2 * extended backwards compatibility mode to allow already fixed bug with
3 change actions (see "2008-02-05") for existing levels (especially the
4 Zelda and Zelda II levels and other cool stuff by Alan Bond like FMV)
7 * reactivated workaround to prevent program crashes due to blitting to
8 the same SDL surface that apparently only occurs on Windows systems
9 (this is no final solution; this problem needs further investigation)
12 * version number set to 3.2.6.1
15 * version 3.2.6.0 released
18 * fixed behaviour of player option "no centering when relocating" which
19 was incorrect when disabled and relocation target inside visible area
20 and "no scrolling when relocating" enabled at the same time
23 * fixed problems with re-mapping players on playfield to input devices:
24 previously, players found on the level playfield were changed to the
25 players connected to input devices (for example, player 3 in the level
26 was changed to player 1 (using artwork of player 3, to be able to use
27 a player with a different color)); this had the disadvantage that CE
28 conditions using player elements did not work (because the players in
29 the level definition are different to those effectively used in-game);
30 the new system uses the same player elements as defined in the level
31 playfield and re-maps the input devices of connected players to the
32 corresponding player elements when playing the level (in the above
33 example, player 3 now really exists in the game and is moved using the
34 events from input device 1); level tapes still store the events from
35 input devices 1 to 4, which are then re-mapped to players accordingly
36 when re-playing the tape (just as it is done when playing the level)
39 * fixed bug with player relocation while the player switches an element
42 * fixed bug with EM/DC style exit and EM/DC style steel exit which was
43 not walkable (and did not let the player enter) when in process of
44 opening, but not fully open yet (which can cause the player not being
45 able to enter the exit in EM/DC style levels in time)
48 * fixed some bugs regarding the new level/CE random seed reset options
51 * moved "level settings" and "editor settings" to two tabbed screens in
52 level editor to gain space for additional level property settings
53 * added level setting to start a level with always the same random seed
54 * added CE action "set random seed" to re-initialize random seed in game
55 (this is the only CE action that gets executed before the CE changes,
56 which is needed to use the newly set random seed during the CE change)
59 * fixed redraw problem of special editor door when playing from editor
62 * fixed initialization of gfx_element for level sketch image creation
65 * added switch for EM style dynamite "[ ] explodes with chain reaction"
66 (with default set to "on" for existing levels, but "off" for all new
67 levels), as EM style dynamite does not chain-explode in original EM
70 * added optional initial inventory for players (pre-collected elements)
71 * added change page actions "set player inventory" and "set CE artwork"
72 * added recognition of "player" parameter on change pages when player
73 actions are defined, but no trigger player in corresponding condition
74 (this resulted in actions that only affected the first player before)
75 * fixed bug with change actions being executed for newly created custom
76 elements resulting from custom element changes, when the intention was
77 only to check for change actions for the previous custom element
80 * changed design and size of element drawing area in level editor
81 * added "element used as action parameter" to element change actions
84 * added possibility to reanimate player immediately after his death
85 (for example, by "change to <player> when explosion of <player>")
88 * fixed bug with "gray" white door not being uncovered by magnifier
89 * added score for collecting (any) key to the white key config page
92 * added condition "deadly when <getting hit by>" for custom elements
93 that behaves a bit like the existing "deadly when <colliding with>",
94 but with the following differences:
95 - it only kills players or friends when it was moving before it hits
96 - it does not kill players or friends that try to run into it
99 * fixed the following change conditions where a player element is used
100 as the "element that is triggering the custom element change":
103 - explosion of <element>
105 (the last two conditions already worked partially, but only for the
106 first player, and not for the "Murphy" player when using "move of")
109 * fixed crash bug caused by accessing invalid element (with value -1)
110 in UpdateGameControlValues()
111 * fixed graphical bug when using two-tile movement animations with EMC
112 game engine without explicitly using native EMC graphics engine
115 * fixed bug in new "can dig" feature (see below) so that an unsuccessful
116 try to push something (due to push delay) does not cause a dig action
119 * fixed bug with reference elements used as trigger elements on custom
120 element change pages not being recognized
121 * fixed bug with reference elements not being removed from the playfield
122 * added engine functionality that allows custom elements that "can dig"
123 other elements not only to do so when moving by themselves, but also
124 when being pushed by the player (therefore adding the functionality to
125 push one element over another element, replacing it with the new one)
128 * added command line function to write level sketch images to directory
131 * merged override and auto-override options into new override options
132 with a new data type than can take the values "no", "yes" and "auto"
135 * fixed growing steel wall to also leave behind steel wall instead of
136 normal, destructible wall
137 * fixed handling of rocks falling through stacks of quicksand with
138 different speed (before, the rocks just got stuck in the quicksand)
141 * fixed nasty bug with auto-override and normal override not working on
142 program startup (especially when current level set has custom artwork)
145 * version 3.2.5 released as special edition "R'n'D jue"
148 * fixed X11 crash bug when blitting masked title screens over background
151 * changed build system to support special editions (like "R'n'D jue")
152 * added (hardcoded) loading graphics for "R'n'D jue" special edition
153 * fixed X11 crash bug when scaling images with width/height less than 32
156 * added "background.PLAYING" (only visible as two-pixel border in game)
157 * added default level set for first start of special R'n'D version
158 * changed door animations for editor always behaving like "quick doors"
161 * added new custom artwork setup option "auto-override non-CE sets" for
162 automatic artwork override that is only used for level sets without
163 custom element artwork (as it does not make much sense to override
164 any artwork that redefines custom element artwork for sets using CEs)
165 * fixed default artwork for "special" R'n'D versions always using the
166 "classic" artwork as the base if base artwork is not explicitly
167 defined in "levelinfo.conf", regardless of different default artwork
168 used by the special R'n'D version -- this is needed because any such
169 custom artwork is designed using the "classic" artwork definitions as
170 the base (including menu definitions and screen positions etc., which
171 would otherwise be taken from the different special default artwork)
174 * fixed drawing of animated "quicksand.filling" and "quicksand.emptying"
175 for both EMC and R'n'D graphics engine (heavy workarounds needed due
176 to massively broken handling of quicksand in R'n'D game engine)
177 * fixed off-limits access to array in DrawLevelFieldCrumbledSandExt()
178 * fixed crash bug (hopefully) when scrolling with cursor keys in editor
181 * fixed small bug in toon drawing (introduced when fixing the crash bug)
184 * added graphics definition "game.panel.highscore" to display the
185 current levels current high score in the game panel
188 * version number set to 3.2.5
191 * version 3.2.4 released
194 * fixed crash bug in toon drawing functions for large step offset values
197 * fixed some problems with displaying game panel when quick-loading tape
200 * fixed (experimental only) redrawing of every tile per frame (even if
201 unneeded) for the extended (R'n'D based) EMC graphics engine
202 * added optimization to only calculate element count for panel display
203 if really needed (that is, if element count values defined on panel)
204 * fixed problem with special editor door redraw when entering main menu
207 * fixed bug with displaying background for title messages on info screen
208 * some code cleanup for the extended (R'n'D based) EMC graphics engine
211 * fixed bug with CE action "move player" always resulting in player 4
212 if there was a CE action with no trigger player (because the player
213 element was calculated by using log_2() from trigger player bits with
214 the value PLAYER_BITS_ANY) -- this is now fixed by also storing the
215 triggering player bit mask and handling all players in "move player"
216 * fixed bug when defined artwork cannot be found for artwork that has
217 default artwork cloned from other artwork (without default filename)
218 * added several fixes to the extended (R'n'D based) EMC graphics engine
221 * fixed broken editor copy and paste for custom elements between levels
224 * title messages are now also searched in graphics artwork directory;
225 those found in graphics directory have precendence over those found
226 in level directory -- this handles title messages stored in graphics
227 directories as part of the artwork set, just like title images; this
228 makes sense, as corresponding special font definitions for messages
229 are usually defined in the same graphics artwork directory, and also
230 because title images and title messages that are combined in a level
231 set introduction should usually not be separated when the level set
232 is used with a different artwork set (e.g. using "override graphics")
233 * fixed problem with door borders on main screen by first drawing doors
234 and then the corresponding border masks, but not vice versa
235 * fixed problem with artwork config entries using the value "[DEFAULT]";
236 this does not what one might expect, but sets the value to an invalid
237 value -- solution: simply ignore such entries, which results in this
238 value keeping its previous (real) default value (in general, entries
239 that should use their default value should just not be defined here)
240 * fixed problem with wrong fading area size from main menu to setup menu
243 * fixed problem with broken crumbled graphics after level set changes
244 when using R'n'D custom artwork with level sets using the EMC engine
247 * fixed invisible "joysticks deactivated ..." text on setup input screen
250 * added use of hashes created from static lists (element tokens, image
251 config, font tokens) to speed up lookup of configuration parameters
252 * fixed bug where element and graphic config token lookup was mixed up
255 * added "busy" animation when initializing program and loading artwork
256 * added initialization profiling for program startup (debugging only)
259 * fixed(?) very strange bug apparently triggered by memset() when code
260 was cross-compiled with MinGW cross-compiler for Windows XP platform
261 (this only happened when using SDL.dll also self-compiled with MinGW)
264 * added graphics engine directive "border.draw_masked_when_fading" that
265 enables/disables drawing of border mask over screen that is just faded
268 * fixed small problem with separate fading definition for game screen
271 * added additional configuration directives for setup screen draw offset
272 menu.draw_xoffset.SETUP[XXX] and menu.draw_yoffset.SETUP[XXX] with XXX
273 in GAME, EDITOR, GRAPHICS, SOUND, ARTWORK, INPUT, SHORTCUTS_1,
274 SHORTCUTS_2, CHOOSE_ARTWORK, CHOOSE_OTHER (where "CHOOSE_ARTWORK" is
275 used to define draw offset on custom artwork selection screens and
276 "CHOOSE_OTHER" is used on all other list style selection screens, like
277 choosing game speed or screen mode for fullscreen mode)
278 * added additional configuration directives to define main menu buttons:
279 - menu.button_name and menu.button_name.active
280 - menu.button_levels and menu.button_levels.active
281 - menu.button_scores and menu.button_scores.active
282 - menu.button_editor and menu.button_editor.active
283 - menu.button_info and menu.button_info.active
284 - menu.button_game and menu.button_game.active
285 - menu.button_setup and menu.button_setup.active
286 - menu.button_quit and menu.button_quit.active
287 * added eight pure decoration graphic definitions for the game panel
290 * added support for accessing native Diamond Caves II level packages
291 * fixed displaying of game panel values for Emerald Mine game engine
292 * fixed displaying end-of-level time and score values on new game panel
295 * added game panel control to display arbitrary elements on game panel
296 * added game panel control to display custom element score (globally
297 unique for identical custom elements) either as value or as element
298 * added ".draw_masked" and ".draw_order" to game panel control drawing
301 * fixed some general bugs with handling of ".active" elements and fonts
304 * cleanup of game panel elements (some elements were not really needed)
305 * added displaying of gravity state (on/off) as new game panel control
306 * added animation for game panel elements (similar to game elements)
309 * added new pseudo game mode "PANEL" to define panel fonts and graphics
310 - panel fonts now use ".PANEL" suffix instead of ".PLAYING" suffix
311 - panel graphics now use ".PANEL" suffix instead of ".DOOR" suffix
312 (else graphics would have to use ".PLAYING", which would be confusing)
313 * fixed bug when fading out to game screen with border mask defined
316 * added attribute ".tile_size" for element style game panel controls
319 * added <space> key as additional valid key to use for confirm requester
322 * improved menu fading, adding separate fading definitions for entering
323 and leaving a "content" screen (in general), and optional definitions
324 for the special "content" screens SCORES, EDITOR, INFO and PLAYING
327 * added (currently invisible) setup option to define scroll delay value
328 * fixed small bug in priority handling when auto-detecting level start
329 position in levels without player element (but player from CE etc.)
