2 * fixed bug with displaying background for title messages on info screen
5 * fixed bug with CE action "move player" always resulting in player 4
6 if there was a CE action with no trigger player (because the player
7 element was calculated by using log_2() from trigger player bits with
8 the value PLAYER_BITS_ANY) -- this is now fixed by also storing the
9 triggering player bit mask and handling all players in "move player"
10 * fixed bug when defined artwork cannot be found for artwork that has
11 default artwork cloned from other artwork (without default filename)
12 * added several fixes to the extended (R'n'D based) EMC graphics engine
15 * fixed broken editor copy and paste for custom elements between levels
18 * title messages are now also searched in graphics artwork directory;
19 those found in graphics directory have precendence over those found
20 in level directory -- this handles title messages stored in graphics
21 directories as part of the artwork set, just like title images; this
22 makes sense, as corresponding special font definitions for messages
23 are usually defined in the same graphics artwork directory, and also
24 because title images and title messages that are combined in a level
25 set introduction should usually not be separated when the level set
26 is used with a different artwork set (e.g. using "override graphics")
27 * fixed problem with door borders on main screen by first drawing doors
28 and then the corresponding border masks, but not vice versa
29 * fixed problem with artwork config entries using the value "[DEFAULT]";
30 this does not what one might expect, but sets the value to an invalid
31 value -- solution: simply ignore such entries, which results in this
32 value keeping its previous (real) default value (in general, entries
33 that should use their default value should just not be defined here)
34 * fixed problem with wrong fading area size from main menu to setup menu
37 * fixed problem with broken crumbled graphics after level set changes
38 when using R'n'D custom artwork with level sets using the EMC engine
41 * fixed invisible "joysticks deactivated ..." text on setup input screen
44 * added use of hashes created from static lists (element tokens, image
45 config, font tokens) to speed up lookup of configuration parameters
46 * fixed bug where element and graphic config token lookup was mixed up
49 * added "busy" animation when initializing program and loading artwork
50 * added initialization profiling for program startup (debugging only)
53 * fixed(?) very strange bug apparently triggered by memset() when code
54 was cross-compiled with MinGW cross-compiler for Windows XP platform
55 (this only happened when using SDL.dll also self-compiled with MinGW)
58 * added graphics engine directive "border.draw_masked_when_fading" that
59 enables/disables drawing of border mask over screen that is just faded
62 * fixed small problem with separate fading definition for game screen
65 * added additional configuration directives for setup screen draw offset
66 menu.draw_xoffset.SETUP[XXX] and menu.draw_yoffset.SETUP[XXX] with XXX
67 in GAME, EDITOR, GRAPHICS, SOUND, ARTWORK, INPUT, SHORTCUTS_1,
68 SHORTCUTS_2, CHOOSE_ARTWORK, CHOOSE_OTHER (where "CHOOSE_ARTWORK" is
69 used to define draw offset on custom artwork selection screens and
70 "CHOOSE_OTHER" is used on all other list style selection screens, like
71 choosing game speed or screen mode for fullscreen mode)
72 * added additional configuration directives to define main menu buttons:
73 - menu.button_name and menu.button_name.active
74 - menu.button_levels and menu.button_levels.active
75 - menu.button_scores and menu.button_scores.active
76 - menu.button_editor and menu.button_editor.active
77 - menu.button_info and menu.button_info.active
78 - menu.button_game and menu.button_game.active
79 - menu.button_setup and menu.button_setup.active
80 - menu.button_quit and menu.button_quit.active
81 * added eight pure decoration graphic definitions for the game panel
84 * added support for accessing native Diamond Caves II level packages
85 * fixed displaying of game panel values for Emerald Mine game engine
86 * fixed displaying end-of-level time and score values on new game panel
89 * added game panel control to display arbitrary elements on game panel
90 * added game panel control to display custom element score (globally
91 unique for identical custom elements) either as value or as element
92 * added ".draw_masked" and ".draw_order" to game panel control drawing
95 * fixed some general bugs with handling of ".active" elements and fonts
98 * cleanup of game panel elements (some elements were not really needed)
99 * added displaying of gravity state (on/off) as new game panel control
100 * added animation for game panel elements (similar to game elements)
103 * added new pseudo game mode "PANEL" to define panel fonts and graphics
104 - panel fonts now use ".PANEL" suffix instead of ".PLAYING" suffix
105 - panel graphics now use ".PANEL" suffix instead of ".DOOR" suffix
106 (else graphics would have to use ".PLAYING", which would be confusing)
107 * fixed bug when fading out to game screen with border mask defined
110 * added attribute ".tile_size" for element style game panel controls
113 * added <space> key as additional valid key to use for confirm requester
116 * improved menu fading, adding separate fading definitions for entering
117 and leaving a "content" screen (in general), and optional definitions
118 for the special "content" screens SCORES, EDITOR, INFO and PLAYING
121 * added (currently invisible) setup option to define scroll delay value
122 * fixed small bug in priority handling when auto-detecting level start
123 position in levels without player element (but player from CE etc.)
