (with x in 1,2,3,4,5)
345 to define the title text messages, place text files into the level set
346 directory that have the following file names:
347 - titlemessage_initial_x.txt (with x in 1,2,3,4,5)
348 - titlemessage_x.txt (with x in 1,2,3,4,5)
350 to define the properties of the text messages, either use directives
351 that affect all text messages:
352 - [titlemessage_initial].<suffix>
353 - [titlemessage].<suffix>
354 or use directives that affect single text messages:
355 - titlemessage_initial_x.<suffix> (with x in 1,2,3,4,5)
356 - titlemessage_x.<suffix> (with x in 1,2,3,4,5)
358 valid values for <suffix> are the same as for readme.<suffix> below;
359 use ".sort_priority" (default: 0) to define an arbitrary order for
360 title images and title messages (which can therefore be mixed)
363 * added full configurability of "readme.txt" screen appearance:
364 - readme.x: <left position used with alignment>
365 - readme.y: <top position>
366 - readme.width: <maximim text width in pixels>
367 - readme.height: <maximum text height in pixels>
368 - readme.chars: <maximum number of chars per line>
369 - readme.lines: <maximum number of lines displayed>
370 - readme.align: left,center,right (default: center)
371 - readme.top: top,middle,bottom (default: top)
372 - readme.font: font name
373 - readme.autowrap: true,false (default: true)
374 - readme.centered: true,false (default: false)
375 - readme.parse_comments: true,false (default: true)
376 - readme.sort_priority: (not used here, but only for title screens)
377 when "readme.chars" and/or "readme.lines" is set to "-1" (this is the
378 default), they are automatically determined from "readme.width" and
379 "readme.height" accordingly; when they are not "-1", they have
380 precedence over "readme.width" and "readme.height"
381 * added internal ad-hoc config settings for displaying text files like
382 title messages or "readme.txt" style level set info files:
383 - .font: font name (default: readme.font)
384 - .autowrap: true,false (default: readme.autowrap)
385 - .centered: true,false (default: readme.centered)
386 - .parse_comments: true,false (default: readme.parse_comments)
387 (the leading '.' and the separating ':' are mandatory here); to use
388 these ad-hoc settings, they have to be written inside a comment, like
389 "# .autowrap: false" or "# .centered: true"; these settings then
390 override the above global settings (they can even be used more than
391 once, like "# .centered: true", then some text that should be drawn
392 centered, then "# .centered: false" to go back to non-centered text;
393 important note: after using "# .parse_comments: false", or when using
394 "readme.parse_comments: false", detecting and parsing comments inside
395 the file is disabled and comments are just printed like normal text;
396 also be aware that all automatic text size calculations are done with
397 the font defined in "readme.font", while using different fonts using
398 "# .font: <font>" inside the text file may cause unexpected results
401 * changed some numerical limits in the level editor from 255 to 999
404 * added option "system.sdl_videodriver" to select SDL video driver
405 * added output of SDL video and audio driver to "version info" page
408 * added group element drawing to IntelliDraw drawing functions
409 * fixed animation resetting problem again (last try broke Snake Bite)
410 * fixed diagonal scrolling in screen scrolling (last try broke Pac Man)
413 * added new (special) "include: <filename>" directive that works in all
414 configuration files (like "graphicsinfo.conf") and that has the same
415 effect as if that directive would be replaced with the content of the
416 specified file (this can be useful to split large configuration files
417 into several smaller ones and include them from one main file, or to
418 store configuration settings that always stay the same into a separate
419 file, while including it and only add those parts that really change)
422 * fixed minor bug (screen redraw of player tiles) in EMC graphics engine
425 * fixed bug in "InitMovingField()" where treating an integer array as
426 boolean caused wrong resetting of animations while elements are moving
427 * fixed problem with resetting animations when starting element change
430 * added sort priority for order of title screens and title messages
433 * changed end of game again: do not wait for the user to press a key
434 anymore, but directly ask/confirm tape saving and go to hall of fame
435 * re-enabled quitting of lost game by pressing space or return again
436 * added blanking of mouse pointer when displaying title screens
437 * added remaining menu draw offset definitions for info sub-screens
440 * added setup option to select game speed (from very slow to very fast)
441 * improved handling of title text messages (initial and for level set)
444 * added new options "auto-wrap" and "centered" for DC2 style envelopes
447 * fixed displaying and typing of player name when it is centered
448 * added special characters to be allowed for player name (not only A-Z)
451 * fixed blit in ScrollLevel() to same bitmap to not overlap anymore
452 (newer versions of the SDL library seem to not like this anymore)
455 * added code for configuration directives for control of game panel
458 * fixed small cosmetical bug with underlining property tabs in editor
461 * fixed small drawing bug in X11FadeRectangle
462 * added new elements for newly supported Diamond Caves II levels:
463 - EM/DC style exits that disappear after passing
464 - white key and gate (one white key needed for each white gate)
465 - fake gate (there is no key to open/pass this kind of gate!)
466 - extended magic wall which also handles pearls and crystals
470 * changed maximum value for endless loop detection to a higher value
471 (some levels really used very deep recursion without being endless)
474 * added new elements for newly supported Diamond Caves II levels:
475 - growing steel walls
476 - snappable land mine
479 * added new elements for newly supported Diamond Caves II levels:
480 - steel text elements
483 * added level file loader for native Diamond Caves II levels
486 * version number set to 3.2.4
489 * version 3.2.3 released
492 * fixed malloc/free bug when updating EMC artwork entries in level list
493 * added workaround (warning and request to quit the current game) when
494 changing elements cause endless recursion loop (which would otherwise
495 freeze the game, causing a crash-like program exit on some systems)
498 * fixed nasty string overflow bug when entering too long envelope text
501 * added feedback sounds for menu navigation "menu.item.activating" and
502 "menu.item.selecting" (for highlighting and executing menu entries)
505 * improved "no scrolling when relocating" to also consider scroll delay
506 (meaning that the player is not automatically centered in this case;
507 this makes it possible to "invisibly" relocate the player to a region
508 of the level playfield which looks the same as the old level region)
509 * fixed bug with not recognizing "main.input.name.align" when active
512 * fixed bug with displaying masked borders over title screens when
513 screen fading is disabled
516 * fixed infinite loop / crash bug when killing the player while having
517 a CE with the setting "kill player X when explosion of <player X>"
518 * added special editor graphic for "char_space" to distinguish it from
519 "empty_space" when editing a level (in-game graphics still the same)
522 * fixed nasty bug with initialization only done for the first player
525 * small change to handle loading empty element/content list micro chunks
528 * uploaded pre-release (test) version 3.2.3-0 binary and source code
531 * some optimizations on startup speed by reducing initial text output
534 * added caching of custom artwork information for faster startup times
537 * fixed graphical bug when using fewer menu entries on level selection
538 screen than usual (with "menu.list_size.LEVELS" directive)
539 * fixed crash bug (Windows/SDL only) caused by BlitBitmap blitting from
540 the backbuffer to the backbuffer by error (with identical rectangle)
543 * fixed bug when displaying titlescreen with size less than element tile
544 * fixed bug that caused elements with "change when digging <e>" event
545 to change for _every_ digged element, not only those specified in <e>
546 * fixed bug that caused impact style collision when dropping element one
547 tile over the player that can both fall down and smash players
548 * fixed bug that caused impact style collision when element changed to
549 falling/smashing element over the player immediately after movement
552 * fixed bug that allowed making engine snapshots from the level editor
555 * fixed bugs with player name and current level positions on main screen