330 * added option "game.forced_scroll_delay_value" to override user choice
331 of scroll delay value for certain level sets with "graphicsinfo.conf"
332 * replaced setup option "scroll delay: on/off" by new setup option that
333 directly allows selecting the desired scroll delay value from 0 to 8
336 * added displaying of most game panel control elements (not animated)
339 * added new configuration directives to display additional game engine
340 values on the game control panel, like the following examples:
341 - game.panel.time_hh/time_mm/time_ss - level time in HH/MM/SS format
342 - game.panel.penguins - number of penguins to rescue
343 - game.panel.level_name - level name of current level
346 * added support for preview tile sizes "1" and "2" (1x1 and 2x2 pixels)
349 * added new player option "no centering when relocating" for "invisible"
350 teleportations to level areas that look exactly the same, giving the
351 illusion that the player did not relocate at all (this was the default
352 since 3.2.3, but caused visual problems with room creation in "Zelda")
353 * added new menu fading effect "melt", shamelessly stolen from "DOOM"
356 * improved menu fading, adding separate fading definitions for entering
357 and leaving a menu and for fading between menu and "content" screens
358 * fixed small bug with recognizing also ".font_xyz" style definitions
361 * improved menu fading, adding separate fading definitions for fading
362 between menu screens and fading between menu and "destination" screens
365 * titlemessage_initial_x and titlemessage_x set to "[DEFAULT]" in static
366 configuration (set from "[titlemessage_initial]" and "[titlemessage]")
367 * fading settings of "[titlemessage_initial]" and "[titlemessage]" set
368 to "[DEFAULT]" in static configuration (set from "[title_initial]" and
370 * improved title fading, allowing fading animation types "none", "fade"
371 and "crossfade" (including cross-fading of last title to main menu)
374 * added configurability of graphics, sounds and music for title screens,
375 which are separated into initial title screens (only shown once at
376 program startup) and title screens shown for a given level set; these
377 title screens can be composed of up to five title images and up to
378 five title text messages (each drawn using an optional background
379 image), also using background music and/or sounds; aspects like
380 background images, sounds and music of title screens can either be
381 defined generally (valid for all title screens) or specifically (and
382 therefore differently for each title screen) using these directives:
384 to define a background image, sound or music file for all screens:
385 - background.TITLE_INITIAL (for all title screens for game startup)
386 - background.TITLE (for all title screens for level sets)
388 to define a background image, sound or music file for a single screen:
389 - background.titlescreen_initial_x (with x in 1,2,3,4,5)
390 - background.titlescreen_x (with x in 1,2,3,4,5)
391 - background.titlemessage_initial_x (with x in 1,2,3,4,5)
392 - background.titlemessage_x (with x in 1,2,3,4,5)
394 to define the title screen images:
395 - titlescreen_initial_x (with x in 1,2,3,4,5)
396 - titlescreen_x (with x in 1,2,3,4,5)
398 to define the title text messages, place text files into the level set
399 directory that have the following file names:
400 - titlemessage_initial_x.txt (with x in 1,2,3,4,5)
401 - titlemessage_x.txt (with x in 1,2,3,4,5)
403 to define the properties of the text messages, either use directives
404 that affect all text messages:
405 - [titlemessage_initial].<suffix>
406 - [titlemessage].<suffix>
407 or use directives that affect single text messages:
408 - titlemessage_initial_x.<suffix> (with x in 1,2,3,4,5)
409 - titlemessage_x.<suffix> (with x in 1,2,3,4,5)
411 valid values for <suffix> are the same as for readme.<suffix> below;
412 use ".sort_priority" (default: 0) to define an arbitrary order for
413 title images and title messages (which can therefore be mixed)
416 * added full configurability of "readme.txt" screen appearance:
417 - readme.x: <left position used with alignment>
418 - readme.y: <top position>
419 - readme.width: <maximim text width in pixels>
420 - readme.height: <maximum text height in pixels>
421 - readme.chars: <maximum number of chars per line>
422 - readme.lines: <maximum number of lines displayed>
423 - readme.align: left,center,right (default: center)
424 - readme.top: top,middle,bottom (default: top)
425 - readme.font: font name
426 - readme.autowrap: true,false (default: true)
427 - readme.centered: true,false (default: false)
428 - readme.parse_comments: true,false (default: true)
429 - readme.sort_priority: (not used here, but only for title screens)
430 when "readme.chars" and/or "readme.lines" is set to "-1" (this is the
431 default), they are automatically determined from "readme.width" and
432 "readme.height" accordingly; when they are not "-1", they have
433 precedence over "readme.width" and "readme.height"
434 * added internal ad-hoc config settings for displaying text files like
435 title messages or "readme.txt" style level set info files:
436 - .font: font name (default: readme.font)
437 - .autowrap: true,false (default: readme.autowrap)
438 - .centered: true,false (default: readme.centered)
439 - .parse_comments: true,false (default: readme.parse_comments)
440 (the leading '.' and the separating ':' are mandatory here); to use
441 these ad-hoc settings, they have to be written inside a comment, like
442 "# .autowrap: false" or "# .centered: true"; these settings then
443 override the above global settings (they can even be used more than
444 once, like "# .centered: true", then some text that should be drawn
445 centered, then "# .centered: false" to go back to non-centered text;
446 important note: after using "# .parse_comments: false", or when using
447 "readme.parse_comments: false", detecting and parsing comments inside
448 the file is disabled and comments are just printed like normal text;
449 also be aware that all automatic text size calculations are done with
450 the font defined in "readme.font", while using different fonts using
451 "# .font: <font>" inside the text file may cause unexpected results
454 * changed some numerical limits in the level editor from 255 to 999
457 * added option "system.sdl_videodriver" to select SDL video driver
458 * added output of SDL video and audio driver to "version info" page
461 * added group element drawing to IntelliDraw drawing functions
462 * fixed animation resetting problem again (last try broke Snake Bite)
463 * fixed diagonal scrolling in screen scrolling (last try broke Pac Man)
466 * added new (special) "include: <filename>" directive that works in all
467 configuration files (like "graphicsinfo.conf") and that has the same
468 effect as if that directive would be replaced with the content of the
469 specified file (this can be useful to split large configuration files
470 into several smaller ones and include them from one main file, or to
471 store configuration settings that always stay the same into a separate
472 file, while including it and only add those parts that really change)
475 * fixed minor bug (screen redraw of player tiles) in EMC graphics engine
478 * fixed bug in "InitMovingField()" where treating an integer array as
479 boolean caused wrong resetting of animations while elements are moving
480 * fixed problem with resetting animations when starting element change
483 * added sort priority for order of title screens and title messages
486 * changed end of game again: do not wait for the user to press a key
487 anymore, but directly ask/confirm tape saving and go to hall of fame
488 * re-enabled quitting of lost game by pressing space or return again
489 * added blanking of mouse pointer when displaying title screens
490 * added remaining menu draw offset definitions for info sub-screens
493 * added setup option to select game speed (from very slow to very fast)
494 * improved handling of title text messages (initial and for level set)
497 * added new options "auto-wrap" and "centered" for DC2 style envelopes
500 * fixed displaying and typing of player name when it is centered
501 * added special characters to be allowed for player name (not only A-Z)
504 * fixed blit in ScrollLevel() to same bitmap to not overlap anymore
505 (newer versions of the SDL library seem to not like this anymore)
508 * added code for configuration directives for control of game panel
511 * fixed small cosmetical bug with underlining property tabs in editor
514 * fixed small drawing bug in X11FadeRectangle
515 * added new elements for newly supported Diamond Caves II levels:
516 - EM/DC style exits that disappear after passing
517 - white key and gate (one white key needed for each white gate)
518 - fake gate (there is no key to open/pass this kind of gate!)