124 * added option "game.forced_scroll_delay_value" to override user choice
125 of scroll delay value for certain level sets with "graphicsinfo.conf"
126 * replaced setup option "scroll delay: on/off" by new setup option that
127 directly allows selecting the desired scroll delay value from 0 to 8
130 * added displaying of most game panel control elements (not animated)
133 * added new configuration directives to display additional game engine
134 values on the game control panel, like the following examples:
135 - game.panel.time_hh/time_mm/time_ss - level time in HH/MM/SS format
136 - game.panel.penguins - number of penguins to rescue
137 - game.panel.level_name - level name of current level
140 * added support for preview tile sizes "1" and "2" (1x1 and 2x2 pixels)
143 * added new player option "no centering when relocating" for "invisible"
144 teleportations to level areas that look exactly the same, giving the
145 illusion that the player did not relocate at all (this was the default
146 since 3.2.3, but caused visual problems with room creation in "Zelda")
147 * added new menu fading effect "melt", shamelessly stolen from "DOOM"
150 * improved menu fading, adding separate fading definitions for entering
151 and leaving a menu and for fading between menu and "content" screens
152 * fixed small bug with recognizing also ".font_xyz" style definitions
155 * improved menu fading, adding separate fading definitions for fading
156 between menu screens and fading between menu and "destination" screens
159 * titlemessage_initial_x and titlemessage_x set to "[DEFAULT]" in static
160 configuration (set from "[titlemessage_initial]" and "[titlemessage]")
161 * fading settings of "[titlemessage_initial]" and "[titlemessage]" set
162 to "[DEFAULT]" in static configuration (set from "[title_initial]" and
164 * improved title fading, allowing fading animation types "none", "fade"
165 and "crossfade" (including cross-fading of last title to main menu)
168 * added configurability of graphics, sounds and music for title screens,
169 which are separated into initial title screens (only shown once at
170 program startup) and title screens shown for a given level set; these
171 title screens can be composed of up to five title images and up to
172 five title text messages (each drawn using an optional background
173 image), also using background music and/or sounds; aspects like
174 background images, sounds and music of title screens can either be
175 defined generally (valid for all title screens) or specifically (and
176 therefore differently for each title screen) using these directives:
178 to define a background image, sound or music file for all screens:
179 - background.TITLE_INITIAL (for all title screens for game startup)
180 - background.TITLE (for all title screens for level sets)
182 to define a background image, sound or music file for a single screen:
183 - background.titlescreen_initial_x (with x in 1,2,3,4,5)
184 - background.titlescreen_x (with x in 1,2,3,4,5)
185 - background.titlemessage_initial_x (with x in 1,2,3,4,5)
186 - background.titlemessage_x (with x in 1,2,3,4,5)
188 to define the title screen images:
189 - titlescreen_initial_x (with x in 1,2,3,4,5)
190 - titlescreen_x (with x in 1,2,3,4,5)
192 to define the title text messages, place text files into the level set
193 directory that have the following file names:
194 - titlemessage_initial_x.txt (with x in 1,2,3,4,5)
195 - titlemessage_x.txt (with x in 1,2,3,4,5)
197 to define the properties of the text messages, either use directives
198 that affect all text messages:
199 - [titlemessage_initial].<suffix>
200 - [titlemessage].<suffix>
201 or use directives that affect single text messages:
202 - titlemessage_initial_x.<suffix> (with x in 1,2,3,4,5)
203 - titlemessage_x.<suffix> (with x in 1,2,3,4,5)
205 valid values for <suffix> are the same as for readme.<suffix> below;
206 use ".sort_priority" (default: 0) to define an arbitrary order for
207 title images and title messages (which can therefore be mixed)
210 * added full configurability of "readme.txt" screen appearance:
211 - readme.x: <left position used with alignment>
212 - readme.y: <top position>
213 - readme.width: <maximim text width in pixels>
214 - readme.height: <maximum text height in pixels>
215 - readme.chars: <maximum number of chars per line>
216 - readme.lines: <maximum number of lines displayed>
217 - readme.align: left,center,right (default: center)
218 - readme.top: top,middle,bottom (default: top)
219 - readme.font: font name
220 - readme.autowrap: true,false (default: true)
221 - readme.centered: true,false (default: false)
222 - readme.parse_comments: true,false (default: true)
223 - readme.sort_priority: (not used here, but only for title screens)
224 when "readme.chars" and/or "readme.lines" is set to "-1" (this is the
225 default), they are automatically determined from "readme.width" and
226 "readme.height" accordingly; when they are not "-1", they have
227 precedence over "readme.width" and "readme.height"
228 * added internal ad-hoc config settings for displaying text files like
229 title messages or "readme.txt" style level set info files:
230 - .font: font name (default: readme.font)
231 - .autowrap: true,false (default: readme.autowrap)
232 - .centered: true,false (default: readme.centered)
233 - .parse_comments: true,false (default: readme.parse_comments)
234 (the leading '.' and the separating ':' are mandatory here); to use
235 these ad-hoc settings, they have to be written inside a comment, like
236 "# .autowrap: false" or "# .centered: true"; these settings then
237 override the above global settings (they can even be used more than
238 once, like "# .centered: true", then some text that should be drawn
239 centered, then "# .centered: false" to go back to non-centered text;
240 important note: after using "# .parse_comments: false", or when using
241 "readme.parse_comments: false", detecting and parsing comments inside
242 the file is disabled and comments are just printed like normal text;
243 also be aware that all automatic text size calculations are done with
244 the font defined in "readme.font", while using different fonts using
245 "# .font: <font>" inside the text file may cause unexpected results
248 * changed some numerical limits in the level editor from 255 to 999
251 * added option "system.sdl_videodriver" to select SDL video driver
252 * added output of SDL video and audio driver to "version info" page
255 * added group element drawing to IntelliDraw drawing functions
256 * fixed animation resetting problem again (last try broke Snake Bite)
257 * fixed diagonal scrolling in screen scrolling (last try broke Pac Man)
260 * added new (special) "include: <filename>" directive that works in all
261 configuration files (like "graphicsinfo.conf") and that has the same
262 effect as if that directive would be replaced with the content of the
263 specified file (this can be useful to split large configuration files
264 into several smaller ones and include them from one main file, or to
265 store configuration settings that always stay the same into a separate
266 file, while including it and only add those parts that really change)
269 * fixed minor bug (screen redraw of player tiles) in EMC graphics engine
272 * fixed bug in "InitMovingField()" where treating an integer array as
273 boolean caused wrong resetting of animations while elements are moving
274 * fixed problem with resetting animations when starting element change
277 * added sort priority for order of title screens and title messages
280 * changed end of game again: do not wait for the user to press a key
281 anymore, but directly ask/confirm tape saving and go to hall of fame
282 * re-enabled quitting of lost game by pressing space or return again
283 * added blanking of mouse pointer when displaying title screens
284 * added remaining menu draw offset definitions for info sub-screens
287 * added setup option to select game speed (from very slow to very fast)
288 * improved handling of title text messages (initial and for level set)
291 * added new options "auto-wrap" and "centered" for DC2 style envelopes
294 * fixed displaying and typing of player name when it is centered
295 * added special characters to be allowed for player name (not only A-Z)
298 * fixed blit in ScrollLevel() to same bitmap to not overlap anymore
299 (newer versions of the SDL library seem to not like this anymore)
302 * added code for configuration directives for control of game panel
305 * fixed small cosmetical bug with underlining property tabs in editor
308 * fixed small drawing bug in X11FadeRectangle
309 * added new elements for newly supported Diamond Caves II levels:
310 - EM/DC style exits that disappear after passing
311 - white key and gate (one white key needed for each white gate)
312 - fake gate (there is no key to open/pass this kind of gate!)