558 * added configuration directives for control of title screens:
559 - "title.fade_delay" for fading time
560 - "title.post_delay" for pause between screens (when not crossfading)
561 - "title.auto_delay" to automatically continue after some time
562 these settings can each be overridden by specifying them with titles:
563 - "titlescreen_initial_{1-5}.{fade_delay,post_delay,auto_delay}"
564 - "titlescreen_{1-5}.{fade_delay,post_delay,auto_delay}"
565 fading mode can also be specified:
566 - "titlescreen_initial_{1-5}.anim_mode: {fade,crossfade}
567 - "titlescreen_{1-5}.anim_mode: {fade,crossfade}
568 default is using normal fading for menues and initial title screens,
569 while using cross-fading for level set title screens
570 * fixed bug with background not drawn in Hall of Fame after game was won
573 * added configuration directives for the remaining main menu items
576 * added additional configuration directives for info screen draw offset:
577 menu.draw_{x,y}offset.INFO[{ELEMENTS,MUSIC,CREDITS,PROGRAM,LEVELSET}]
578 * added additional configuration directives for preview info text
579 * limited mouse wheel sensitive screen area to scrollable screen area
582 * added highlighted menu text entries to menu navigation when selected
585 * fixed bug that prevented player from correctly being created in the
586 top left corner by a custom element change in a level without player
587 * fixed bug that prevented player from being killed when indestructible,
588 non-walkable element is placed on player position by extended change
589 * added configurable menu button, text and input positions to main menu
592 * added page fading effects for remaining info sub-screens
593 * fixed small bug that caused some delays when answering door request
596 * added directives "border.draw_masked.*" for menu/playfield area and
597 door areas to display overlapping/masked borders from "global.border"
600 * fixed bug with CE with move speed "not moving" not being animated
601 * when changing player artwork by CE action, reset animation frame
604 * fixed bug with not unmapping main menu screen gadgets on other screens
605 * fixed bug with un-pausing a paused game by releasing still pressed key
606 * fixed bug with not redrawing screen when toggling to/from fullscreen
607 mode while fast reloading tape (without redrawing playfield contents)
608 * fixed bug with quick-saving tape snapshot despite answering with "no"
611 * version number set to 3.2.3
614 * version 3.2.2 released
617 * fixed bug with redrawing screen in fullscreen mode after quick tape
618 reloading when using the EMC game engine
619 * changed token names from "last_ce_[1-8]" to "prev_ce_[1-8]"
622 * fixed bug in GameWon() when level contains no exit (like in Sokoban)
625 * added engine snapshot functionality for instant tape reloading (this
626 only works for the last tape saved using "quick save", and does not
627 work across program restarts, because it completely works in memory)
630 * version number set to 3.2.2
633 * version 3.2.1 released
636 * fixed nasty bugs with handling error message file on Mac OS X systems
639 * general code cleanup (removing many annoying "#if 0" blocks etc.)
642 * fixed bug that caused broken tapes when manually appending to tapes
643 using the "pause before death" functionality, followed by recording
644 * added setup option to disable fading of screens for faster testing
647 * code cleanup of new fading functions
650 * changed behaviour after solved game -- do not immediately stop engine
651 * added some more smooth screen fadings (game start, hall of fame etc.)
654 * fixed bug with displaying pushed CE with value/score/delay anim_mode
657 * added configurable level preview position, tile size and dimensions
658 * added configurable game panel value positions (gems, time, score etc.)
661 * fixed small bug with time displayed incorrectly when collecting CEs
664 * fixed bug with bumpy scrolling with EM engine in double player mode
667 * added compatibility code to fix "Snake Bite" style levels that were
668 broken due to a bugfix regarding EL_SOKOBAN_FIELD_PLAYER in 3.2.0
671 * fixed bug with scrollbars inside editor when using the Windows mouse
672 enhancement tool "True X-Mouse" (which injects key events to the event
673 queue to insert selected stuff into the Windows clipboard, which gets
674 confused with the "Insert" key for jumping to the last editor cascade
675 block in the element list)
676 * added Rocks'n'Diamonds icon for use as window icon to SDL version
677 * added key shortcut "Alt + Enter" to toggle fullscreen mode at any time
680 * added selection of preferred fullscreen mode to setup / graphics menu
681 (useful if default mode 800 x 600 does not match screen aspect ratio)
684 * improved down-scaling of images for better editor and preview graphics
685 * changed user data directory for Mac OS X from Unix style to new place
688 * improved level number selection in main menu and player selection in
689 setup menu (input devices section) by using standard button gadgets
690 * added support for mouse scroll wheel (caused buggy behaviour before)
691 * added support for scrolling horizontal scrollbars with mouse wheel by
692 holding "Shift" key pressed while scrolling the wheel
693 * added support for single step mouse wheel scrolling by holding "Alt"
694 key pressed while scrolling the wheel (can be combined with "Shift")
695 * changed output file "stderr.txt" on Windows platform now always to be
696 created in the R'n'D sub-directory of the personal documents directory
697 * added Windows message box to direct to "stderr.txt" after error aborts
700 * improved general scrollbar handling (when jump-scrolling scrollbars)
703 * changed scrollbars to always show last line as first after scrolling
704 (that means jumping n - 1 screen lines instead of n screen lines)
707 * fixed level versions of EMC level loader (from V4 to V1, V2 and V3)
708 * fixed level time for EMC levels for V2 engine (V2 and V5 levels)
709 * fixed special handling of vertically stacked acid becoming fake acid
712 * fixed bug (very special case) with CE_SCORE_GETS_ZERO, which can
713 affect multiple instances of the same CE, although this kind of
714 change condition usually only affects one single custom element
717 * version number set to 3.2.1
720 * version 3.2.0 released
723 * reorganized level editor element list a bit to match engines better
726 * fixed newly introduced bug with wrongly initializing clipboard element
729 * fixed bug with displaying visible/invisible level border in editor
732 * reorganized some elements in the level editor element list
735 * fixed bug with displaying any player as "yellow" when moving into acid
736 * fixed bug with displaying running player when player stopped at border
739 * fixed bug with player exploding when moving into acid
740 * fixed bug with level settings being reset in editor and when playing
741 (some compatibility settings being set not only after level loading)
742 * fixed crash bug when number of custom graphic frames was set to zero
743 * fixed bug with teleporting player on walkable tile not working anymore
744 * added partial compatibility support for pre-release-only "CONF" chunk
745 (to make Alan Bond's "color cycle" demo work again :-) )
748 * fixed some bugs when displaying title screens from info screen menu
749 * fixed bug which caused EMC doors #5 to #8 to be passable without keys
752 * changed file major version to 3 to reflect level file format changes
753 * uploaded pre-release (test) version 3.2.0-8 binary and source code
756 * added new chunk "NAME" to level file format for level name settings
757 * added new chunk "NOTE" to level file format for envelope settings
758 * changed name of chunk "CONF" to "ELEM" (for normal element settings)
759 * updated magic(5) file to recognize changed and new level file chunks
760 * removed change events "change when CE value/score changes" as unneeded
763 * changed gravity (which only affects the player) from level property
764 to player property (only makes a difference in multi-player levels)
765 * added change events "change when CE value/score changes"
766 * added change events "change when CE value/score changes of <element>"
769 * added new chunk "INFO" to level file format for global level settings
770 * added all element settings from "HEAD" chunk to "CONF" chunk
771 * added all global level settings from "HEAD" chunk to "INFO" chunk
774 * changed level file format by adding two new chunks "CUSX" (for custom
775 elements, replacing the previous "CUS4" chunk) and "GRPX" (for group
776 elements, replacing the previous "GRP1" chunk); these new IFF style
777 chunks use the new and flexible "micro chunks inside chunks" technique
778 already used with the new "CONF" chunk (for normal element properties)