519 - extended magic wall which also handles pearls and crystals
523 * changed maximum value for endless loop detection to a higher value
524 (some levels really used very deep recursion without being endless)
527 * added new elements for newly supported Diamond Caves II levels:
528 - growing steel walls
529 - snappable land mine
532 * added new elements for newly supported Diamond Caves II levels:
533 - steel text elements
536 * added level file loader for native Diamond Caves II levels
539 * version number set to 3.2.4
542 * version 3.2.3 released
545 * fixed malloc/free bug when updating EMC artwork entries in level list
546 * added workaround (warning and request to quit the current game) when
547 changing elements cause endless recursion loop (which would otherwise
548 freeze the game, causing a crash-like program exit on some systems)
551 * fixed nasty string overflow bug when entering too long envelope text
554 * added feedback sounds for menu navigation "menu.item.activating" and
555 "menu.item.selecting" (for highlighting and executing menu entries)
558 * improved "no scrolling when relocating" to also consider scroll delay
559 (meaning that the player is not automatically centered in this case;
560 this makes it possible to "invisibly" relocate the player to a region
561 of the level playfield which looks the same as the old level region)
562 * fixed bug with not recognizing "main.input.name.align" when active
565 * fixed bug with displaying masked borders over title screens when
566 screen fading is disabled
569 * fixed infinite loop / crash bug when killing the player while having
570 a CE with the setting "kill player X when explosion of <player X>"
571 * added special editor graphic for "char_space" to distinguish it from
572 "empty_space" when editing a level (in-game graphics still the same)
575 * fixed nasty bug with initialization only done for the first player
578 * small change to handle loading empty element/content list micro chunks
581 * uploaded pre-release (test) version 3.2.3-0 binary and source code
584 * some optimizations on startup speed by reducing initial text output
587 * added caching of custom artwork information for faster startup times
590 * fixed graphical bug when using fewer menu entries on level selection
591 screen than usual (with "menu.list_size.LEVELS" directive)
592 * fixed crash bug (Windows/SDL only) caused by BlitBitmap blitting from
593 the backbuffer to the backbuffer by error (with identical rectangle)
596 * fixed bug when displaying titlescreen with size less than element tile
597 * fixed bug that caused elements with "change when digging <e>" event
598 to change for _every_ digged element, not only those specified in <e>
599 * fixed bug that caused impact style collision when dropping element one
600 tile over the player that can both fall down and smash players
601 * fixed bug that caused impact style collision when element changed to
602 falling/smashing element over the player immediately after movement
605 * fixed bug that allowed making engine snapshots from the level editor
608 * fixed bugs with player name and current level positions on main screen
611 * added configuration directives for control of title screens:
612 - "title.fade_delay" for fading time
613 - "title.post_delay" for pause between screens (when not crossfading)
614 - "title.auto_delay" to automatically continue after some time
615 these settings can each be overridden by specifying them with titles:
616 - "titlescreen_initial_{1-5}.{fade_delay,post_delay,auto_delay}"
617 - "titlescreen_{1-5}.{fade_delay,post_delay,auto_delay}"
618 fading mode can also be specified:
619 - "titlescreen_initial_{1-5}.anim_mode: {fade,crossfade}
620 - "titlescreen_{1-5}.anim_mode: {fade,crossfade}
621 default is using normal fading for menues and initial title screens,
622 while using cross-fading for level set title screens
623 * fixed bug with background not drawn in Hall of Fame after game was won
626 * added configuration directives for the remaining main menu items
629 * added additional configuration directives for info screen draw offset:
630 menu.draw_{x,y}offset.INFO[{ELEMENTS,MUSIC,CREDITS,PROGRAM,LEVELSET}]
631 * added additional configuration directives for preview info text
632 * limited mouse wheel sensitive screen area to scrollable screen area
635 * added highlighted menu text entries to menu navigation when selected
638 * fixed bug that prevented player from correctly being created in the
639 top left corner by a custom element change in a level without player
640 * fixed bug that prevented player from being killed when indestructible,
641 non-walkable element is placed on player position by extended change
642 * added configurable menu button, text and input positions to main menu
645 * added page fading effects for remaining info sub-screens
646 * fixed small bug that caused some delays when answering door request
649 * added directives "border.draw_masked.*" for menu/playfield area and
650 door areas to display overlapping/masked borders from "global.border"
653 * fixed bug with CE with move speed "not moving" not being animated
654 * when changing player artwork by CE action, reset animation frame
657 * fixed bug with not unmapping main menu screen gadgets on other screens
658 * fixed bug with un-pausing a paused game by releasing still pressed key
659 * fixed bug with not redrawing screen when toggling to/from fullscreen
660 mode while fast reloading tape (without redrawing playfield contents)
661 * fixed bug with quick-saving tape snapshot despite answering with "no"
664 * version number set to 3.2.3
667 * version 3.2.2 released
670 * fixed bug with redrawing screen in fullscreen mode after quick tape
671 reloading when using the EMC game engine
672 * changed token names from "last_ce_[1-8]" to "prev_ce_[1-8]"
675 * fixed bug in GameWon() when level contains no exit (like in Sokoban)
678 * added engine snapshot functionality for instant tape reloading (this
679 only works for the last tape saved using "quick save", and does not
680 work across program restarts, because it completely works in memory)
683 * version number set to 3.2.2
686 * version 3.2.1 released
689 * fixed nasty bugs with handling error message file on Mac OS X systems
692 * general code cleanup (removing many annoying "#if 0" blocks etc.)
695 * fixed bug that caused broken tapes when manually appending to tapes
696 using the "pause before death" functionality, followed by recording
697 * added setup option to disable fading of screens for faster testing
700 * code cleanup of new fading functions
703 * changed behaviour after solved game -- do not immediately stop engine
704 * added some more smooth screen fadings (game start, hall of fame etc.)
707 * fixed bug with displaying pushed CE with value/score/delay anim_mode
710 * added configurable level preview position, tile size and dimensions
711 * added configurable game panel value positions (gems, time, score etc.)