313 - extended magic wall which also handles pearls and crystals
317 * changed maximum value for endless loop detection to a higher value
318 (some levels really used very deep recursion without being endless)
321 * added new elements for newly supported Diamond Caves II levels:
322 - growing steel walls
323 - snappable land mine
326 * added new elements for newly supported Diamond Caves II levels:
327 - steel text elements
330 * added level file loader for native Diamond Caves II levels
333 * version number set to 3.2.4
336 * version 3.2.3 released
339 * fixed malloc/free bug when updating EMC artwork entries in level list
340 * added workaround (warning and request to quit the current game) when
341 changing elements cause endless recursion loop (which would otherwise
342 freeze the game, causing a crash-like program exit on some systems)
345 * fixed nasty string overflow bug when entering too long envelope text
348 * added feedback sounds for menu navigation "menu.item.activating" and
349 "menu.item.selecting" (for highlighting and executing menu entries)
352 * improved "no scrolling when relocating" to also consider scroll delay
353 (meaning that the player is not automatically centered in this case;
354 this makes it possible to "invisibly" relocate the player to a region
355 of the level playfield which looks the same as the old level region)
356 * fixed bug with not recognizing "main.input.name.align" when active
359 * fixed bug with displaying masked borders over title screens when
360 screen fading is disabled
363 * fixed infinite loop / crash bug when killing the player while having
364 a CE with the setting "kill player X when explosion of <player X>"
365 * added special editor graphic for "char_space" to distinguish it from
366 "empty_space" when editing a level (in-game graphics still the same)
369 * fixed nasty bug with initialization only done for the first player
372 * small change to handle loading empty element/content list micro chunks
375 * uploaded pre-release (test) version 3.2.3-0 binary and source code
378 * some optimizations on startup speed by reducing initial text output
381 * added caching of custom artwork information for faster startup times
384 * fixed graphical bug when using fewer menu entries on level selection
385 screen than usual (with "menu.list_size.LEVELS" directive)
386 * fixed crash bug (Windows/SDL only) caused by BlitBitmap blitting from
387 the backbuffer to the backbuffer by error (with identical rectangle)
390 * fixed bug when displaying titlescreen with size less than element tile
391 * fixed bug that caused elements with "change when digging <e>" event
392 to change for _every_ digged element, not only those specified in <e>
393 * fixed bug that caused impact style collision when dropping element one
394 tile over the player that can both fall down and smash players
395 * fixed bug that caused impact style collision when element changed to
396 falling/smashing element over the player immediately after movement
399 * fixed bug that allowed making engine snapshots from the level editor
402 * fixed bugs with player name and current level positions on main screen
405 * added configuration directives for control of title screens:
406 - "title.fade_delay" for fading time
407 - "title.post_delay" for pause between screens (when not crossfading)
408 - "title.auto_delay" to automatically continue after some time
409 these settings can each be overridden by specifying them with titles:
410 - "titlescreen_initial_{1-5}.{fade_delay,post_delay,auto_delay}"
411 - "titlescreen_{1-5}.{fade_delay,post_delay,auto_delay}"
412 fading mode can also be specified:
413 - "titlescreen_initial_{1-5}.anim_mode: {fade,crossfade}
414 - "titlescreen_{1-5}.anim_mode: {fade,crossfade}
415 default is using normal fading for menues and initial title screens,
416 while using cross-fading for level set title screens
417 * fixed bug with background not drawn in Hall of Fame after game was won
420 * added configuration directives for the remaining main menu items
423 * added additional configuration directives for info screen draw offset:
424 menu.draw_{x,y}offset.INFO[{ELEMENTS,MUSIC,CREDITS,PROGRAM,LEVELSET}]
425 * added additional configuration directives for preview info text
426 * limited mouse wheel sensitive screen area to scrollable screen area
429 * added highlighted menu text entries to menu navigation when selected
432 * fixed bug that prevented player from correctly being created in the
433 top left corner by a custom element change in a level without player
434 * fixed bug that prevented player from being killed when indestructible,
435 non-walkable element is placed on player position by extended change
436 * added configurable menu button, text and input positions to main menu
439 * added page fading effects for remaining info sub-screens
440 * fixed small bug that caused some delays when answering door request
443 * added directives "border.draw_masked.*" for menu/playfield area and
444 door areas to display overlapping/masked borders from "global.border"
447 * fixed bug with CE with move speed "not moving" not being animated
448 * when changing player artwork by CE action, reset animation frame
451 * fixed bug with not unmapping main menu screen gadgets on other screens
452 * fixed bug with un-pausing a paused game by releasing still pressed key
453 * fixed bug with not redrawing screen when toggling to/from fullscreen
454 mode while fast reloading tape (without redrawing playfield contents)
455 * fixed bug with quick-saving tape snapshot despite answering with "no"
458 * version number set to 3.2.3
461 * version 3.2.2 released
464 * fixed bug with redrawing screen in fullscreen mode after quick tape
465 reloading when using the EMC game engine
466 * changed token names from "last_ce_[1-8]" to "prev_ce_[1-8]"
469 * fixed bug in GameWon() when level contains no exit (like in Sokoban)
472 * added engine snapshot functionality for instant tape reloading (this
473 only works for the last tape saved using "quick save", and does not
474 work across program restarts, because it completely works in memory)
477 * version number set to 3.2.2
480 * version 3.2.1 released
483 * fixed nasty bugs with handling error message file on Mac OS X systems
486 * general code cleanup (removing many annoying "#if 0" blocks etc.)
489 * fixed bug that caused broken tapes when manually appending to tapes
490 using the "pause before death" functionality, followed by recording
491 * added setup option to disable fading of screens for faster testing
494 * code cleanup of new fading functions
497 * changed behaviour after solved game -- do not immediately stop engine
498 * added some more smooth screen fadings (game start, hall of fame etc.)
501 * fixed bug with displaying pushed CE with value/score/delay anim_mode
504 * added configurable level preview position, tile size and dimensions
505 * added configurable game panel value positions (gems, time, score etc.)