779 which makes it possible to easily extend the existing level format
780 (instead of using fixed-length chunks like before, which are either
781 too big due to reserved bytes for future use, or too small when those
782 reserved bytes have all been used and even more data should be stored,
783 requiring the replacement by new and larger chunks just like it went
784 with "CUS1" to "CUS4"); this whole problem now does not exist anymore
787 * added credits pages to the "credits" section that were really missing
788 * added some missing element descriptions to the level editor
789 * added down position of switchgate switch to the level editor
790 and allowed the use of both switch positions at the same time
791 * changed use of "Insert" and "Delete" keys to navigate element list in
792 level editor to start of previous or next cascading block of elements
795 * added the possibility to view the title screen to the info screen menu
796 * fixed some minor bugs with viewing title screens
799 * fixed bug with title (cross)fading in/out when using fullscreen mode
802 * fixed bug that forced re-defining of menu settings in local graphics
803 config file which are already defined in existing base config file
804 * fixed small bug that caused door sounds playing when music is enabled
807 * added the possibility to define up to five title screens for each
808 level set that are displayed after loading using (cross)fading in/out
809 (this was added to display the various start images of the EMC sets)
812 * added "CE score gets zero [of]" to custom element trigger conditions
813 * added setup option to display element token name in level editor
816 * added compatibility code for Juergen Bonhagen's menu artwork settings
819 * fixed bug with displaying wrong animation frame 0 after CE changes
820 * fixed bug with creating invisible elements when light switch is on
823 * added selection between ECS and AGA graphics for EMC levels to setup
826 * adjusted font handling for various narrow EMC style fonts
829 * changed EM engine behaviour back to re-allow initial rolling springs
832 * fixed handling of over-large selectboxes (less error-prone now)
833 * fixed bug when creating GE with walkable element under the player
836 * added use of "Insert" and "Delete" keys to navigate element list in
837 level editor to start of custom elements or start of group elements
838 * added virtual elements to access CE value and CE score of elements:
839 - "CE value of triggering element"
840 - "CE score of triggering element"
841 - "CE value of current element"
842 - "CE score of current element"
845 * fixed "grass" to "sand" in older EM levels (up to file version V4)
848 * changed behaviour of network games with internal errors (because of
849 different client frame counters) from immediately terminating R'n'D
850 to displaying an error message requester and stopping only the game
851 (also to prevent impression of crashes under non command-line runs)
852 * fixed playing network games with the EMC engine (did not work before)
853 * fixed bug with not scrolling the screen in multi-player mode with the
854 focus on player 1 when all players are moving in different directions
855 * fixed bug with keeping pointer to gadget even after its deallocation
856 * fixed bug with allowing "focus on all players" in network games
857 * fixed bug with player focus when playing tapes from network games
860 * uploaded pre-release (test) version 3.2.0-7 binary and source code
863 * code cleanup for game action control for R'n'D and EMC game engine
866 * fixed bug in multi-player movement with focus on both players
867 * added option to control only the focussed player with all input
870 * added player focus switching to level tape recording and re-playing
873 * fixed some bugs in player focus switching in EMC and RND game engine
876 * added special Supaplex animations for Murphy digging and snapping
877 * added special Supaplex animations for Murphy being bored and sleeping
880 * added four new yam yams with explicit start direction for EMC engine
881 * fixed bug in src/libgame/text.c with printing text outside the window
884 * fixed small bug in EMC level loader (copyright sign in EM II levels)
887 * added delayed ignition of EM style dynamite when used in R'n'D engine
888 * added limited movement range to EMC engine when focus on all players
891 * fixed bug with missing (zero) score values for native Supaplex levels
894 * added "continuous snapping" (snapping many elements while holding the
895 snap key pressed, without releasing the snap key after each element)
896 as a new player setting for more compatibility with the classic games
899 * finished scrolling for "focus on all players" in EMC graphics engine
902 * level sets with "levels: 0" are ignored for levels, but not artwork
903 * fixed bug when scanning empty level group directories (endless loop)
906 * fixed bug with explosion graphic for player using "Murphy" graphic
907 * fixed bug with explosion graphic if player leaves explosion in time
908 * changed some descriptive text in setup menu to use medium-width font
909 * added key shortcut settings for switching player focus to setup menu
912 * fixed bug with random value initialization when recording tapes
913 * fixed bug with playing single player tapes when team mode activated
916 * fixed little bug when trying to switch to player that does not exist
919 * added player switching (visual and quick) to R'n'D and EM game engine
920 * added setup option to select visual or quick in-game player switching
923 * added use of "Home" and "End" keys to handle element list in editor
926 * fixed bug with adding score when playing tape with EMC game engine
927 * added steel wall border for levels using EMC engine without border
928 * finally fixed delayed scrolling in EMC engine also for small levels
931 * fixed potential crash bug in WarnBuggyBase() (missing boundary check)
934 * fixed bug with CE change order in TestIfElementTouchesCustomElement()
935 * fixed bug when displaying info element without action, but direction
938 * fixed minor graphical problems with springs smashing and slurping
939 (when using R'n'D style graphics instead of EMC style graphics)
942 * added scroll delay (as configured in setup) to EMC graphics engine
945 * improved screen redraw for EMC graphics engine (faster and smoother)
946 * when not scrolling, do not redraw the whole playfield if not needed
949 * added multi-player mode for EMC game engine (with up to four players)
952 * added android (can clone elements) from EMC engine to R'n'D engine
955 * added spring bumper (reflects spring) from EMC engine to R'n'D engine
958 * added selectbox for initial player speed to player settings in editor
961 * version 3.1.2 created that is basically version 3.1.1, but with a
962 major bug fixed that prevented editing your own private levels
963 * version 3.1.2 released
966 * added magic ball (creates elements) from EMC engine to R'n'D engine
969 * uploaded fixed pre-release version 3.2.0-6 binary and source code
972 * fixed bug when using "CE can leave behind <trigger element>"
973 * added new change condition "(after/when) creation of <element>"
974 * added new change condition "(after/when) digging <element>"
975 * fixed bug accessing invalid gadget that caused crashes under Windows
976 * deactivated new possibility for multiple CE changes per frame
979 * uploaded pre-release (test) version 3.2.0-6 binary and source code
982 * added animation types "ce_value" and "ce_score" to graphicsinfo.conf
983 * fixed bug with not keeping CE value for moving CEs with only action
984 * changed CE action selectboxes in editor to be only reset when needed
987 * added option "use artwork from element" for custom player artwork
988 * added option "use explosion from element" for player explosions
991 * added cascaded element lists in the level editor
992 * added persistence for cascaded element lists by "editorcascade.conf"
993 * added dynamic element list with all elements used in current level
994 * added possibility for multiple CE changes per frame (experimental)
997 * uploaded pre-release (test) version 3.2.0-5 binary and source code
1000 * changed "score for each 10 seconds/steps left" to "1 second/step"
1001 * added own score for collecting "extra time" instead of sharing it
1002 * added change events "switched by player" and "player switches <e>"
1003 * added change events "snapped by player" and "player snaps <e>"
1004 * added "set player artwork: <element choice>" to CE action options
1005 * added change event "move of <element>"
1008 * added "set player shield: off / normal / deadly" to CE action options
1009 * added new player option "use level start element" in level editor
1010 to set the correct focus at level start to elements from which the