714 * fixed small bug with time displayed incorrectly when collecting CEs
717 * fixed bug with bumpy scrolling with EM engine in double player mode
720 * added compatibility code to fix "Snake Bite" style levels that were
721 broken due to a bugfix regarding EL_SOKOBAN_FIELD_PLAYER in 3.2.0
724 * fixed bug with scrollbars inside editor when using the Windows mouse
725 enhancement tool "True X-Mouse" (which injects key events to the event
726 queue to insert selected stuff into the Windows clipboard, which gets
727 confused with the "Insert" key for jumping to the last editor cascade
728 block in the element list)
729 * added Rocks'n'Diamonds icon for use as window icon to SDL version
730 * added key shortcut "Alt + Enter" to toggle fullscreen mode at any time
733 * added selection of preferred fullscreen mode to setup / graphics menu
734 (useful if default mode 800 x 600 does not match screen aspect ratio)
737 * improved down-scaling of images for better editor and preview graphics
738 * changed user data directory for Mac OS X from Unix style to new place
741 * improved level number selection in main menu and player selection in
742 setup menu (input devices section) by using standard button gadgets
743 * added support for mouse scroll wheel (caused buggy behaviour before)
744 * added support for scrolling horizontal scrollbars with mouse wheel by
745 holding "Shift" key pressed while scrolling the wheel
746 * added support for single step mouse wheel scrolling by holding "Alt"
747 key pressed while scrolling the wheel (can be combined with "Shift")
748 * changed output file "stderr.txt" on Windows platform now always to be
749 created in the R'n'D sub-directory of the personal documents directory
750 * added Windows message box to direct to "stderr.txt" after error aborts
753 * improved general scrollbar handling (when jump-scrolling scrollbars)
756 * changed scrollbars to always show last line as first after scrolling
757 (that means jumping n - 1 screen lines instead of n screen lines)
760 * fixed level versions of EMC level loader (from V4 to V1, V2 and V3)
761 * fixed level time for EMC levels for V2 engine (V2 and V5 levels)
762 * fixed special handling of vertically stacked acid becoming fake acid
765 * fixed bug (very special case) with CE_SCORE_GETS_ZERO, which can
766 affect multiple instances of the same CE, although this kind of
767 change condition usually only affects one single custom element
770 * version number set to 3.2.1
773 * version 3.2.0 released
776 * reorganized level editor element list a bit to match engines better
779 * fixed newly introduced bug with wrongly initializing clipboard element
782 * fixed bug with displaying visible/invisible level border in editor
785 * reorganized some elements in the level editor element list
788 * fixed bug with displaying any player as "yellow" when moving into acid
789 * fixed bug with displaying running player when player stopped at border
792 * fixed bug with player exploding when moving into acid
793 * fixed bug with level settings being reset in editor and when playing
794 (some compatibility settings being set not only after level loading)
795 * fixed crash bug when number of custom graphic frames was set to zero
796 * fixed bug with teleporting player on walkable tile not working anymore
797 * added partial compatibility support for pre-release-only "CONF" chunk
798 (to make Alan Bond's "color cycle" demo work again :-) )
801 * fixed some bugs when displaying title screens from info screen menu
802 * fixed bug which caused EMC doors #5 to #8 to be passable without keys
805 * changed file major version to 3 to reflect level file format changes
806 * uploaded pre-release (test) version 3.2.0-8 binary and source code
809 * added new chunk "NAME" to level file format for level name settings
810 * added new chunk "NOTE" to level file format for envelope settings
811 * changed name of chunk "CONF" to "ELEM" (for normal element settings)
812 * updated magic(5) file to recognize changed and new level file chunks
813 * removed change events "change when CE value/score changes" as unneeded
816 * changed gravity (which only affects the player) from level property
817 to player property (only makes a difference in multi-player levels)
818 * added change events "change when CE value/score changes"
819 * added change events "change when CE value/score changes of <element>"
822 * added new chunk "INFO" to level file format for global level settings
823 * added all element settings from "HEAD" chunk to "CONF" chunk
824 * added all global level settings from "HEAD" chunk to "INFO" chunk
827 * changed level file format by adding two new chunks "CUSX" (for custom
828 elements, replacing the previous "CUS4" chunk) and "GRPX" (for group
829 elements, replacing the previous "GRP1" chunk); these new IFF style
830 chunks use the new and flexible "micro chunks inside chunks" technique
831 already used with the new "CONF" chunk (for normal element properties)
832 which makes it possible to easily extend the existing level format
833 (instead of using fixed-length chunks like before, which are either
834 too big due to reserved bytes for future use, or too small when those
835 reserved bytes have all been used and even more data should be stored,
836 requiring the replacement by new and larger chunks just like it went
837 with "CUS1" to "CUS4"); this whole problem now does not exist anymore
840 * added credits pages to the "credits" section that were really missing
841 * added some missing element descriptions to the level editor
842 * added down position of switchgate switch to the level editor
843 and allowed the use of both switch positions at the same time
844 * changed use of "Insert" and "Delete" keys to navigate element list in
845 level editor to start of previous or next cascading block of elements
848 * added the possibility to view the title screen to the info screen menu
849 * fixed some minor bugs with viewing title screens
852 * fixed bug with title (cross)fading in/out when using fullscreen mode
855 * fixed bug that forced re-defining of menu settings in local graphics
856 config file which are already defined in existing base config file
857 * fixed small bug that caused door sounds playing when music is enabled
860 * added the possibility to define up to five title screens for each
861 level set that are displayed after loading using (cross)fading in/out
862 (this was added to display the various start images of the EMC sets)
865 * added "CE score gets zero [of]" to custom element trigger conditions
866 * added setup option to display element token name in level editor
869 * added compatibility code for Juergen Bonhagen's menu artwork settings
872 * fixed bug with displaying wrong animation frame 0 after CE changes
873 * fixed bug with creating invisible elements when light switch is on
876 * added selection between ECS and AGA graphics for EMC levels to setup
879 * adjusted font handling for various narrow EMC style fonts
882 * changed EM engine behaviour back to re-allow initial rolling springs
885 * fixed handling of over-large selectboxes (less error-prone now)
886 * fixed bug when creating GE with walkable element under the player
889 * added use of "Insert" and "Delete" keys to navigate element list in
890 level editor to start of custom elements or start of group elements
891 * added virtual elements to access CE value and CE score of elements:
892 - "CE value of triggering element"
893 - "CE score of triggering element"
894 - "CE value of current element"
895 - "CE score of current element"
898 * fixed "grass" to "sand" in older EM levels (up to file version V4)
901 * changed behaviour of network games with internal errors (because of
902 different client frame counters) from immediately terminating R'n'D
903 to displaying an error message requester and stopping only the game
904 (also to prevent impression of crashes under non command-line runs)
905 * fixed playing network games with the EMC engine (did not work before)
906 * fixed bug with not scrolling the screen in multi-player mode with the
907 focus on player 1 when all players are moving in different directions
908 * fixed bug with keeping pointer to gadget even after its deallocation
909 * fixed bug with allowing "focus on all players" in network games
910 * fixed bug with player focus when playing tapes from network games
913 * uploaded pre-release (test) version 3.2.0-7 binary and source code
916 * code cleanup for game action control for R'n'D and EMC game engine
919 * fixed bug in multi-player movement with focus on both players
920 * added option to control only the focussed player with all input
923 * added player focus switching to level tape recording and re-playing
926 * fixed some bugs in player focus switching in EMC and RND game engine
929 * added special Supaplex animations for Murphy digging and snapping
930 * added special Supaplex animations for Murphy being bored and sleeping
933 * added four new yam yams with explicit start direction for EMC engine
934 * fixed bug in src/libgame/text.c with printing text outside the window
937 * fixed small bug in EMC level loader (copyright sign in EM II levels)
940 * added delayed ignition of EM style dynamite when used in R'n'D engine
941 * added limited movement range to EMC engine when focus on all players
944 * fixed bug with missing (zero) score values for native Supaplex levels
947 * added "continuous snapping" (snapping many elements while holding the
948 snap key pressed, without releasing the snap key after each element)
949 as a new player setting for more compatibility with the classic games
952 * finished scrolling for "focus on all players" in EMC graphics engine
955 * level sets with "levels: 0" are ignored for levels, but not artwork
956 * fixed bug when scanning empty level group directories (endless loop)
959 * fixed bug with explosion graphic for player using "Murphy" graphic
960 * fixed bug with explosion graphic if player leaves explosion in time
961 * changed some descriptive text in setup menu to use medium-width font
962 * added key shortcut settings for switching player focus to setup menu
965 * fixed bug with random value initialization when recording tapes
966 * fixed bug with playing single player tapes when team mode activated
969 * fixed little bug when trying to switch to player that does not exist
972 * added player switching (visual and quick) to R'n'D and EM game engine
973 * added setup option to select visual or quick in-game player switching
976 * added use of "Home" and "End" keys to handle element list in editor
979 * fixed bug with adding score when playing tape with EMC game engine
980 * added steel wall border for levels using EMC engine without border
981 * finally fixed delayed scrolling in EMC engine also for small levels
984 * fixed potential crash bug in WarnBuggyBase() (missing boundary check)
987 * fixed bug with CE change order in TestIfElementTouchesCustomElement()
988 * fixed bug when displaying info element without action, but direction
991 * fixed minor graphical problems with springs smashing and slurping
992 (when using R'n'D style graphics instead of EMC style graphics)
995 * added scroll delay (as configured in setup) to EMC graphics engine
998 * improved screen redraw for EMC graphics engine (faster and smoother)
999 * when not scrolling, do not redraw the whole playfield if not needed
1002 * added multi-player mode for EMC game engine (with up to four players)
1005 * added android (can clone elements) from EMC engine to R'n'D engine
1008 * added spring bumper (reflects spring) from EMC engine to R'n'D engine
1011 * added selectbox for initial player speed to player settings in editor
1014 * version 3.1.2 created that is basically version 3.1.1, but with a
1015 major bug fixed that prevented editing your own private levels
1016 * version 3.1.2 released
1019 * added magic ball (creates elements) from EMC engine to R'n'D engine
1022 * uploaded fixed pre-release version 3.2.0-6 binary and source code
1025 * fixed bug when using "CE can leave behind <trigger element>"
1026 * added new change condition "(after/when) creation of <element>"
1027 * added new change condition "(after/when) digging <element>"
1028 * fixed bug accessing invalid gadget that caused crashes under Windows
1029 * deactivated new possibility for multiple CE changes per frame