508 * fixed small bug with time displayed incorrectly when collecting CEs
511 * fixed bug with bumpy scrolling with EM engine in double player mode
514 * added compatibility code to fix "Snake Bite" style levels that were
515 broken due to a bugfix regarding EL_SOKOBAN_FIELD_PLAYER in 3.2.0
518 * fixed bug with scrollbars inside editor when using the Windows mouse
519 enhancement tool "True X-Mouse" (which injects key events to the event
520 queue to insert selected stuff into the Windows clipboard, which gets
521 confused with the "Insert" key for jumping to the last editor cascade
522 block in the element list)
523 * added Rocks'n'Diamonds icon for use as window icon to SDL version
524 * added key shortcut "Alt + Enter" to toggle fullscreen mode at any time
527 * added selection of preferred fullscreen mode to setup / graphics menu
528 (useful if default mode 800 x 600 does not match screen aspect ratio)
531 * improved down-scaling of images for better editor and preview graphics
532 * changed user data directory for Mac OS X from Unix style to new place
535 * improved level number selection in main menu and player selection in
536 setup menu (input devices section) by using standard button gadgets
537 * added support for mouse scroll wheel (caused buggy behaviour before)
538 * added support for scrolling horizontal scrollbars with mouse wheel by
539 holding "Shift" key pressed while scrolling the wheel
540 * added support for single step mouse wheel scrolling by holding "Alt"
541 key pressed while scrolling the wheel (can be combined with "Shift")
542 * changed output file "stderr.txt" on Windows platform now always to be
543 created in the R'n'D sub-directory of the personal documents directory
544 * added Windows message box to direct to "stderr.txt" after error aborts
547 * improved general scrollbar handling (when jump-scrolling scrollbars)
550 * changed scrollbars to always show last line as first after scrolling
551 (that means jumping n - 1 screen lines instead of n screen lines)
554 * fixed level versions of EMC level loader (from V4 to V1, V2 and V3)
555 * fixed level time for EMC levels for V2 engine (V2 and V5 levels)
556 * fixed special handling of vertically stacked acid becoming fake acid
559 * fixed bug (very special case) with CE_SCORE_GETS_ZERO, which can
560 affect multiple instances of the same CE, although this kind of
561 change condition usually only affects one single custom element
564 * version number set to 3.2.1
567 * version 3.2.0 released
570 * reorganized level editor element list a bit to match engines better
573 * fixed newly introduced bug with wrongly initializing clipboard element
576 * fixed bug with displaying visible/invisible level border in editor
579 * reorganized some elements in the level editor element list
582 * fixed bug with displaying any player as "yellow" when moving into acid
583 * fixed bug with displaying running player when player stopped at border
586 * fixed bug with player exploding when moving into acid
587 * fixed bug with level settings being reset in editor and when playing
588 (some compatibility settings being set not only after level loading)
589 * fixed crash bug when number of custom graphic frames was set to zero
590 * fixed bug with teleporting player on walkable tile not working anymore
591 * added partial compatibility support for pre-release-only "CONF" chunk
592 (to make Alan Bond's "color cycle" demo work again :-) )
595 * fixed some bugs when displaying title screens from info screen menu
596 * fixed bug which caused EMC doors #5 to #8 to be passable without keys
599 * changed file major version to 3 to reflect level file format changes
600 * uploaded pre-release (test) version 3.2.0-8 binary and source code
603 * added new chunk "NAME" to level file format for level name settings
604 * added new chunk "NOTE" to level file format for envelope settings
605 * changed name of chunk "CONF" to "ELEM" (for normal element settings)
606 * updated magic(5) file to recognize changed and new level file chunks
607 * removed change events "change when CE value/score changes" as unneeded
610 * changed gravity (which only affects the player) from level property
611 to player property (only makes a difference in multi-player levels)
612 * added change events "change when CE value/score changes"
613 * added change events "change when CE value/score changes of <element>"
616 * added new chunk "INFO" to level file format for global level settings
617 * added all element settings from "HEAD" chunk to "CONF" chunk
618 * added all global level settings from "HEAD" chunk to "INFO" chunk
621 * changed level file format by adding two new chunks "CUSX" (for custom
622 elements, replacing the previous "CUS4" chunk) and "GRPX" (for group
623 elements, replacing the previous "GRP1" chunk); these new IFF style
624 chunks use the new and flexible "micro chunks inside chunks" technique
625 already used with the new "CONF" chunk (for normal element properties)
626 which makes it possible to easily extend the existing level format
627 (instead of using fixed-length chunks like before, which are either
628 too big due to reserved bytes for future use, or too small when those
629 reserved bytes have all been used and even more data should be stored,
630 requiring the replacement by new and larger chunks just like it went
631 with "CUS1" to "CUS4"); this whole problem now does not exist anymore
634 * added credits pages to the "credits" section that were really missing
635 * added some missing element descriptions to the level editor
636 * added down position of switchgate switch to the level editor
637 and allowed the use of both switch positions at the same time
638 * changed use of "Insert" and "Delete" keys to navigate element list in
639 level editor to start of previous or next cascading block of elements
642 * added the possibility to view the title screen to the info screen menu
643 * fixed some minor bugs with viewing title screens
646 * fixed bug with title (cross)fading in/out when using fullscreen mode
649 * fixed bug that forced re-defining of menu settings in local graphics
650 config file which are already defined in existing base config file
651 * fixed small bug that caused door sounds playing when music is enabled
654 * added the possibility to define up to five title screens for each
655 level set that are displayed after loading using (cross)fading in/out
656 (this was added to display the various start images of the EMC sets)
659 * added "CE score gets zero [of]" to custom element trigger conditions
660 * added setup option to display element token name in level editor
663 * added compatibility code for Juergen Bonhagen's menu artwork settings
666 * fixed bug with displaying wrong animation frame 0 after CE changes
667 * fixed bug with creating invisible elements when light switch is on
670 * added selection between ECS and AGA graphics for EMC levels to setup
673 * adjusted font handling for various narrow EMC style fonts
676 * changed EM engine behaviour back to re-allow initial rolling springs
679 * fixed handling of over-large selectboxes (less error-prone now)
680 * fixed bug when creating GE with walkable element under the player
683 * added use of "Insert" and "Delete" keys to navigate element list in
684 level editor to start of custom elements or start of group elements
685 * added virtual elements to access CE value and CE score of elements:
686 - "CE value of triggering element"
687 - "CE score of triggering element"
688 - "CE value of current element"
689 - "CE score of current element"
692 * fixed "grass" to "sand" in older EM levels (up to file version V4)
695 * changed behaviour of network games with internal errors (because of
696 different client frame counters) from immediately terminating R'n'D
697 to displaying an error message requester and stopping only the game
698 (also to prevent impression of crashes under non command-line runs)
699 * fixed playing network games with the EMC engine (did not work before)
700 * fixed bug with not scrolling the screen in multi-player mode with the
701 focus on player 1 when all players are moving in different directions
702 * fixed bug with keeping pointer to gadget even after its deallocation