1011 player is created later (this did not work before for cascaded CE
1012 changes resulting in creation of the player; it is now also possible
1013 to create the player from a yam yam which is smashed at level start)
1016 * added "set player speed: frozen (not moving)" to CE action options
1017 * added "move player: l/r/u/d/trigger/-trigger" to CE action options
1020 * added new player option "block snap field" (enabled by default) to
1021 make it possible to show a snapping animation like in Emerald Mine
1024 * added dynamic selectboxes to custom element action settings in editor
1025 * added "CE value" counter for custom elements (instead of "CE count")
1026 * added option to use the last "CE value" after custom element change
1027 * added option to use the "CE value" of other elements in CE actions
1028 * fixed odd behaviour when pressing time orb in levels w/o time limit
1029 * added checkbox "use time orb bug" for older levels that use this bug
1032 * added missing configuration settings for the following elements:
1033 - EL_TIMEGATE_SWITCH (time of open time gate)
1034 - EL_LIGHT_SWITCH_ACTIVE (time of light switched on)
1035 - EL_SHIELD_NORMAL (time of shield duration)
1036 - EL_SHIELD_DEADLY (time of shield duration)
1037 - EL_EXTRA_TIME (time added to level time)
1038 - EL_TIME_ORB_FULL (time added to level time)
1041 * added "wind direction" as a movement pattern for custom elements
1042 * added initial wind direction for balloon / custom elements to editor
1043 * added functionality for EL_BALLOON_SWITCH_NONE to R'n'D game engine
1046 * added parameters for "game of life" and "biomaze" elements to editor
1049 * added level file chunk "CONF" for generic level and element settings
1052 * uploaded pre-release (test) version 3.2.0-4 binary and source code
1055 * skip empty level sets (with "levels: 0"; may be artwork base sets)
1056 * added sound action ".page[1]" to ".page[32]" for each CE change page
1059 * added image config suffix ".clone_from" to copy whole image settings
1060 * fixed bug with invalid ("undefined") CE settings in old level files
1063 * fixed graphical bug with smashing elements falling faster than player
1066 * fixed major bug which prevented private levels from being edited
1067 * fixed bug with precedence of general and special font definitions
1070 * fixed graphical bug with player animation when player moves slowly
1073 * uploaded pre-release (test) version 3.2.0-3 binary and source code
1076 * fixed bug which prevented "global.num_toons: 0" from working
1079 * major code cleanup (removed all these annoying "#if 0" blocks)
1082 * added custom element actions for CE change page in level editor
1085 * fixed music initialization bug in init.c (thanks to David Binderman)
1086 * fixed mouse wheel "button" bug in editor (thanks to Tomi Belan)
1087 (this bug must probably be fixed at other places, too)
1090 * fixed buggy '#include "SDL.h"' statements in src/libgame/sdl.h
1091 (should be '#include <SDL.h>' instead)
1094 * fixed bug which prevented "walkable from no direction" from working
1095 (due to compatibility code overwriting this setting after loading)
1098 * fixed bug on Mac OS X (use of reserved name "Random") in EM engine
1101 * version number temporarily set to 3.1.1 (intermediate bugfix release)
1102 * version 3.1.1 released
1105 * changed some va_arg() arguments from 'long' to 'int', fixing problems
1106 on 64-bit architecture systems with LP64 data model
1109 * fixed bug with bombs not exploding when hitting the last level line
1110 (introduced after the release of 3.1.0)
1113 * added support for dumping small-sized level sketches from editor
1116 * added recognition of "trigger element" for "change digged element to"
1117 (this is not really what the "trigger element" was made for, but its
1118 use may seem obvious for leaving back digged elements unchanged)
1121 * fixed multiple warnings about failed joystick device initialization
1124 * fixed bug with dynamite dropped on top of just dropped custom element
1125 (collect dynamite, collect CE, drop CE => dynamite was also dropped);
1126 dynamite can still be dropped, but drop key must be released before
1129 * fixed bug with wrong start directory when started from file browser
1130 (due to this bug, R'n'D could not be started from KDE's Konqueror)
1133 * fixed bug causing "change when impact" on player not working
1134 * fixed wrong priority of "hitting something" over "hitting <element>"
1135 * fixed wrong priority of "hit by something" over "hit by <element>"
1138 * fixed graphical bug which caused the player (being Murphy) to show
1139 collecting animations although the element was collected by penguin
1142 * fixed two bugs causing wrong door background graphics in system.c
1143 (in functions "SetBackgroundBitmap()" and "DrawingOnBackground()")
1146 * fixed graphic bug with exploding bomb and R'n'D graphics in EM engine
1147 * added "no direction" to "walkable/passable from" selectbox options
1150 * enhanced tape autoplay to accept "autoplay <set> [<nr> ...]" format
1151 * in tape autoplay, not only report broken, but also missing tapes
1154 * uploaded pre-release (test) version 3.2.0-2 binary and source code
1157 * fixed small bug with "linear" animation not working for active lamp
1160 * fixed bug with moving up despite gravity due to "block last field"
1161 * fixed small bug with wrong draw offset when typing name in main menu
1162 * when reading user names from "passwd", ignore data after first comma
1163 * when creating new "levelinfo.conf", only write some selected entries
1166 * fixed displaying "imported from/by" on preview with empty string
1167 * fixed ignoring draw offset for fonts used for level preview texts
1170 * fixed a delay problem with SDL and too many mouse motion events
1171 * added setup option "skip levels" and level skipping functionality
1174 * added move speed "not moving" for non-moving CEs, but with direction
1177 * fixed mapping of obsolete element token names in "editorsetup.conf"
1178 * fixed bug with sound "acid.splashing" treated as a loop sound
1179 * fixed some little sound bugs in native EM engine
1182 * fixed small bug when dragging scrollbars to end positions
1185 * added editor element descriptions written by Aaron Davidson
1188 * improved fallback handling when configured artwork is not available
1189 (now using default artwork instead of exiting when files not found)
1192 * fixed bug on level selection screen when dragging scrollbar
1195 * fixed bug which caused broken tapes when appending to EM engine tapes
1198 * uploaded pre-release (test) version 3.2.0-1 binary and source code
1201 * added code to replace changed artwork config tokens with other tokens
1202 (needed for backwards compatibility, so that older tokens still work)
1205 * added native R'n'D graphics for some new EMC elements in EM engine
1208 * fixed some bugs in the EM engine integration code
1209 * changed EM engine code to allow diagonal movement
1210 * changed EM engine code to allow use of separate snap and drop keys
1213 * fixed some redraw bugs when using EM engine
1216 * fixed bug with not converting RND levels which are set to use native
1217 engine to native level structure when loading
1220 * uploaded pre-release (test) version 3.2.0-0 binary and source code
1223 * version number set to 3.2.0
1226 * level data now reset to defaults after attempt to load invalid file
1229 * added use of "editorsetup.conf" for different level sets
1232 * added auto-detection for various types of Emerald Mine level files
1235 * fixed bug with scrollbars getting too small when list is very large
1238 * fixed bug with 3+3 (cross) sized explosion not making explosion sound
1241 * added most level editor configuration gadgets for new EMC elements
1244 * added more element and graphic definitions for new EMC elements
1247 * modified native EM engine to use integrated R'n'D sound system
1250 * added SDL support to graphics functions in native EM engine
1251 (by always using generic libgame interface functions)
1254 * fixed bug in frame synchronization in native EM engine
1257 * added code to convert levels between R'n'D and native EM engine
1260 * new Emerald Mine engine can now play levels selected in main menu
1263 * fixed big memory leak in function "CreateBitmapWithSmallBitmaps()"
1264 (which creates scaled down graphics for level editor and preview);
1265 there's still a memory leak somewhere in the artwork handling code
1266 * added "scale image up" functionality to X11 version of zoom function
1269 * first attempts to integrate new, native Emerald Mine Club engine
1272 * fixed bug in gadget code which caused reset of CEs in level editor
1273 (example: pressing 'b' [grab brush] on CE config page erased values)
1274 (solution: check if gadgets in ClickOnGadget() are really mapped)