1032 * uploaded pre-release (test) version 3.2.0-6 binary and source code
1035 * added animation types "ce_value" and "ce_score" to graphicsinfo.conf
1036 * fixed bug with not keeping CE value for moving CEs with only action
1037 * changed CE action selectboxes in editor to be only reset when needed
1040 * added option "use artwork from element" for custom player artwork
1041 * added option "use explosion from element" for player explosions
1044 * added cascaded element lists in the level editor
1045 * added persistence for cascaded element lists by "editorcascade.conf"
1046 * added dynamic element list with all elements used in current level
1047 * added possibility for multiple CE changes per frame (experimental)
1050 * uploaded pre-release (test) version 3.2.0-5 binary and source code
1053 * changed "score for each 10 seconds/steps left" to "1 second/step"
1054 * added own score for collecting "extra time" instead of sharing it
1055 * added change events "switched by player" and "player switches <e>"
1056 * added change events "snapped by player" and "player snaps <e>"
1057 * added "set player artwork: <element choice>" to CE action options
1058 * added change event "move of <element>"
1061 * added "set player shield: off / normal / deadly" to CE action options
1062 * added new player option "use level start element" in level editor
1063 to set the correct focus at level start to elements from which the
1064 player is created later (this did not work before for cascaded CE
1065 changes resulting in creation of the player; it is now also possible
1066 to create the player from a yam yam which is smashed at level start)
1069 * added "set player speed: frozen (not moving)" to CE action options
1070 * added "move player: l/r/u/d/trigger/-trigger" to CE action options
1073 * added new player option "block snap field" (enabled by default) to
1074 make it possible to show a snapping animation like in Emerald Mine
1077 * added dynamic selectboxes to custom element action settings in editor
1078 * added "CE value" counter for custom elements (instead of "CE count")
1079 * added option to use the last "CE value" after custom element change
1080 * added option to use the "CE value" of other elements in CE actions
1081 * fixed odd behaviour when pressing time orb in levels w/o time limit
1082 * added checkbox "use time orb bug" for older levels that use this bug
1085 * added missing configuration settings for the following elements:
1086 - EL_TIMEGATE_SWITCH (time of open time gate)
1087 - EL_LIGHT_SWITCH_ACTIVE (time of light switched on)
1088 - EL_SHIELD_NORMAL (time of shield duration)
1089 - EL_SHIELD_DEADLY (time of shield duration)
1090 - EL_EXTRA_TIME (time added to level time)
1091 - EL_TIME_ORB_FULL (time added to level time)
1094 * added "wind direction" as a movement pattern for custom elements
1095 * added initial wind direction for balloon / custom elements to editor
1096 * added functionality for EL_BALLOON_SWITCH_NONE to R'n'D game engine
1099 * added parameters for "game of life" and "biomaze" elements to editor
1102 * added level file chunk "CONF" for generic level and element settings
1105 * uploaded pre-release (test) version 3.2.0-4 binary and source code
1108 * skip empty level sets (with "levels: 0"; may be artwork base sets)
1109 * added sound action ".page[1]" to ".page[32]" for each CE change page
1112 * added image config suffix ".clone_from" to copy whole image settings
1113 * fixed bug with invalid ("undefined") CE settings in old level files
1116 * fixed graphical bug with smashing elements falling faster than player
1119 * fixed major bug which prevented private levels from being edited
1120 * fixed bug with precedence of general and special font definitions
1123 * fixed graphical bug with player animation when player moves slowly
1126 * uploaded pre-release (test) version 3.2.0-3 binary and source code
1129 * fixed bug which prevented "global.num_toons: 0" from working
1132 * major code cleanup (removed all these annoying "#if 0" blocks)
1135 * added custom element actions for CE change page in level editor
1138 * fixed music initialization bug in init.c (thanks to David Binderman)
1139 * fixed mouse wheel "button" bug in editor (thanks to Tomi Belan)
1140 (this bug must probably be fixed at other places, too)
1143 * fixed buggy '#include "SDL.h"' statements in src/libgame/sdl.h
1144 (should be '#include <SDL.h>' instead)
1147 * fixed bug which prevented "walkable from no direction" from working
1148 (due to compatibility code overwriting this setting after loading)
1151 * fixed bug on Mac OS X (use of reserved name "Random") in EM engine
1154 * version number temporarily set to 3.1.1 (intermediate bugfix release)
1155 * version 3.1.1 released
1158 * changed some va_arg() arguments from 'long' to 'int', fixing problems
1159 on 64-bit architecture systems with LP64 data model
1162 * fixed bug with bombs not exploding when hitting the last level line
1163 (introduced after the release of 3.1.0)
1166 * added support for dumping small-sized level sketches from editor
1169 * added recognition of "trigger element" for "change digged element to"
1170 (this is not really what the "trigger element" was made for, but its
1171 use may seem obvious for leaving back digged elements unchanged)
1174 * fixed multiple warnings about failed joystick device initialization
1177 * fixed bug with dynamite dropped on top of just dropped custom element
1178 (collect dynamite, collect CE, drop CE => dynamite was also dropped);
1179 dynamite can still be dropped, but drop key must be released before
1182 * fixed bug with wrong start directory when started from file browser
1183 (due to this bug, R'n'D could not be started from KDE's Konqueror)
1186 * fixed bug causing "change when impact" on player not working
1187 * fixed wrong priority of "hitting something" over "hitting <element>"
1188 * fixed wrong priority of "hit by something" over "hit by <element>"
1191 * fixed graphical bug which caused the player (being Murphy) to show
1192 collecting animations although the element was collected by penguin
1195 * fixed two bugs causing wrong door background graphics in system.c
1196 (in functions "SetBackgroundBitmap()" and "DrawingOnBackground()")
1199 * fixed graphic bug with exploding bomb and R'n'D graphics in EM engine
1200 * added "no direction" to "walkable/passable from" selectbox options
1203 * enhanced tape autoplay to accept "autoplay <set> [<nr> ...]" format
1204 * in tape autoplay, not only report broken, but also missing tapes
1207 * uploaded pre-release (test) version 3.2.0-2 binary and source code
1210 * fixed small bug with "linear" animation not working for active lamp
1213 * fixed bug with moving up despite gravity due to "block last field"
1214 * fixed small bug with wrong draw offset when typing name in main menu
1215 * when reading user names from "passwd", ignore data after first comma
1216 * when creating new "levelinfo.conf", only write some selected entries
1219 * fixed displaying "imported from/by" on preview with empty string
1220 * fixed ignoring draw offset for fonts used for level preview texts
1223 * fixed a delay problem with SDL and too many mouse motion events
1224 * added setup option "skip levels" and level skipping functionality
1227 * added move speed "not moving" for non-moving CEs, but with direction
1230 * fixed mapping of obsolete element token names in "editorsetup.conf"
1231 * fixed bug with sound "acid.splashing" treated as a loop sound
1232 * fixed some little sound bugs in native EM engine
1235 * fixed small bug when dragging scrollbars to end positions
1238 * added editor element descriptions written by Aaron Davidson
1241 * improved fallback handling when configured artwork is not available
1242 (now using default artwork instead of exiting when files not found)
1245 * fixed bug on level selection screen when dragging scrollbar
1248 * fixed bug which caused broken tapes when appending to EM engine tapes
1251 * uploaded pre-release (test) version 3.2.0-1 binary and source code
1254 * added code to replace changed artwork config tokens with other tokens
1255 (needed for backwards compatibility, so that older tokens still work)
1258 * added native R'n'D graphics for some new EMC elements in EM engine
1261 * fixed some bugs in the EM engine integration code
1262 * changed EM engine code to allow diagonal movement
1263 * changed EM engine code to allow use of separate snap and drop keys
1266 * fixed some redraw bugs when using EM engine
1269 * fixed bug with not converting RND levels which are set to use native
1270 engine to native level structure when loading
1273 * uploaded pre-release (test) version 3.2.0-0 binary and source code
1276 * version number set to 3.2.0
1279 * level data now reset to defaults after attempt to load invalid file
1282 * added use of "editorsetup.conf" for different level sets
1285 * added auto-detection for various types of Emerald Mine level files
1288 * fixed bug with scrollbars getting too small when list is very large
1291 * fixed bug with 3+3 (cross) sized explosion not making explosion sound
1294 * added most level editor configuration gadgets for new EMC elements
1297 * added more element and graphic definitions for new EMC elements
1300 * modified native EM engine to use integrated R'n'D sound system
1303 * added SDL support to graphics functions in native EM engine
1304 (by always using generic libgame interface functions)
1307 * fixed bug in frame synchronization in native EM engine
1310 * added code to convert levels between R'n'D and native EM engine
1313 * new Emerald Mine engine can now play levels selected in main menu
1316 * fixed big memory leak in function "CreateBitmapWithSmallBitmaps()"
1317 (which creates scaled down graphics for level editor and preview);
1318 there's still a memory leak somewhere in the artwork handling code
1319 * added "scale image up" functionality to X11 version of zoom function
1322 * first attempts to integrate new, native Emerald Mine Club engine
1325 * fixed bug in gadget code which caused reset of CEs in level editor
1326 (example: pressing 'b' [grab brush] on CE config page erased values)
1327 (solution: check if gadgets in ClickOnGadget() are really mapped)
1328 * improved level change detection in editor (settings now also checked)
1329 * fixed bug with "can move into acid" and "don't collide with" state
1332 * fixed maze runner style CEs to use the configured move delay value
1335 * added Aaron Davidson's tutorial level set to the "Tutorials" section
1338 * fixed engine change that broke 3.0.8 levels like "Walpurgis Gardens"
1339 * fixed the above fix because it broke level set "machine" (*sigh*)
1340 * fixed random element placement in level editor to work as expected
1341 * fixed undefined graphic of runtime element "EL_AMOEBA_TO_DIAMOND"
1344 * re-recorded tape for BD2K3, level 010 (broken due to bugfix)
1347 * fixed bug (missing array boundary check) which caused broken tapes
1348 * fixed bug (when loading level template) which caused broken levels
1349 * fixed bug with new block last field code when using non-yellow player
1352 * fixed bug when pressing "stop, pause, stop, play" on tape recorder
1353 * internal change of how the player blocks the last field when moving
1354 * fixed blocking delay of last field for EM and SP style block delay
1355 * fixed bug where the player had to wait for the usual move delay after
1356 unsuccessfully trying to move, when he directly could move after that
1357 * the last two changes should make original Supaplex level 93 solvable
1358 * improved use of random number generator to make it less predictable
1359 * fixed behaviour of slippery SP elements to let slip left, then right
1362 * fixed bug with wrong door state after trying to quickload empty tape
1363 * fixed waste of static memory usage of the binary, making it smaller
1364 * fixed very little graphical bug in Supaplex explosion
1367 * version number set to 3.1.1
1370 * version 3.1.0 released
1373 * fixed bug with crash when writing user levelinfo.conf the first time
1376 * added option "convert LEVELDIR [NR]" to command line batch commands
1377 * re-converted Supaplex levels to apply latest engine fixes
1378 * changed "use graphic/sound of element" to "use graphic of element"
1379 due to compatibility problems with some levels ("bug machine" etc.)