703 * fixed bug with allowing "focus on all players" in network games
704 * fixed bug with player focus when playing tapes from network games
707 * uploaded pre-release (test) version 3.2.0-7 binary and source code
710 * code cleanup for game action control for R'n'D and EMC game engine
713 * fixed bug in multi-player movement with focus on both players
714 * added option to control only the focussed player with all input
717 * added player focus switching to level tape recording and re-playing
720 * fixed some bugs in player focus switching in EMC and RND game engine
723 * added special Supaplex animations for Murphy digging and snapping
724 * added special Supaplex animations for Murphy being bored and sleeping
727 * added four new yam yams with explicit start direction for EMC engine
728 * fixed bug in src/libgame/text.c with printing text outside the window
731 * fixed small bug in EMC level loader (copyright sign in EM II levels)
734 * added delayed ignition of EM style dynamite when used in R'n'D engine
735 * added limited movement range to EMC engine when focus on all players
738 * fixed bug with missing (zero) score values for native Supaplex levels
741 * added "continuous snapping" (snapping many elements while holding the
742 snap key pressed, without releasing the snap key after each element)
743 as a new player setting for more compatibility with the classic games
746 * finished scrolling for "focus on all players" in EMC graphics engine
749 * level sets with "levels: 0" are ignored for levels, but not artwork
750 * fixed bug when scanning empty level group directories (endless loop)
753 * fixed bug with explosion graphic for player using "Murphy" graphic
754 * fixed bug with explosion graphic if player leaves explosion in time
755 * changed some descriptive text in setup menu to use medium-width font
756 * added key shortcut settings for switching player focus to setup menu
759 * fixed bug with random value initialization when recording tapes
760 * fixed bug with playing single player tapes when team mode activated
763 * fixed little bug when trying to switch to player that does not exist
766 * added player switching (visual and quick) to R'n'D and EM game engine
767 * added setup option to select visual or quick in-game player switching
770 * added use of "Home" and "End" keys to handle element list in editor
773 * fixed bug with adding score when playing tape with EMC game engine
774 * added steel wall border for levels using EMC engine without border
775 * finally fixed delayed scrolling in EMC engine also for small levels
778 * fixed potential crash bug in WarnBuggyBase() (missing boundary check)
781 * fixed bug with CE change order in TestIfElementTouchesCustomElement()
782 * fixed bug when displaying info element without action, but direction
785 * fixed minor graphical problems with springs smashing and slurping
786 (when using R'n'D style graphics instead of EMC style graphics)
789 * added scroll delay (as configured in setup) to EMC graphics engine
792 * improved screen redraw for EMC graphics engine (faster and smoother)
793 * when not scrolling, do not redraw the whole playfield if not needed
796 * added multi-player mode for EMC game engine (with up to four players)
799 * added android (can clone elements) from EMC engine to R'n'D engine
802 * added spring bumper (reflects spring) from EMC engine to R'n'D engine
805 * added selectbox for initial player speed to player settings in editor
808 * version 3.1.2 created that is basically version 3.1.1, but with a
809 major bug fixed that prevented editing your own private levels
810 * version 3.1.2 released
813 * added magic ball (creates elements) from EMC engine to R'n'D engine
816 * uploaded fixed pre-release version 3.2.0-6 binary and source code
819 * fixed bug when using "CE can leave behind <trigger element>"
820 * added new change condition "(after/when) creation of <element>"
821 * added new change condition "(after/when) digging <element>"
822 * fixed bug accessing invalid gadget that caused crashes under Windows
823 * deactivated new possibility for multiple CE changes per frame
826 * uploaded pre-release (test) version 3.2.0-6 binary and source code
829 * added animation types "ce_value" and "ce_score" to graphicsinfo.conf
830 * fixed bug with not keeping CE value for moving CEs with only action
831 * changed CE action selectboxes in editor to be only reset when needed
834 * added option "use artwork from element" for custom player artwork
835 * added option "use explosion from element" for player explosions
838 * added cascaded element lists in the level editor
839 * added persistence for cascaded element lists by "editorcascade.conf"
840 * added dynamic element list with all elements used in current level
841 * added possibility for multiple CE changes per frame (experimental)
844 * uploaded pre-release (test) version 3.2.0-5 binary and source code
847 * changed "score for each 10 seconds/steps left" to "1 second/step"
848 * added own score for collecting "extra time" instead of sharing it
849 * added change events "switched by player" and "player switches <e>"
850 * added change events "snapped by player" and "player snaps <e>"
851 * added "set player artwork: <element choice>" to CE action options
852 * added change event "move of <element>"
855 * added "set player shield: off / normal / deadly" to CE action options
856 * added new player option "use level start element" in level editor
857 to set the correct focus at level start to elements from which the
858 player is created later (this did not work before for cascaded CE
859 changes resulting in creation of the player; it is now also possible
860 to create the player from a yam yam which is smashed at level start)
863 * added "set player speed: frozen (not moving)" to CE action options
864 * added "move player: l/r/u/d/trigger/-trigger" to CE action options
867 * added new player option "block snap field" (enabled by default) to
868 make it possible to show a snapping animation like in Emerald Mine
871 * added dynamic selectboxes to custom element action settings in editor
872 * added "CE value" counter for custom elements (instead of "CE count")
873 * added option to use the last "CE value" after custom element change
874 * added option to use the "CE value" of other elements in CE actions
875 * fixed odd behaviour when pressing time orb in levels w/o time limit
876 * added checkbox "use time orb bug" for older levels that use this bug
879 * added missing configuration settings for the following elements:
880 - EL_TIMEGATE_SWITCH (time of open time gate)
881 - EL_LIGHT_SWITCH_ACTIVE (time of light switched on)
882 - EL_SHIELD_NORMAL (time of shield duration)
883 - EL_SHIELD_DEADLY (time of shield duration)
884 - EL_EXTRA_TIME (time added to level time)
885 - EL_TIME_ORB_FULL (time added to level time)
888 * added "wind direction" as a movement pattern for custom elements
889 * added initial wind direction for balloon / custom elements to editor
890 * added functionality for EL_BALLOON_SWITCH_NONE to R'n'D game engine
893 * added parameters for "game of life" and "biomaze" elements to editor
896 * added level file chunk "CONF" for generic level and element settings
899 * uploaded pre-release (test) version 3.2.0-4 binary and source code
902 * skip empty level sets (with "levels: 0"; may be artwork base sets)
903 * added sound action ".page[1]" to ".page[32]" for each CE change page
906 * added image config suffix ".clone_from" to copy whole image settings
907 * fixed bug with invalid ("undefined") CE settings in old level files
910 * fixed graphical bug with smashing elements falling faster than player
913 * fixed major bug which prevented private levels from being edited
914 * fixed bug with precedence of general and special font definitions
917 * fixed graphical bug with player animation when player moves slowly
920 * uploaded pre-release (test) version 3.2.0-3 binary and source code
923 * fixed bug which prevented "global.num_toons: 0" from working
926 * major code cleanup (removed all these annoying "#if 0" blocks)
929 * added custom element actions for CE change page in level editor