1275 * improved level change detection in editor (settings now also checked)
1276 * fixed bug with "can move into acid" and "don't collide with" state
1279 * fixed maze runner style CEs to use the configured move delay value
1282 * added Aaron Davidson's tutorial level set to the "Tutorials" section
1285 * fixed engine change that broke 3.0.8 levels like "Walpurgis Gardens"
1286 * fixed the above fix because it broke level set "machine" (*sigh*)
1287 * fixed random element placement in level editor to work as expected
1288 * fixed undefined graphic of runtime element "EL_AMOEBA_TO_DIAMOND"
1291 * re-recorded tape for BD2K3, level 010 (broken due to bugfix)
1294 * fixed bug (missing array boundary check) which caused broken tapes
1295 * fixed bug (when loading level template) which caused broken levels
1296 * fixed bug with new block last field code when using non-yellow player
1299 * fixed bug when pressing "stop, pause, stop, play" on tape recorder
1300 * internal change of how the player blocks the last field when moving
1301 * fixed blocking delay of last field for EM and SP style block delay
1302 * fixed bug where the player had to wait for the usual move delay after
1303 unsuccessfully trying to move, when he directly could move after that
1304 * the last two changes should make original Supaplex level 93 solvable
1305 * improved use of random number generator to make it less predictable
1306 * fixed behaviour of slippery SP elements to let slip left, then right
1309 * fixed bug with wrong door state after trying to quickload empty tape
1310 * fixed waste of static memory usage of the binary, making it smaller
1311 * fixed very little graphical bug in Supaplex explosion
1314 * version number set to 3.1.1
1317 * version 3.1.0 released
1320 * fixed bug with crash when writing user levelinfo.conf the first time
1323 * added option "convert LEVELDIR [NR]" to command line batch commands
1324 * re-converted Supaplex levels to apply latest engine fixes
1325 * changed "use graphic/sound of element" to "use graphic of element"
1326 due to compatibility problems with some levels ("bug machine" etc.)
1329 * fixed bug with CE change replacing player with same or other player
1332 * fixed bug with opaque font in envelope with background graphic when
1333 background graphic is not transparent itself
1336 * added "gravity on" and "gravity off" ports for Supaplex compatibility
1337 * corrected original Supaplex level loading code to use these new ports
1338 * also corrected Supaplex loader to auto-count infotrons if set to zero
1341 * fixed bug with missing initialization of "modified" flag for GEs
1344 * fixed bug that caused endless recursion loop when relocating player
1345 * fixed tape recorder bug in "step mode" when using "pause before end"
1346 * fixed tape recorder bug when changing from "warp forward" mode
1349 * fixed bug with "when touching" for pushed elements at last position
1352 * fixed bug that caused two activated toolbox buttons in level editor
1353 * fixed bug with exploding dynabomb under player due to other explosion
1356 * fixed bug with creating walkable custom element under player (again)
1357 * fixed bug with not copying explosion type when copying CEs in editor
1358 * fixed graphical bug when drawing player in setup menu (input devices)
1359 * fixed graphical bug when the player is pushing an accessible element
1360 * fixed bug with classic switchable elements triggering CE changes
1361 * fixed bug with entering/leaving walkable element in RelocatePlayer()
1362 * fixed crash bug when CE leaves behind the trigger player element
1365 * fixed bug with broken tubes after placing/exploding dynamite in them
1366 * fixed bug with exploding dynamite under player due to other explosion
1367 * fixed bug with not resetting push delay under certain circumstances
1370 * added option "handicap" for "levelinfo.conf" (thanks to Niko Böhm)
1371 * added network multiplayer code for Windows (thanks to Niko Böhm)
1374 * added option "reachable despite gravity" for gravity movement
1375 * changed gravity movement of most classic walkable and passable
1376 elements back to "not reachable" (for compatibility reasons)
1379 * fixed (removed) "indestructible" / "can explode" dependency in editor
1380 * fixed (removed) "accessible inside" / "protected" dependency
1381 * fixed (removed) "step mode" / "shield time" dependency
1384 * fixed dynabombs exploding now into anything diggable
1385 * fixed Supaplex style gravity movement into buggy base now impossible
1386 * added pressing key "space" as valid action to select menu options
1389 * added "replace when walkable" to relocate player to walkable element
1390 * added "enter"/"leave" event for elements affected by relocation
1391 * fixed "direct"/"indirect" change order also for "when change" event
1392 * fixed graphical bug when pushing things from elements walkable inside
1395 * fixed graphic bug when player is snapping while moving in old levels
1396 * fixed bug when a moving custom element leaves a player element behind
1397 * fixed bug with mole not disappearing when moving into acid pool
1398 * fixed bug with incomplete path setting when using "--basepath" option
1399 * moving CE can now leave walkable elements behind under the player
1400 * when relocating, player can be set on walkable element now
1401 * fixed another gravity movement bug
1404 * uploaded pre-release (test) version 3.1.0-2 binary and source code
1407 * added "collectible" and "removable" to extended replacement types
1408 (where "removable" replaces "diggable" and "collectible" elements)
1409 * added "collectible & throwable" (to throw element to the next field)
1410 * fixed bug with CEs digging elements that are just about to explode
1411 * changed mouse cursor now always being visible when game is paused
1414 * added possibility to push/press accessible elements from a side that
1416 * fixed bug with not setting actual date when appending to tape
1419 * fixed bug with incorrectly initialized custom element editor graphics
1422 * corrected set "Contributions_1995-2000/rnd_kjell_kristiansson":
1423 - number of levels corrected from 18 to 17 in "levelinfo.conf"
1426 * fixed bug with destroyed robot wheel still attracting robots forever
1427 * fixed bug with time gate switch deactivating after robot wheel time
1428 (while the time gate itself is not affected by this misbehaviour)
1429 * changed behaviour of BD style amoeba to always get blocked by player
1430 (before it was different when there were non-BD elements in level)
1431 * fixed bug with player destroying indestructable elements with shield
1434 * added option to make growing elements grow into anything diggable
1435 (for the various amoeba types, biomaze and "game of life")
1438 * fixed bug with movable elements not moving after left behind by CEs
1439 * changed gravity movement to anything diggable, not only sand/base
1440 * optionally allowing passing to walkable element, not only empty space
1441 * added option "can pass to walkable element" for players
1442 * finally fixed gravity movement (hopefully)
1445 * fixed bug with movable elements not moving anymore after falling down
1448 * fixed another bug with custom elements digging and leaving elements
1449 * fixed bug with "along left/right side" and automatic start direction
1450 * trigger elements now also displayed when "more custom" deactivated
1451 * fixed bug with clipboard element initialized when loading new level
1452 * added option "drop delay" to set delay before dropping next element
1455 * uploaded pre-release (test) version 3.1.0-1 binary and source code
1458 * added copy and paste functions for custom change pages
1459 * enhanced graphical display and functionality of tape recorder
1460 * fixed bug with custom elements digging and leaving elements
1463 * added move speed faster than "very fast" for custom elements
1464 * fixed bug with 3+3 style explosions and missing border content
1465 * fixed little bug when copying custom elements in the editor
1466 * enhanced custom element changes by more side trigger actions
1469 * added option "no scrolling when relocating" for instant teleporting
1470 * uploaded pre-release (test) version 3.1.0-0 binary and source code
1473 * added trigger element and trigger player to use as target elements
1474 * added copy and paste functions for custom and group elements
1477 * fixed graphical bug when displaying explosion animations
1478 * fixed bug when appending to tapes, resulting in broken tapes
1479 * re-recorded a few tapes broken by fixing gravity checking bug
1482 * "can move into acid" property now for all elements independently
1483 * "can fall into acid" property for player stored in same bitfield now
1484 * added option for deadliness of Supaplex 'sniksnak' and 'electron'
1485 * version number set to 3.1.0 (finally!)