1382 * fixed bug with CE change replacing player with same or other player
1385 * fixed bug with opaque font in envelope with background graphic when
1386 background graphic is not transparent itself
1389 * added "gravity on" and "gravity off" ports for Supaplex compatibility
1390 * corrected original Supaplex level loading code to use these new ports
1391 * also corrected Supaplex loader to auto-count infotrons if set to zero
1394 * fixed bug with missing initialization of "modified" flag for GEs
1397 * fixed bug that caused endless recursion loop when relocating player
1398 * fixed tape recorder bug in "step mode" when using "pause before end"
1399 * fixed tape recorder bug when changing from "warp forward" mode
1402 * fixed bug with "when touching" for pushed elements at last position
1405 * fixed bug that caused two activated toolbox buttons in level editor
1406 * fixed bug with exploding dynabomb under player due to other explosion
1409 * fixed bug with creating walkable custom element under player (again)
1410 * fixed bug with not copying explosion type when copying CEs in editor
1411 * fixed graphical bug when drawing player in setup menu (input devices)
1412 * fixed graphical bug when the player is pushing an accessible element
1413 * fixed bug with classic switchable elements triggering CE changes
1414 * fixed bug with entering/leaving walkable element in RelocatePlayer()
1415 * fixed crash bug when CE leaves behind the trigger player element
1418 * fixed bug with broken tubes after placing/exploding dynamite in them
1419 * fixed bug with exploding dynamite under player due to other explosion
1420 * fixed bug with not resetting push delay under certain circumstances
1423 * added option "handicap" for "levelinfo.conf" (thanks to Niko Böhm)
1424 * added network multiplayer code for Windows (thanks to Niko Böhm)
1427 * added option "reachable despite gravity" for gravity movement
1428 * changed gravity movement of most classic walkable and passable
1429 elements back to "not reachable" (for compatibility reasons)
1432 * fixed (removed) "indestructible" / "can explode" dependency in editor
1433 * fixed (removed) "accessible inside" / "protected" dependency
1434 * fixed (removed) "step mode" / "shield time" dependency
1437 * fixed dynabombs exploding now into anything diggable
1438 * fixed Supaplex style gravity movement into buggy base now impossible
1439 * added pressing key "space" as valid action to select menu options
1442 * added "replace when walkable" to relocate player to walkable element
1443 * added "enter"/"leave" event for elements affected by relocation
1444 * fixed "direct"/"indirect" change order also for "when change" event
1445 * fixed graphical bug when pushing things from elements walkable inside
1448 * fixed graphic bug when player is snapping while moving in old levels
1449 * fixed bug when a moving custom element leaves a player element behind
1450 * fixed bug with mole not disappearing when moving into acid pool
1451 * fixed bug with incomplete path setting when using "--basepath" option
1452 * moving CE can now leave walkable elements behind under the player
1453 * when relocating, player can be set on walkable element now
1454 * fixed another gravity movement bug
1457 * uploaded pre-release (test) version 3.1.0-2 binary and source code
1460 * added "collectible" and "removable" to extended replacement types
1461 (where "removable" replaces "diggable" and "collectible" elements)
1462 * added "collectible & throwable" (to throw element to the next field)
1463 * fixed bug with CEs digging elements that are just about to explode
1464 * changed mouse cursor now always being visible when game is paused
1467 * added possibility to push/press accessible elements from a side that
1469 * fixed bug with not setting actual date when appending to tape
1472 * fixed bug with incorrectly initialized custom element editor graphics
1475 * corrected set "Contributions_1995-2000/rnd_kjell_kristiansson":
1476 - number of levels corrected from 18 to 17 in "levelinfo.conf"
1479 * fixed bug with destroyed robot wheel still attracting robots forever
1480 * fixed bug with time gate switch deactivating after robot wheel time
1481 (while the time gate itself is not affected by this misbehaviour)
1482 * changed behaviour of BD style amoeba to always get blocked by player
1483 (before it was different when there were non-BD elements in level)
1484 * fixed bug with player destroying indestructable elements with shield
1487 * added option to make growing elements grow into anything diggable
1488 (for the various amoeba types, biomaze and "game of life")
1491 * fixed bug with movable elements not moving after left behind by CEs
1492 * changed gravity movement to anything diggable, not only sand/base
1493 * optionally allowing passing to walkable element, not only empty space
1494 * added option "can pass to walkable element" for players
1495 * finally fixed gravity movement (hopefully)
1498 * fixed bug with movable elements not moving anymore after falling down
1501 * fixed another bug with custom elements digging and leaving elements
1502 * fixed bug with "along left/right side" and automatic start direction
1503 * trigger elements now also displayed when "more custom" deactivated
1504 * fixed bug with clipboard element initialized when loading new level
1505 * added option "drop delay" to set delay before dropping next element
1508 * uploaded pre-release (test) version 3.1.0-1 binary and source code
1511 * added copy and paste functions for custom change pages
1512 * enhanced graphical display and functionality of tape recorder
1513 * fixed bug with custom elements digging and leaving elements
1516 * added move speed faster than "very fast" for custom elements
1517 * fixed bug with 3+3 style explosions and missing border content
1518 * fixed little bug when copying custom elements in the editor
1519 * enhanced custom element changes by more side trigger actions
1522 * added option "no scrolling when relocating" for instant teleporting
1523 * uploaded pre-release (test) version 3.1.0-0 binary and source code
1526 * added trigger element and trigger player to use as target elements
1527 * added copy and paste functions for custom and group elements
1530 * fixed graphical bug when displaying explosion animations
1531 * fixed bug when appending to tapes, resulting in broken tapes
1532 * re-recorded a few tapes broken by fixing gravity checking bug
1535 * "can move into acid" property now for all elements independently
1536 * "can fall into acid" property for player stored in same bitfield now
1537 * added option for deadliness of Supaplex 'sniksnak' and 'electron'
1538 * version number set to 3.1.0 (finally!)
1541 * changed tape recording to only record input, not programmed actions
1544 * fixed totally broken (every 8th frame skipped) step-by-step recording
1545 * fixed bug with requester not displayed when quick-loading interrupted
1546 * added option "can fall into acid (with gravity)" for players
1547 * fixed bug with player not falling when snapping down with gravity
1550 * fixed bug which messed up key config when using keypad number keys
1553 * fixed bug which allowed moving upwards even when gravity was active
1554 * fixed bug with missing error handling when dumping levels or tapes
1557 * added different colored editor graphics for Supaplex gravity tubes
1560 * fixed bug that allowed solvable tapes for unsolvable levels
1563 * use unlimited number of droppable elements when "count" set to zero
1564 * added option to use step limit instead of time limit for level
1567 * added player and change page as trigger for custom element change
1570 * fixed bug with exploding amoeba (explosion 3x3 instead of 1x1)
1573 * fixed bug with dark yamyam changing to acid when moving over acid
1574 * fixed handling of levels with more than 999 seconds level time
1575 (example: level 76 of "Denmine")
1578 * "spring push bug" reintroduced as configurable element property
1579 * fixed bug with missing properties for "mole"
1580 * fixed bug that showed up when fixing the above "mole" properties bug
1581 * added option "can move into acid" for all movable elements
1582 * fixed graphical bug for elements moving into acid
1583 * changed event handling to handle all pending events before going on
1586 * fixed bug which caused all CE change pages to be ignored which had
1587 the same change event, but used a different element side
1588 (reported by Simon Forsberg)
1590 * fixed bug which caused elements that can move and fall and that are
1591 transported by a conveyor belt to continue moving into that direction
1592 after leaving the conveyor belt, regardless of their own movement
1593 type; only elements which can not move are transported now
1594 (reported by Simon Forsberg)
1596 * fixed bug which could cause an array overflow in RelocatePlayer()
1597 (reported by Niko Böhm)
1599 * changed Emerald Mine style "passable / over" elements to "protected"
1600 (fixing unsolvable level 10 of "Bondmine 9" with bug beside gate)
1602 * added new option to select from which side a "walkable/passable"
1603 element can be entered
1606 * added explosion and ignition delay for elements that can explode
1609 * fixed bug which caused player not being protected against enemies
1610 when a CE was "walkable / inside" and was not "indestructible"
1611 * added "walkable/passable" fields to be "protected/unprotected"
1612 against enemies, even if not accessible "inside" but "over/under"
1615 * corrected move pattern to 32 bit and initial move direction to 8 bit
1618 * added second custom element base configuration page
1621 * added some special EMC mappings to Emerald Mine level loader
1622 (also covering previously unknown element in level 0 of "Bondmine 8")
1625 * added option to block last field when player is moving (for Supaplex)
1626 * adjusted push delay of Supaplex elements
1627 * removed delays for envelopes etc. when replaying with maximum speed
1628 * fixed bug when dropping element on a field that just changed to empty
1631 * fixed bug: infotrons can now smash yellow disks
1632 * fixed bug: when gravity active, port above player can now be entered
1633 * removed "one white dot" mouse pointer which irritated some people
1636 * added "choice type" for group element selection
1639 * fixed bug with initial invulnerability of non-yellow player
1642 * added level loader for loading native Supaplex packed levels
1643 (including multi-part levels like the "splvls99" levels)
1646 * fixed bug which allowed creating emeralds by escaping explosions
1649 * custom elements can change (limited) or leave (unlimited) elements
1650 * finally added multiple matches using group elements
1651 * added shortcut to dump brush (type ":DB" in editor) for use in forum
1654 * added new start movement type "previous" for continued CE movement
1655 * added new start movement type "random" for random CE movement start
1658 * added new element "sokoban_field_player" needed for Sokoban levels
1659 (thanks to Ed Booker for pointing this out!)