932 * fixed music initialization bug in init.c (thanks to David Binderman)
933 * fixed mouse wheel "button" bug in editor (thanks to Tomi Belan)
934 (this bug must probably be fixed at other places, too)
937 * fixed buggy '#include "SDL.h"' statements in src/libgame/sdl.h
938 (should be '#include <SDL.h>' instead)
941 * fixed bug which prevented "walkable from no direction" from working
942 (due to compatibility code overwriting this setting after loading)
945 * fixed bug on Mac OS X (use of reserved name "Random") in EM engine
948 * version number temporarily set to 3.1.1 (intermediate bugfix release)
949 * version 3.1.1 released
952 * changed some va_arg() arguments from 'long' to 'int', fixing problems
953 on 64-bit architecture systems with LP64 data model
956 * fixed bug with bombs not exploding when hitting the last level line
957 (introduced after the release of 3.1.0)
960 * added support for dumping small-sized level sketches from editor
963 * added recognition of "trigger element" for "change digged element to"
964 (this is not really what the "trigger element" was made for, but its
965 use may seem obvious for leaving back digged elements unchanged)
968 * fixed multiple warnings about failed joystick device initialization
971 * fixed bug with dynamite dropped on top of just dropped custom element
972 (collect dynamite, collect CE, drop CE => dynamite was also dropped);
973 dynamite can still be dropped, but drop key must be released before
976 * fixed bug with wrong start directory when started from file browser
977 (due to this bug, R'n'D could not be started from KDE's Konqueror)
980 * fixed bug causing "change when impact" on player not working
981 * fixed wrong priority of "hitting something" over "hitting <element>"
982 * fixed wrong priority of "hit by something" over "hit by <element>"
985 * fixed graphical bug which caused the player (being Murphy) to show
986 collecting animations although the element was collected by penguin
989 * fixed two bugs causing wrong door background graphics in system.c
990 (in functions "SetBackgroundBitmap()" and "DrawingOnBackground()")
993 * fixed graphic bug with exploding bomb and R'n'D graphics in EM engine
994 * added "no direction" to "walkable/passable from" selectbox options
997 * enhanced tape autoplay to accept "autoplay <set> [<nr> ...]" format
998 * in tape autoplay, not only report broken, but also missing tapes
1001 * uploaded pre-release (test) version 3.2.0-2 binary and source code
1004 * fixed small bug with "linear" animation not working for active lamp
1007 * fixed bug with moving up despite gravity due to "block last field"
1008 * fixed small bug with wrong draw offset when typing name in main menu
1009 * when reading user names from "passwd", ignore data after first comma
1010 * when creating new "levelinfo.conf", only write some selected entries
1013 * fixed displaying "imported from/by" on preview with empty string
1014 * fixed ignoring draw offset for fonts used for level preview texts
1017 * fixed a delay problem with SDL and too many mouse motion events
1018 * added setup option "skip levels" and level skipping functionality
1021 * added move speed "not moving" for non-moving CEs, but with direction
1024 * fixed mapping of obsolete element token names in "editorsetup.conf"
1025 * fixed bug with sound "acid.splashing" treated as a loop sound
1026 * fixed some little sound bugs in native EM engine
1029 * fixed small bug when dragging scrollbars to end positions
1032 * added editor element descriptions written by Aaron Davidson
1035 * improved fallback handling when configured artwork is not available
1036 (now using default artwork instead of exiting when files not found)
1039 * fixed bug on level selection screen when dragging scrollbar
1042 * fixed bug which caused broken tapes when appending to EM engine tapes
1045 * uploaded pre-release (test) version 3.2.0-1 binary and source code
1048 * added code to replace changed artwork config tokens with other tokens
1049 (needed for backwards compatibility, so that older tokens still work)
1052 * added native R'n'D graphics for some new EMC elements in EM engine
1055 * fixed some bugs in the EM engine integration code
1056 * changed EM engine code to allow diagonal movement
1057 * changed EM engine code to allow use of separate snap and drop keys
1060 * fixed some redraw bugs when using EM engine
1063 * fixed bug with not converting RND levels which are set to use native
1064 engine to native level structure when loading
1067 * uploaded pre-release (test) version 3.2.0-0 binary and source code
1070 * version number set to 3.2.0
1073 * level data now reset to defaults after attempt to load invalid file
1076 * added use of "editorsetup.conf" for different level sets
1079 * added auto-detection for various types of Emerald Mine level files
1082 * fixed bug with scrollbars getting too small when list is very large
1085 * fixed bug with 3+3 (cross) sized explosion not making explosion sound
1088 * added most level editor configuration gadgets for new EMC elements
1091 * added more element and graphic definitions for new EMC elements
1094 * modified native EM engine to use integrated R'n'D sound system
1097 * added SDL support to graphics functions in native EM engine
1098 (by always using generic libgame interface functions)
1101 * fixed bug in frame synchronization in native EM engine
1104 * added code to convert levels between R'n'D and native EM engine
1107 * new Emerald Mine engine can now play levels selected in main menu
1110 * fixed big memory leak in function "CreateBitmapWithSmallBitmaps()"
1111 (which creates scaled down graphics for level editor and preview);
1112 there's still a memory leak somewhere in the artwork handling code
1113 * added "scale image up" functionality to X11 version of zoom function
1116 * first attempts to integrate new, native Emerald Mine Club engine
1119 * fixed bug in gadget code which caused reset of CEs in level editor
1120 (example: pressing 'b' [grab brush] on CE config page erased values)
1121 (solution: check if gadgets in ClickOnGadget() are really mapped)
1122 * improved level change detection in editor (settings now also checked)
1123 * fixed bug with "can move into acid" and "don't collide with" state
1126 * fixed maze runner style CEs to use the configured move delay value
1129 * added Aaron Davidson's tutorial level set to the "Tutorials" section
1132 * fixed engine change that broke 3.0.8 levels like "Walpurgis Gardens"
1133 * fixed the above fix because it broke level set "machine" (*sigh*)
1134 * fixed random element placement in level editor to work as expected
1135 * fixed undefined graphic of runtime element "EL_AMOEBA_TO_DIAMOND"
1138 * re-recorded tape for BD2K3, level 010 (broken due to bugfix)
1141 * fixed bug (missing array boundary check) which caused broken tapes
1142 * fixed bug (when loading level template) which caused broken levels
1143 * fixed bug with new block last field code when using non-yellow player
1146 * fixed bug when pressing "stop, pause, stop, play" on tape recorder
1147 * internal change of how the player blocks the last field when moving
1148 * fixed blocking delay of last field for EM and SP style block delay
1149 * fixed bug where the player had to wait for the usual move delay after
1150 unsuccessfully trying to move, when he directly could move after that
1151 * the last two changes should make original Supaplex level 93 solvable
1152 * improved use of random number generator to make it less predictable
1153 * fixed behaviour of slippery SP elements to let slip left, then right
1156 * fixed bug with wrong door state after trying to quickload empty tape
1157 * fixed waste of static memory usage of the binary, making it smaller
1158 * fixed very little graphical bug in Supaplex explosion
1161 * version number set to 3.1.1
1164 * version 3.1.0 released
1167 * fixed bug with crash when writing user levelinfo.conf the first time
1170 * added option "convert LEVELDIR [NR]" to command line batch commands
1171 * re-converted Supaplex levels to apply latest engine fixes
1172 * changed "use graphic/sound of element" to "use graphic of element"
1173 due to compatibility problems with some levels ("bug machine" etc.)