1488 * changed tape recording to only record input, not programmed actions
1491 * fixed totally broken (every 8th frame skipped) step-by-step recording
1492 * fixed bug with requester not displayed when quick-loading interrupted
1493 * added option "can fall into acid (with gravity)" for players
1494 * fixed bug with player not falling when snapping down with gravity
1497 * fixed bug which messed up key config when using keypad number keys
1500 * fixed bug which allowed moving upwards even when gravity was active
1501 * fixed bug with missing error handling when dumping levels or tapes
1504 * added different colored editor graphics for Supaplex gravity tubes
1507 * fixed bug that allowed solvable tapes for unsolvable levels
1510 * use unlimited number of droppable elements when "count" set to zero
1511 * added option to use step limit instead of time limit for level
1514 * added player and change page as trigger for custom element change
1517 * fixed bug with exploding amoeba (explosion 3x3 instead of 1x1)
1520 * fixed bug with dark yamyam changing to acid when moving over acid
1521 * fixed handling of levels with more than 999 seconds level time
1522 (example: level 76 of "Denmine")
1525 * "spring push bug" reintroduced as configurable element property
1526 * fixed bug with missing properties for "mole"
1527 * fixed bug that showed up when fixing the above "mole" properties bug
1528 * added option "can move into acid" for all movable elements
1529 * fixed graphical bug for elements moving into acid
1530 * changed event handling to handle all pending events before going on
1533 * fixed bug which caused all CE change pages to be ignored which had
1534 the same change event, but used a different element side
1535 (reported by Simon Forsberg)
1537 * fixed bug which caused elements that can move and fall and that are
1538 transported by a conveyor belt to continue moving into that direction
1539 after leaving the conveyor belt, regardless of their own movement
1540 type; only elements which can not move are transported now
1541 (reported by Simon Forsberg)
1543 * fixed bug which could cause an array overflow in RelocatePlayer()
1544 (reported by Niko Böhm)
1546 * changed Emerald Mine style "passable / over" elements to "protected"
1547 (fixing unsolvable level 10 of "Bondmine 9" with bug beside gate)
1549 * added new option to select from which side a "walkable/passable"
1550 element can be entered
1553 * added explosion and ignition delay for elements that can explode
1556 * fixed bug which caused player not being protected against enemies
1557 when a CE was "walkable / inside" and was not "indestructible"
1558 * added "walkable/passable" fields to be "protected/unprotected"
1559 against enemies, even if not accessible "inside" but "over/under"
1562 * corrected move pattern to 32 bit and initial move direction to 8 bit
1565 * added second custom element base configuration page
1568 * added some special EMC mappings to Emerald Mine level loader
1569 (also covering previously unknown element in level 0 of "Bondmine 8")
1572 * added option to block last field when player is moving (for Supaplex)
1573 * adjusted push delay of Supaplex elements
1574 * removed delays for envelopes etc. when replaying with maximum speed
1575 * fixed bug when dropping element on a field that just changed to empty
1578 * fixed bug: infotrons can now smash yellow disks
1579 * fixed bug: when gravity active, port above player can now be entered
1580 * removed "one white dot" mouse pointer which irritated some people
1583 * added "choice type" for group element selection
1586 * fixed bug with initial invulnerability of non-yellow player
1589 * added level loader for loading native Supaplex packed levels
1590 (including multi-part levels like the "splvls99" levels)
1593 * fixed bug which allowed creating emeralds by escaping explosions
1596 * custom elements can change (limited) or leave (unlimited) elements
1597 * finally added multiple matches using group elements
1598 * added shortcut to dump brush (type ":DB" in editor) for use in forum
1601 * added new start movement type "previous" for continued CE movement
1602 * added new start movement type "random" for random CE movement start
1605 * added new element "sokoban_field_player" needed for Sokoban levels
1606 (thanks to Ed Booker for pointing this out!)
1609 * added elements that can be digged or left behind by custom elements
1612 * added group elements for multiple matches and random element creation
1615 * fixed some graphical errors displayed in old levels
1618 * fixed wrong double speed movement after passing closing gates
1621 * added level loader for loading native Emerald Mine levels
1624 * changes for "shooting" style CE movement
1627 * Happy New Year! ;-)
1630 * changed default snap/drop keys from left/right Shift to Control keys
1633 * fixed bug with dead player getting reanimated from custom element
1636 * fixed bug with wrong penguin graphics (when entering exit)
1639 * fixed bug with wrong "Murphy" graphics (when digging etc.)
1642 * version number set to 3.0.9
1645 * version 3.0.8 released
1648 * added function checked_free()
1651 * fixed bug with double nut cracking sound
1652 (by eliminating "default element action sound" assignment in init.c)
1655 * fixed crash when no music info files are available
1658 * fixed boring and sleeping sounds
1661 * added "maze runner" and "maze hunter" movement types
1662 * added extended collision conditions for custom elements
1665 * added warnings for undefined token values in artwork config files
1668 * added menu entry for level set information to the info screen
1671 * fixed bug with wrong default impact sound for colored emeralds
1674 * added several sub-screens for the info screen
1675 * menu text now also clickable (not only blue/red sphere left of it)
1678 * added configurable "bored" and "sleeping" animations for the player
1679 * added "awakening" sound for player when waking up after sleeping
1682 * added "copy" and "exchange" functions for custom elements to editor
1685 * added configurable element animations for info screen
1688 * added configurable music credits for info screen
1691 * finally fixed tape recording when player is created from CE change
1694 * added "editorsetup.conf" for editor element list configuration
1697 * added "musicinfo.conf" for menu and level music configuration
1700 * fixed a very nasty bug in dragon turning code in TurnRoundExt()
1701 (that only showed up on Linux, but not on Windows systems)
1704 * fixed turning movement of butterflies and fireflies (no frame reset)
1705 * enhanced sniksnak turning movement (two steps instead of only one)
1708 * version number set to 3.0.8
1711 * version 3.0.7 released
1714 * fixed reset of player animation frame when, for example,
1715 walking, digging or collecting share the same animation
1716 * fixed CE with "deadly when touching" exploding when touching amoeba
1719 * fixed tape recording when player is created from CE element change
1722 * introduced "turning..." action graphic for elements with move delay
1723 (non-CE: bug, spaceship, sniksnak, mole, pacman, yamyam)
1724 * added turning animations for bug, spaceship and sniksnak
1727 * prevent "extended" changed elements from delay change in same frame
1730 * fixed bug when pushing element that can move away to the side
1731 (like pushing falling elements, but now with moving elements)
1734 * finally fixed serious bug in code for delayed element pushing (again)
1737 * unavailable setup options now marked as "n/a" instead of "off"
1738 * new boolean directive "latest_engine" for "levelinfo.conf": when set
1739 to "true", levels are always played with the latest game engine,
1740 which is desired for levels that are imported from other games; all
1741 other levels are played with the engine version stored in level file
1742 (which is normally the engine version the level was created with)
1745 * fixed serious bug in code for delayed element pushing
1746 * fixed little bug in animation frame selection for pushed elements
1747 * speed-up of reading config file for verbose output
1750 * added configuration option for opening and closing Supaplex exit
1751 * added configuration option for moving up/down animation for Murphy
1752 * fixed incorrectly displayed animation for attacking dragon
1753 * fixed bug with not setting initial gravity for each new game
1754 * fixed bug with teleportation of player by custom element change
1755 * fixed bug with player not getting smashed by rock sometimes
1758 * version number set to 3.0.7
1761 * version 3.0.6 released
1764 * added support for MP3 music for SDL version through SMPEG library
1767 * fixed bug when initializing font graphic structure
1768 * fixed bug with animation mode "pingpong" when using only 1 frame
1769 * fixed bug with extended change target introduced in 3.0.5
1770 * fixed bug where passing over moving element doubles player speed
1771 * fixed bug with elements continuing to move into push direction
1772 * fixed bug with duplicated player when dropping bomb with shield on
1773 * added "switching" event for custom elements ("pressing" only once)
1774 * fixed switching bug (resetting flag when not switching but not idle)
1777 * fixed element tokens for certain file elements with ".active" etc.