1662 * added elements that can be digged or left behind by custom elements
1665 * added group elements for multiple matches and random element creation
1668 * fixed some graphical errors displayed in old levels
1671 * fixed wrong double speed movement after passing closing gates
1674 * added level loader for loading native Emerald Mine levels
1677 * changes for "shooting" style CE movement
1680 * Happy New Year! ;-)
1683 * changed default snap/drop keys from left/right Shift to Control keys
1686 * fixed bug with dead player getting reanimated from custom element
1689 * fixed bug with wrong penguin graphics (when entering exit)
1692 * fixed bug with wrong "Murphy" graphics (when digging etc.)
1695 * version number set to 3.0.9
1698 * version 3.0.8 released
1701 * added function checked_free()
1704 * fixed bug with double nut cracking sound
1705 (by eliminating "default element action sound" assignment in init.c)
1708 * fixed crash when no music info files are available
1711 * fixed boring and sleeping sounds
1714 * added "maze runner" and "maze hunter" movement types
1715 * added extended collision conditions for custom elements
1718 * added warnings for undefined token values in artwork config files
1721 * added menu entry for level set information to the info screen
1724 * fixed bug with wrong default impact sound for colored emeralds
1727 * added several sub-screens for the info screen
1728 * menu text now also clickable (not only blue/red sphere left of it)
1731 * added configurable "bored" and "sleeping" animations for the player
1732 * added "awakening" sound for player when waking up after sleeping
1735 * added "copy" and "exchange" functions for custom elements to editor
1738 * added configurable element animations for info screen
1741 * added configurable music credits for info screen
1744 * finally fixed tape recording when player is created from CE change
1747 * added "editorsetup.conf" for editor element list configuration
1750 * added "musicinfo.conf" for menu and level music configuration
1753 * fixed a very nasty bug in dragon turning code in TurnRoundExt()
1754 (that only showed up on Linux, but not on Windows systems)
1757 * fixed turning movement of butterflies and fireflies (no frame reset)
1758 * enhanced sniksnak turning movement (two steps instead of only one)
1761 * version number set to 3.0.8
1764 * version 3.0.7 released
1767 * fixed reset of player animation frame when, for example,
1768 walking, digging or collecting share the same animation
1769 * fixed CE with "deadly when touching" exploding when touching amoeba
1772 * fixed tape recording when player is created from CE element change
1775 * introduced "turning..." action graphic for elements with move delay
1776 (non-CE: bug, spaceship, sniksnak, mole, pacman, yamyam)
1777 * added turning animations for bug, spaceship and sniksnak
1780 * prevent "extended" changed elements from delay change in same frame
1783 * fixed bug when pushing element that can move away to the side
1784 (like pushing falling elements, but now with moving elements)
1787 * finally fixed serious bug in code for delayed element pushing (again)
1790 * unavailable setup options now marked as "n/a" instead of "off"
1791 * new boolean directive "latest_engine" for "levelinfo.conf": when set
1792 to "true", levels are always played with the latest game engine,
1793 which is desired for levels that are imported from other games; all
1794 other levels are played with the engine version stored in level file
1795 (which is normally the engine version the level was created with)
1798 * fixed serious bug in code for delayed element pushing
1799 * fixed little bug in animation frame selection for pushed elements
1800 * speed-up of reading config file for verbose output
1803 * added configuration option for opening and closing Supaplex exit
1804 * added configuration option for moving up/down animation for Murphy
1805 * fixed incorrectly displayed animation for attacking dragon
1806 * fixed bug with not setting initial gravity for each new game
1807 * fixed bug with teleportation of player by custom element change
1808 * fixed bug with player not getting smashed by rock sometimes
1811 * version number set to 3.0.7
1814 * version 3.0.6 released
1817 * added support for MP3 music for SDL version through SMPEG library
1820 * fixed bug when initializing font graphic structure
1821 * fixed bug with animation mode "pingpong" when using only 1 frame
1822 * fixed bug with extended change target introduced in 3.0.5
1823 * fixed bug where passing over moving element doubles player speed
1824 * fixed bug with elements continuing to move into push direction
1825 * fixed bug with duplicated player when dropping bomb with shield on
1826 * added "switching" event for custom elements ("pressing" only once)
1827 * fixed switching bug (resetting flag when not switching but not idle)
1830 * fixed element tokens for certain file elements with ".active" etc.
1833 * version number set to 3.0.6
1836 * version 3.0.5 released
1839 * now four envelope elements available
1840 * font, background, animation and sound for envelope now configurable
1841 * main menu doors opening/closing animation type now configurable
1844 * active/inactive sides configurable for custom element changes
1845 * new movement type "move when pushed" available for custom elements
1848 * fixed bug in multiple config pages loader code that caused crashes
1851 * enhanced (remaining low-resolution) Supaplex graphics
1854 * version number set to 3.0.5
1857 * version 3.0.4 released
1859 2003-09-12 src/tools.c
1860 * fixed bug in custom definition of crumbled element graphics
1862 2003-09-11 src/files.c
1863 * fixed bug in multiple config pages code that caused crashes
1866 * version number set to 3.0.4
1869 * version 3.0.3 released
1872 * added music to Supaplex classic level set
1874 2003-09-07 src/libgame/misc.c
1875 * added support for loading various music formats through SDL_mixer
1877 2003-09-06 (various source files)
1878 * fixed several nasty bugs that may have caused crashes on some systems
1879 * added envelope content which gets displayed when collecting envelope
1880 * added multiple change event pages for custom elements
1882 2003-08-24 src/game.c
1883 * fixed problem with player animation when snapping and moving
1885 2003-08-23 src/screens.c, src/cartoons.c, src/libgame/toons.c
1886 * fixed problem with flickering when drawing toon animations
1888 2003-08-23 src/libgame/sdl.c
1889 * fixed problem with setting mouse cursor in SDL version in fullscreen
1891 2003-08-23 src/game.c
1892 * fixed bug (missing array boundary check) which could crash the game
1895 * version number set to 3.0.3
1898 * version 3.0.2 released
1900 2003-08-21 src/game.c
1901 * fixed bug with creating inaccessible elements at player position
1903 2003-08-20 src/init.c
1904 * fixed bug with not finding current level artwork directory
1906 2003-08-20 src/files.c
1907 * fixed bug with choosing wrong engine version when playing tapes
1908 * fixed bug with messing up custom element properties in 3.0.0 levels
1911 * version number set to 3.0.2
1914 * version 3.0.1 released
1916 2003-08-17 (no source files affected)
1917 * changed all "classic" PCX image files with 16 colors or less to
1918 256 color (8 bit) storage format, because the Allegro game library
1919 cannot handle PCX files with less than 256 colors (contributed
1920 graphics are not affected and might look wrong in the DOS version)
1922 2003-08-16 src/init.c
1923 * fixed bug which (for example) crashed the level editor when defining
1924 "dynamite.EDITOR: [NONE]", because graphics may not be undefined
1925 (only set to default) -- invalid graphics now set to default graphic
1927 2003-08-16 src/init.c
1928 * fixed graphical bug of player digging/collecting/snapping element
1929 when no corresponding graphic/animation is defined for this action,
1930 resulting in player being drawn as EL_EMPTY (which should only be
1931 done to elements being collected, but not to the player)
1933 2003-08-16 src/game.c
1934 * fixed small graphical bug of player not totally moving into exit
1936 2003-08-16 src/libgame/setup.c
1937 * fixed bug with wrong MS-DOS 8.3 filename conversion
1939 2003-08-16 src/tools.c
1940 * fixed bug with invisible mouse cursor when pressing ESC while playing
1942 2003-08-16 (various source files)
1943 * added another 128 custom elements (disabled in editor by default)
1945 2003-08-16 src/editor.c
1946 * fixed NULL string bug causing Solaris to crash in sprintf()
1948 2003-08-16 src/screen.c
1949 * fixed drawing over scrollbar on level selection with custom fonts
1951 2003-08-15 src/game.c
1952 * cleanup of simple sounds / loop sounds / music settings
1954 2003-08-08 (various source files)
1955 * added custom element property for dropping collected elements
1957 2003-08-08 src/conf_gfx.c
1958 * fixed bug with missing graphic for active red disk bomb
1960 2003-08-07 src/files.c, src/editor.c src/game.c, src/main.h
1961 * extended variable "level.gravity" to "level.initial_gravity" and
1962 "game.current_gravity" to prevent level setting from being changed
1963 by playing the level (keeping the runtime value after playing)
1965 * fixed graphics bug when digging element that has 'crumbled' graphic
1966 definition, but not 'diggable' graphic definition
1969 * version number set to 3.0.1
1972 * version 3.0.0 released
1975 * various bug fixes; among others:
1976 - fixed bug with pushing spring over empty space
1977 - fixed bug with leaving tube while placing dynamite
1978 - fixed bug with explosion of smashed penguins
1979 - allow Murphy player graphic in levels with non-Supaplex elements
1983 * I have forgotten to document changes for some time
1986 * pre-release version 2.2.0rc1 released
1989 * version number set to 2.1.2
1992 * version 2.1.1 released
1995 * version number set to 2.1.1
1998 * version 2.1.0 released
2001 * version number set to 2.1.0
2003 2002-04-03 to 2002-05-19 (various source files)
2004 * graphics, sounds and music now fully configurable
2005 * bug fixed that prevented walking through tubes when gravity on
2007 2002-04-02 src/events.c, src/editor.c
2008 * Make Escape key less aggressive when playing or when editing level.