1176 * fixed bug with CE change replacing player with same or other player
1179 * fixed bug with opaque font in envelope with background graphic when
1180 background graphic is not transparent itself
1183 * added "gravity on" and "gravity off" ports for Supaplex compatibility
1184 * corrected original Supaplex level loading code to use these new ports
1185 * also corrected Supaplex loader to auto-count infotrons if set to zero
1188 * fixed bug with missing initialization of "modified" flag for GEs
1191 * fixed bug that caused endless recursion loop when relocating player
1192 * fixed tape recorder bug in "step mode" when using "pause before end"
1193 * fixed tape recorder bug when changing from "warp forward" mode
1196 * fixed bug with "when touching" for pushed elements at last position
1199 * fixed bug that caused two activated toolbox buttons in level editor
1200 * fixed bug with exploding dynabomb under player due to other explosion
1203 * fixed bug with creating walkable custom element under player (again)
1204 * fixed bug with not copying explosion type when copying CEs in editor
1205 * fixed graphical bug when drawing player in setup menu (input devices)
1206 * fixed graphical bug when the player is pushing an accessible element
1207 * fixed bug with classic switchable elements triggering CE changes
1208 * fixed bug with entering/leaving walkable element in RelocatePlayer()
1209 * fixed crash bug when CE leaves behind the trigger player element
1212 * fixed bug with broken tubes after placing/exploding dynamite in them
1213 * fixed bug with exploding dynamite under player due to other explosion
1214 * fixed bug with not resetting push delay under certain circumstances
1217 * added option "handicap" for "levelinfo.conf" (thanks to Niko Böhm)
1218 * added network multiplayer code for Windows (thanks to Niko Böhm)
1221 * added option "reachable despite gravity" for gravity movement
1222 * changed gravity movement of most classic walkable and passable
1223 elements back to "not reachable" (for compatibility reasons)
1226 * fixed (removed) "indestructible" / "can explode" dependency in editor
1227 * fixed (removed) "accessible inside" / "protected" dependency
1228 * fixed (removed) "step mode" / "shield time" dependency
1231 * fixed dynabombs exploding now into anything diggable
1232 * fixed Supaplex style gravity movement into buggy base now impossible
1233 * added pressing key "space" as valid action to select menu options
1236 * added "replace when walkable" to relocate player to walkable element
1237 * added "enter"/"leave" event for elements affected by relocation
1238 * fixed "direct"/"indirect" change order also for "when change" event
1239 * fixed graphical bug when pushing things from elements walkable inside
1242 * fixed graphic bug when player is snapping while moving in old levels
1243 * fixed bug when a moving custom element leaves a player element behind
1244 * fixed bug with mole not disappearing when moving into acid pool
1245 * fixed bug with incomplete path setting when using "--basepath" option
1246 * moving CE can now leave walkable elements behind under the player
1247 * when relocating, player can be set on walkable element now
1248 * fixed another gravity movement bug
1251 * uploaded pre-release (test) version 3.1.0-2 binary and source code
1254 * added "collectible" and "removable" to extended replacement types
1255 (where "removable" replaces "diggable" and "collectible" elements)
1256 * added "collectible & throwable" (to throw element to the next field)
1257 * fixed bug with CEs digging elements that are just about to explode
1258 * changed mouse cursor now always being visible when game is paused
1261 * added possibility to push/press accessible elements from a side that
1263 * fixed bug with not setting actual date when appending to tape
1266 * fixed bug with incorrectly initialized custom element editor graphics
1269 * corrected set "Contributions_1995-2000/rnd_kjell_kristiansson":
1270 - number of levels corrected from 18 to 17 in "levelinfo.conf"
1273 * fixed bug with destroyed robot wheel still attracting robots forever
1274 * fixed bug with time gate switch deactivating after robot wheel time
1275 (while the time gate itself is not affected by this misbehaviour)
1276 * changed behaviour of BD style amoeba to always get blocked by player
1277 (before it was different when there were non-BD elements in level)
1278 * fixed bug with player destroying indestructable elements with shield
1281 * added option to make growing elements grow into anything diggable
1282 (for the various amoeba types, biomaze and "game of life")
1285 * fixed bug with movable elements not moving after left behind by CEs
1286 * changed gravity movement to anything diggable, not only sand/base
1287 * optionally allowing passing to walkable element, not only empty space
1288 * added option "can pass to walkable element" for players
1289 * finally fixed gravity movement (hopefully)
1292 * fixed bug with movable elements not moving anymore after falling down
1295 * fixed another bug with custom elements digging and leaving elements
1296 * fixed bug with "along left/right side" and automatic start direction
1297 * trigger elements now also displayed when "more custom" deactivated
1298 * fixed bug with clipboard element initialized when loading new level
1299 * added option "drop delay" to set delay before dropping next element
1302 * uploaded pre-release (test) version 3.1.0-1 binary and source code
1305 * added copy and paste functions for custom change pages
1306 * enhanced graphical display and functionality of tape recorder
1307 * fixed bug with custom elements digging and leaving elements
1310 * added move speed faster than "very fast" for custom elements
1311 * fixed bug with 3+3 style explosions and missing border content
1312 * fixed little bug when copying custom elements in the editor
1313 * enhanced custom element changes by more side trigger actions
1316 * added option "no scrolling when relocating" for instant teleporting
1317 * uploaded pre-release (test) version 3.1.0-0 binary and source code
1320 * added trigger element and trigger player to use as target elements
1321 * added copy and paste functions for custom and group elements
1324 * fixed graphical bug when displaying explosion animations
1325 * fixed bug when appending to tapes, resulting in broken tapes
1326 * re-recorded a few tapes broken by fixing gravity checking bug
1329 * "can move into acid" property now for all elements independently
1330 * "can fall into acid" property for player stored in same bitfield now
1331 * added option for deadliness of Supaplex 'sniksnak' and 'electron'
1332 * version number set to 3.1.0 (finally!)