1780 * version number set to 3.0.6
1783 * version 3.0.5 released
1786 * now four envelope elements available
1787 * font, background, animation and sound for envelope now configurable
1788 * main menu doors opening/closing animation type now configurable
1791 * active/inactive sides configurable for custom element changes
1792 * new movement type "move when pushed" available for custom elements
1795 * fixed bug in multiple config pages loader code that caused crashes
1798 * enhanced (remaining low-resolution) Supaplex graphics
1801 * version number set to 3.0.5
1804 * version 3.0.4 released
1806 2003-09-12 src/tools.c
1807 * fixed bug in custom definition of crumbled element graphics
1809 2003-09-11 src/files.c
1810 * fixed bug in multiple config pages code that caused crashes
1813 * version number set to 3.0.4
1816 * version 3.0.3 released
1819 * added music to Supaplex classic level set
1821 2003-09-07 src/libgame/misc.c
1822 * added support for loading various music formats through SDL_mixer
1824 2003-09-06 (various source files)
1825 * fixed several nasty bugs that may have caused crashes on some systems
1826 * added envelope content which gets displayed when collecting envelope
1827 * added multiple change event pages for custom elements
1829 2003-08-24 src/game.c
1830 * fixed problem with player animation when snapping and moving
1832 2003-08-23 src/screens.c, src/cartoons.c, src/libgame/toons.c
1833 * fixed problem with flickering when drawing toon animations
1835 2003-08-23 src/libgame/sdl.c
1836 * fixed problem with setting mouse cursor in SDL version in fullscreen
1838 2003-08-23 src/game.c
1839 * fixed bug (missing array boundary check) which could crash the game
1842 * version number set to 3.0.3
1845 * version 3.0.2 released
1847 2003-08-21 src/game.c
1848 * fixed bug with creating inaccessible elements at player position
1850 2003-08-20 src/init.c
1851 * fixed bug with not finding current level artwork directory
1853 2003-08-20 src/files.c
1854 * fixed bug with choosing wrong engine version when playing tapes
1855 * fixed bug with messing up custom element properties in 3.0.0 levels
1858 * version number set to 3.0.2
1861 * version 3.0.1 released
1863 2003-08-17 (no source files affected)
1864 * changed all "classic" PCX image files with 16 colors or less to
1865 256 color (8 bit) storage format, because the Allegro game library
1866 cannot handle PCX files with less than 256 colors (contributed
1867 graphics are not affected and might look wrong in the DOS version)
1869 2003-08-16 src/init.c
1870 * fixed bug which (for example) crashed the level editor when defining
1871 "dynamite.EDITOR: [NONE]", because graphics may not be undefined
1872 (only set to default) -- invalid graphics now set to default graphic
1874 2003-08-16 src/init.c
1875 * fixed graphical bug of player digging/collecting/snapping element
1876 when no corresponding graphic/animation is defined for this action,
1877 resulting in player being drawn as EL_EMPTY (which should only be
1878 done to elements being collected, but not to the player)
1880 2003-08-16 src/game.c
1881 * fixed small graphical bug of player not totally moving into exit
1883 2003-08-16 src/libgame/setup.c
1884 * fixed bug with wrong MS-DOS 8.3 filename conversion
1886 2003-08-16 src/tools.c
1887 * fixed bug with invisible mouse cursor when pressing ESC while playing
1889 2003-08-16 (various source files)
1890 * added another 128 custom elements (disabled in editor by default)
1892 2003-08-16 src/editor.c
1893 * fixed NULL string bug causing Solaris to crash in sprintf()
1895 2003-08-16 src/screen.c
1896 * fixed drawing over scrollbar on level selection with custom fonts
1898 2003-08-15 src/game.c
1899 * cleanup of simple sounds / loop sounds / music settings
1901 2003-08-08 (various source files)
1902 * added custom element property for dropping collected elements
1904 2003-08-08 src/conf_gfx.c
1905 * fixed bug with missing graphic for active red disk bomb
1907 2003-08-07 src/files.c, src/editor.c src/game.c, src/main.h
1908 * extended variable "level.gravity" to "level.initial_gravity" and
1909 "game.current_gravity" to prevent level setting from being changed
1910 by playing the level (keeping the runtime value after playing)
1912 * fixed graphics bug when digging element that has 'crumbled' graphic
1913 definition, but not 'diggable' graphic definition
1916 * version number set to 3.0.1
1919 * version 3.0.0 released
1922 * various bug fixes; among others:
1923 - fixed bug with pushing spring over empty space
1924 - fixed bug with leaving tube while placing dynamite
1925 - fixed bug with explosion of smashed penguins
1926 - allow Murphy player graphic in levels with non-Supaplex elements
1930 * I have forgotten to document changes for some time
1933 * pre-release version 2.2.0rc1 released
1936 * version number set to 2.1.2
1939 * version 2.1.1 released
1942 * version number set to 2.1.1
1945 * version 2.1.0 released
1948 * version number set to 2.1.0
1950 2002-04-03 to 2002-05-19 (various source files)
1951 * graphics, sounds and music now fully configurable
1952 * bug fixed that prevented walking through tubes when gravity on
1954 2002-04-02 src/events.c, src/editor.c
1955 * Make Escape key less aggressive when playing or when editing level.
1956 This can be configured as an option in the setup menu. (Default is
1957 "less aggressive" which means "ask user if something can be lost"
1958 when pressing the Escape key.)
1960 2002-04-02 src/screen.c
1961 * Added "graphics setup" screen.
1963 2002-04-01 src/screen.c
1964 * Changed "choose level" setup screen stuff to be more generic (to
1965 make it easier to add more "choose from generic tree" setup screens).
1967 2002-04-01 src/config.c, src/timestamp.h
1968 * Added source files "src/config.[ch]" and "src/timestamp.h" (which
1969 automatically gets created by "src/Makefile" and contains an actual
1970 compile-time timestamp to identify development versions of the game).
1972 2002-03-31 src/tape.c, src/events.c
1973 * Added quick game/tape save/load functions to tape stuff which can be
1974 invoked by a keyboard shortcut. Default: "F1" saves game/tape, "F2"
1975 loads previously recorded tape and directly goes into recording mode
1976 from the end of the tape (therefore appending to the tape).
1978 2002-03-31 src/tape.c
1979 * Added "index mark" function to tape recorder. When playing or
1980 recording, "eject" button changes to "index" button. Setting index
1981 mark is not yet implemented, but pressing index button when playing
1982 allows very quick advancing to end of tape (when normal playing),
1983 very fast forward mode (when playing with normal fast forward) or
1984 very fast reaching of "pause before end of tape" (when playing with
1985 "pause before end" playing mode).