2009 This can be configured as an option in the setup menu. (Default is
2010 "less aggressive" which means "ask user if something can be lost"
2011 when pressing the Escape key.)
2013 2002-04-02 src/screen.c
2014 * Added "graphics setup" screen.
2016 2002-04-01 src/screen.c
2017 * Changed "choose level" setup screen stuff to be more generic (to
2018 make it easier to add more "choose from generic tree" setup screens).
2020 2002-04-01 src/config.c, src/timestamp.h
2021 * Added source files "src/config.[ch]" and "src/timestamp.h" (which
2022 automatically gets created by "src/Makefile" and contains an actual
2023 compile-time timestamp to identify development versions of the game).
2025 2002-03-31 src/tape.c, src/events.c
2026 * Added quick game/tape save/load functions to tape stuff which can be
2027 invoked by a keyboard shortcut. Default: "F1" saves game/tape, "F2"
2028 loads previously recorded tape and directly goes into recording mode
2029 from the end of the tape (therefore appending to the tape).
2031 2002-03-31 src/tape.c
2032 * Added "index mark" function to tape recorder. When playing or
2033 recording, "eject" button changes to "index" button. Setting index
2034 mark is not yet implemented, but pressing index button when playing
2035 allows very quick advancing to end of tape (when normal playing),
2036 very fast forward mode (when playing with normal fast forward) or
2037 very fast reaching of "pause before end of tape" (when playing with
2038 "pause before end" playing mode).
2040 2002-03-30 src/cartoons.c
2041 * Moved some stuff from cartoons.c to the new "src/libgame/toons.c".
2043 2002-03-29 src/screen.c
2044 * Changed setup screen stuff to be more generic (to make it easier
2045 to add more setup screens).
2047 2002-03-23 src/main.c, src/main.h
2048 * Various changes due to the introduction of the new libgame files
2049 "setup.c" and "joystick.c".
2051 2002-03-23 src/files.c
2052 * Generic parts of "src/files.c" (mainly setup and level directory
2053 stuff) moved to new libgame file "src/libgame/setup.c".
2055 2002-03-23 src/joystick.c
2056 * File "src/joystick.c" moved to libgame source tree, with
2057 correspondig changes.
2059 2002-03-22 src/screens.c
2060 * "HandleChooseLevel()": Another bug in level series navigation fixed.
2061 (Wrong level series information displayed when entering main group.)
2063 2002-03-22 src/editor.c
2064 * Slight change to support new gadget event "GD_EVENT_INFO_LEAVING".
2066 2002-03-22 src/editor.c
2067 * Changed behaviour of "Escape" key in level editor to be more
2068 intuitive: When in "Element Properties" or "Level Info" mode,
2069 return to "Drawing Mode" instead of leaving the level editor.
2071 2002-03-21 src/game.c, src/editor.c, src/files.c
2072 * 2.0.1 introduced the corrected "Emerald Mine" style behaviour of
2073 gems (emeralds, diamonds, ...) slipping down from normal wall,
2074 steel wall and growing wall (as in E.M.C. style levels). Although
2075 the behaviour of contributed and private levels wasn't changed (due
2076 to the use of "level.game_version"; see previous entry), editing
2077 those levels will (of course) change the behaviour accordingly.
2079 This change seems a bit too hard after thinking about it, because
2080 the EM style behaviour is not the "expected" behaviour (gems would
2081 normally only slip down from "rounded" walls). Therefore this was
2082 now changed to an element property for gem style elements, with the
2083 default setting "off" (which means: no special EM style behaviour).
2084 To fix older converted levels, this flag is set to "on" for pre-2.0
2085 levels that are neither contributed nor private levels.
2087 2002-03-20 src/files.h
2088 * Corrected settings for "level.game_version" depending of level type.
2089 (Contributed and private levels always get played with game engine
2090 version they were created with, while converted levels always get
2091 played with the most recent version of the game engine, to let new
2092 corrections of the emulation behaviour take effect.)
2094 2002-03-20 src/main.h
2095 * Added "#include <time.h>". This seems to be needed by "tape.c" for
2096 compiling the SDL version on some systems.
2097 Thanks to the several people who pointed this out.
2100 * Version number set to 2.0.2.
2103 * Version 2.0.1 released.
2105 2002-03-18 src/screens.c
2106 * "HandleChooseLevel()": Small bug in level series navigation fixed.
2108 2002-03-18 src/files.c [src/libgame/misc.c]
2109 * Moved some common functions from src/files.c to src/libgame/misc.c.
2111 2002-03-18 src/files.c [src/libgame/misc.c]
2112 * Changed permissions for new directories and saved files (especially
2113 score files) according to suggestions of Debian users and mantainers.
2114 Thanks to Drew Parsons <dparsons@emerall.com> for the patch.
2116 2002-03-17 src/files.c
2117 * Changed "{Load|Save}{Level|Tape}()" to IFF style file format:
2118 Replaced "cookie" header string ("ROCKSNDIAMONDS_...\n") with
2119 real IFF style header "RND1....XXXX" (where "XXXX" is "CAVE"
2120 for levels and "TAPE" for tapes). Old "cookie" style format is
2121 still supported for reading. New level and tape files are written
2124 * New IFF chunk "VERS" contains version numbers for file and game
2125 (where "game version" is the version of the program that wrote the
2126 file, and "file version" is a version number to distinguish files
2127 with different format, for example after adding new features).
2129 2002-03-15 src/screen.c
2130 * "DrawHallOfFame()": "FadeSounds()" when entering the hall of fame.
2131 (Before, you heard a mixture of the in-game music and the
2132 hall-of-fame music.)
2134 2002-03-14 src/events.c
2135 * Function "DumpTape()" (files.c) now available by pressing 't' from
2136 main menu (when in DEBUG mode).
2138 2002-03-14 src/game.c
2139 * "GameWon()": When game was won playing a tape, now there is no delay
2140 raising the score and no corresponding sound is played.
2142 2002-03-14 src/files.c
2143 * Changed "LoadTape()" for real chunk support and also adjusted
2144 "SaveTape()" accordingly.
2146 2002-03-14 src/game.c, src/tape.c, src/files.c
2147 * Important changes to tape format: The old tape format stored all
2148 actions with a real effect with a corresponding delay between the
2149 stored actions. This had some major disadvantages (for example,
2150 push delays had to be ignored, pressing a button for some seconds
2151 mutated to several single button presses because of the non-action
2152 delays between two action frames etc.). The new tape format just
2153 stupidly records all device actions and replays them later. I really
2154 don't know why I haven't solved it that way before?! Old-style tapes
2155 (with tape file version less than 2.0) get converted to the new
2156 format on-the-fly when loading and can therefore still be played;
2157 only some minor parts of the old-style tape handling code was needed.
2158 (A perfect conversion is not possible, because there is information
2159 missing about the device actions between two action frames.)
2161 2002-03-14 src/files.c
2162 * New function "DumpTape()" to dump the contents of the current tape
2163 in a human readable format.
2165 2002-03-14 src/game.c
2166 * Small tape bug fixed: When automatically advancing to next level
2167 after a game was won, the tape from the previous level still was
2168 loaded as a tape for the new level.
2170 2002-03-14 src/tape.c
2171 * Small graphical bug fixed: When pressing ""Record" or "Play" on
2172 tape, cartoons did not get completely removed because
2173 StopAnimation() was not called.
2175 2002-03-13 src/files.c
2176 * Changed "LoadLevel()" and "SaveLevel()" to add new chunk "CNT2".
2177 Fixed bug of "CONT" and "BODY" (chunk size was set to 8-bit element
2178 size even when using 16-bit elements). Added new chunk "CNT2" for
2179 16-bit amoeba content (previously written in 8-bit field in "HEAD"
2180 chunk even when content was 16-bit element). "CNT2" should now be
2181 able to store content for arbitrary elements (up to eight blocks of
2182 3 x 3 element arrays). All "CNT2" elements will always be stored as
2183 16-bit elements. "CONT" (with 8/16-bit elements) now obsolete.
2185 2002-03-13 src/files.c
2186 * Changed "LoadLevel()" for real chunk support.
2188 2002-03-12 src/game.c
2189 * Fixed problem (introduced after 2.0.0 release) with penguins
2190 not getting killed by enemies
2192 2002-02-24 src/game.c, src/main.h
2193 * Added "player->is_moving"; now "player->last_move_dir" does
2194 not contain any information if the player is just moving at
2196 Before, "player->last_move_dir" was misused for this purpose
2197 for the robot stuff (robots don't kill players when they are
2198 moving). But setting "player->last_move_dir" to MV_NO_MOVING
2199 broke tapes when walking through pipes!
2200 ("IS_MOVING()" uses "MovPos[][]", but this fails when it is 0
2201 in a continuous movement. This fact is ignored for friends and