1987 2002-03-30 src/cartoons.c
1988 * Moved some stuff from cartoons.c to the new "src/libgame/toons.c".
1990 2002-03-29 src/screen.c
1991 * Changed setup screen stuff to be more generic (to make it easier
1992 to add more setup screens).
1994 2002-03-23 src/main.c, src/main.h
1995 * Various changes due to the introduction of the new libgame files
1996 "setup.c" and "joystick.c".
1998 2002-03-23 src/files.c
1999 * Generic parts of "src/files.c" (mainly setup and level directory
2000 stuff) moved to new libgame file "src/libgame/setup.c".
2002 2002-03-23 src/joystick.c
2003 * File "src/joystick.c" moved to libgame source tree, with
2004 correspondig changes.
2006 2002-03-22 src/screens.c
2007 * "HandleChooseLevel()": Another bug in level series navigation fixed.
2008 (Wrong level series information displayed when entering main group.)
2010 2002-03-22 src/editor.c
2011 * Slight change to support new gadget event "GD_EVENT_INFO_LEAVING".
2013 2002-03-22 src/editor.c
2014 * Changed behaviour of "Escape" key in level editor to be more
2015 intuitive: When in "Element Properties" or "Level Info" mode,
2016 return to "Drawing Mode" instead of leaving the level editor.
2018 2002-03-21 src/game.c, src/editor.c, src/files.c
2019 * 2.0.1 introduced the corrected "Emerald Mine" style behaviour of
2020 gems (emeralds, diamonds, ...) slipping down from normal wall,
2021 steel wall and growing wall (as in E.M.C. style levels). Although
2022 the behaviour of contributed and private levels wasn't changed (due
2023 to the use of "level.game_version"; see previous entry), editing
2024 those levels will (of course) change the behaviour accordingly.
2026 This change seems a bit too hard after thinking about it, because
2027 the EM style behaviour is not the "expected" behaviour (gems would
2028 normally only slip down from "rounded" walls). Therefore this was
2029 now changed to an element property for gem style elements, with the
2030 default setting "off" (which means: no special EM style behaviour).
2031 To fix older converted levels, this flag is set to "on" for pre-2.0
2032 levels that are neither contributed nor private levels.
2034 2002-03-20 src/files.h
2035 * Corrected settings for "level.game_version" depending of level type.
2036 (Contributed and private levels always get played with game engine
2037 version they were created with, while converted levels always get
2038 played with the most recent version of the game engine, to let new
2039 corrections of the emulation behaviour take effect.)
2041 2002-03-20 src/main.h
2042 * Added "#include <time.h>". This seems to be needed by "tape.c" for
2043 compiling the SDL version on some systems.
2044 Thanks to the several people who pointed this out.
2047 * Version number set to 2.0.2.
2050 * Version 2.0.1 released.
2052 2002-03-18 src/screens.c
2053 * "HandleChooseLevel()": Small bug in level series navigation fixed.
2055 2002-03-18 src/files.c [src/libgame/misc.c]
2056 * Moved some common functions from src/files.c to src/libgame/misc.c.
2058 2002-03-18 src/files.c [src/libgame/misc.c]
2059 * Changed permissions for new directories and saved files (especially
2060 score files) according to suggestions of Debian users and mantainers.
2061 Thanks to Drew Parsons <dparsons@emerall.com> for the patch.
2063 2002-03-17 src/files.c
2064 * Changed "{Load|Save}{Level|Tape}()" to IFF style file format:
2065 Replaced "cookie" header string ("ROCKSNDIAMONDS_...\n") with
2066 real IFF style header "RND1....XXXX" (where "XXXX" is "CAVE"
2067 for levels and "TAPE" for tapes). Old "cookie" style format is
2068 still supported for reading. New level and tape files are written
2071 * New IFF chunk "VERS" contains version numbers for file and game
2072 (where "game version" is the version of the program that wrote the
2073 file, and "file version" is a version number to distinguish files
2074 with different format, for example after adding new features).
2076 2002-03-15 src/screen.c
2077 * "DrawHallOfFame()": "FadeSounds()" when entering the hall of fame.
2078 (Before, you heard a mixture of the in-game music and the
2079 hall-of-fame music.)
2081 2002-03-14 src/events.c
2082 * Function "DumpTape()" (files.c) now available by pressing 't' from
2083 main menu (when in DEBUG mode).
2085 2002-03-14 src/game.c
2086 * "GameWon()": When game was won playing a tape, now there is no delay
2087 raising the score and no corresponding sound is played.
2089 2002-03-14 src/files.c
2090 * Changed "LoadTape()" for real chunk support and also adjusted
2091 "SaveTape()" accordingly.
2093 2002-03-14 src/game.c, src/tape.c, src/files.c
2094 * Important changes to tape format: The old tape format stored all
2095 actions with a real effect with a corresponding delay between the
2096 stored actions. This had some major disadvantages (for example,
2097 push delays had to be ignored, pressing a button for some seconds
2098 mutated to several single button presses because of the non-action
2099 delays between two action frames etc.). The new tape format just
2100 stupidly records all device actions and replays them later. I really
2101 don't know why I haven't solved it that way before?! Old-style tapes
2102 (with tape file version less than 2.0) get converted to the new
2103 format on-the-fly when loading and can therefore still be played;
2104 only some minor parts of the old-style tape handling code was needed.
2105 (A perfect conversion is not possible, because there is information
2106 missing about the device actions between two action frames.)
2108 2002-03-14 src/files.c
2109 * New function "DumpTape()" to dump the contents of the current tape
2110 in a human readable format.
2112 2002-03-14 src/game.c
2113 * Small tape bug fixed: When automatically advancing to next level
2114 after a game was won, the tape from the previous level still was
2115 loaded as a tape for the new level.
2117 2002-03-14 src/tape.c
2118 * Small graphical bug fixed: When pressing ""Record" or "Play" on
2119 tape, cartoons did not get completely removed because
2120 StopAnimation() was not called.
2122 2002-03-13 src/files.c
2123 * Changed "LoadLevel()" and "SaveLevel()" to add new chunk "CNT2".
2124 Fixed bug of "CONT" and "BODY" (chunk size was set to 8-bit element
2125 size even when using 16-bit elements). Added new chunk "CNT2" for
2126 16-bit amoeba content (previously written in 8-bit field in "HEAD"
2127 chunk even when content was 16-bit element). "CNT2" should now be
2128 able to store content for arbitrary elements (up to eight blocks of
2129 3 x 3 element arrays). All "CNT2" elements will always be stored as
2130 16-bit elements. "CONT" (with 8/16-bit elements) now obsolete.
2132 2002-03-13 src/files.c
2133 * Changed "LoadLevel()" for real chunk support.
2135 2002-03-12 src/game.c
2136 * Fixed problem (introduced after 2.0.0 release) with penguins
2137 not getting killed by enemies
2139 2002-02-24 src/game.c, src/main.h
2140 * Added "player->is_moving"; now "player->last_move_dir" does
2141 not contain any information if the player is just moving at
2143 Before, "player->last_move_dir" was misused for this purpose
2144 for the robot stuff (robots don't kill players when they are
2145 moving). But setting "player->last_move_dir" to MV_NO_MOVING
2146 broke tapes when walking through pipes!
2147 ("IS_MOVING()" uses "MovPos[][]", but this fails when it is 0
2148 in a continuous movement. This fact is ignored for friends and