1335 * changed tape recording to only record input, not programmed actions
1338 * fixed totally broken (every 8th frame skipped) step-by-step recording
1339 * fixed bug with requester not displayed when quick-loading interrupted
1340 * added option "can fall into acid (with gravity)" for players
1341 * fixed bug with player not falling when snapping down with gravity
1344 * fixed bug which messed up key config when using keypad number keys
1347 * fixed bug which allowed moving upwards even when gravity was active
1348 * fixed bug with missing error handling when dumping levels or tapes
1351 * added different colored editor graphics for Supaplex gravity tubes
1354 * fixed bug that allowed solvable tapes for unsolvable levels
1357 * use unlimited number of droppable elements when "count" set to zero
1358 * added option to use step limit instead of time limit for level
1361 * added player and change page as trigger for custom element change
1364 * fixed bug with exploding amoeba (explosion 3x3 instead of 1x1)
1367 * fixed bug with dark yamyam changing to acid when moving over acid
1368 * fixed handling of levels with more than 999 seconds level time
1369 (example: level 76 of "Denmine")
1372 * "spring push bug" reintroduced as configurable element property
1373 * fixed bug with missing properties for "mole"
1374 * fixed bug that showed up when fixing the above "mole" properties bug
1375 * added option "can move into acid" for all movable elements
1376 * fixed graphical bug for elements moving into acid
1377 * changed event handling to handle all pending events before going on
1380 * fixed bug which caused all CE change pages to be ignored which had
1381 the same change event, but used a different element side
1382 (reported by Simon Forsberg)
1384 * fixed bug which caused elements that can move and fall and that are
1385 transported by a conveyor belt to continue moving into that direction
1386 after leaving the conveyor belt, regardless of their own movement
1387 type; only elements which can not move are transported now
1388 (reported by Simon Forsberg)
1390 * fixed bug which could cause an array overflow in RelocatePlayer()
1391 (reported by Niko Böhm)
1393 * changed Emerald Mine style "passable / over" elements to "protected"
1394 (fixing unsolvable level 10 of "Bondmine 9" with bug beside gate)
1396 * added new option to select from which side a "walkable/passable"
1397 element can be entered
1400 * added explosion and ignition delay for elements that can explode
1403 * fixed bug which caused player not being protected against enemies
1404 when a CE was "walkable / inside" and was not "indestructible"
1405 * added "walkable/passable" fields to be "protected/unprotected"
1406 against enemies, even if not accessible "inside" but "over/under"
1409 * corrected move pattern to 32 bit and initial move direction to 8 bit
1412 * added second custom element base configuration page
1415 * added some special EMC mappings to Emerald Mine level loader
1416 (also covering previously unknown element in level 0 of "Bondmine 8")
1419 * added option to block last field when player is moving (for Supaplex)
1420 * adjusted push delay of Supaplex elements
1421 * removed delays for envelopes etc. when replaying with maximum speed
1422 * fixed bug when dropping element on a field that just changed to empty
1425 * fixed bug: infotrons can now smash yellow disks
1426 * fixed bug: when gravity active, port above player can now be entered
1427 * removed "one white dot" mouse pointer which irritated some people
1430 * added "choice type" for group element selection
1433 * fixed bug with initial invulnerability of non-yellow player
1436 * added level loader for loading native Supaplex packed levels
1437 (including multi-part levels like the "splvls99" levels)
1440 * fixed bug which allowed creating emeralds by escaping explosions
1443 * custom elements can change (limited) or leave (unlimited) elements
1444 * finally added multiple matches using group elements
1445 * added shortcut to dump brush (type ":DB" in editor) for use in forum
1448 * added new start movement type "previous" for continued CE movement
1449 * added new start movement type "random" for random CE movement start
1452 * added new element "sokoban_field_player" needed for Sokoban levels
1453 (thanks to Ed Booker for pointing this out!)
1456 * added elements that can be digged or left behind by custom elements
1459 * added group elements for multiple matches and random element creation
1462 * fixed some graphical errors displayed in old levels
1465 * fixed wrong double speed movement after passing closing gates
1468 * added level loader for loading native Emerald Mine levels
1471 * changes for "shooting" style CE movement
1474 * Happy New Year! ;-)
1477 * changed default snap/drop keys from left/right Shift to Control keys
1480 * fixed bug with dead player getting reanimated from custom element
1483 * fixed bug with wrong penguin graphics (when entering exit)
1486 * fixed bug with wrong "Murphy" graphics (when digging etc.)
1489 * version number set to 3.0.9
1492 * version 3.0.8 released
1495 * added function checked_free()
1498 * fixed bug with double nut cracking sound
1499 (by eliminating "default element action sound" assignment in init.c)
1502 * fixed crash when no music info files are available
1505 * fixed boring and sleeping sounds
1508 * added "maze runner" and "maze hunter" movement types
1509 * added extended collision conditions for custom elements
1512 * added warnings for undefined token values in artwork config files
1515 * added menu entry for level set information to the info screen
1518 * fixed bug with wrong default impact sound for colored emeralds
1521 * added several sub-screens for the info screen
1522 * menu text now also clickable (not only blue/red sphere left of it)
1525 * added configurable "bored" and "sleeping" animations for the player
1526 * added "awakening" sound for player when waking up after sleeping
1529 * added "copy" and "exchange" functions for custom elements to editor
1532 * added configurable element animations for info screen
1535 * added configurable music credits for info screen
1538 * finally fixed tape recording when player is created from CE change
1541 * added "editorsetup.conf" for editor element list configuration
1544 * added "musicinfo.conf" for menu and level music configuration
1547 * fixed a very nasty bug in dragon turning code in TurnRoundExt()
1548 (that only showed up on Linux, but not on Windows systems)
1551 * fixed turning movement of butterflies and fireflies (no frame reset)
1552 * enhanced sniksnak turning movement (two steps instead of only one)
1555 * version number set to 3.0.8
1558 * version 3.0.7 released
1561 * fixed reset of player animation frame when, for example,
1562 walking, digging or collecting share the same animation
1563 * fixed CE with "deadly when touching" exploding when touching amoeba
1566 * fixed tape recording when player is created from CE element change
1569 * introduced "turning..." action graphic for elements with move delay
1570 (non-CE: bug, spaceship, sniksnak, mole, pacman, yamyam)
1571 * added turning animations for bug, spaceship and sniksnak
1574 * prevent "extended" changed elements from delay change in same frame
1577 * fixed bug when pushing element that can move away to the side
1578 (like pushing falling elements, but now with moving elements)
1581 * finally fixed serious bug in code for delayed element pushing (again)
1584 * unavailable setup options now marked as "n/a" instead of "off"
1585 * new boolean directive "latest_engine" for "levelinfo.conf": when set
1586 to "true", levels are always played with the latest game engine,
1587 which is desired for levels that are imported from other games; all
1588 other levels are played with the engine version stored in level file
1589 (which is normally the engine version the level was created with)
1592 * fixed serious bug in code for delayed element pushing
1593 * fixed little bug in animation frame selection for pushed elements
1594 * speed-up of reading config file for verbose output
1597 * added configuration option for opening and closing Supaplex exit
1598 * added configuration option for moving up/down animation for Murphy
1599 * fixed incorrectly displayed animation for attacking dragon
1600 * fixed bug with not setting initial gravity for each new game
1601 * fixed bug with teleportation of player by custom element change
1602 * fixed bug with player not getting smashed by rock sometimes
1605 * version number set to 3.0.7
1608 * version 3.0.6 released
1611 * added support for MP3 music for SDL version through SMPEG library
1614 * fixed bug when initializing font graphic structure
1615 * fixed bug with animation mode "pingpong" when using only 1 frame
1616 * fixed bug with extended change target introduced in 3.0.5
1617 * fixed bug where passing over moving element doubles player speed
1618 * fixed bug with elements continuing to move into push direction
1619 * fixed bug with duplicated player when dropping bomb with shield on
1620 * added "switching" event for custom elements ("pressing" only once)
1621 * fixed switching bug (resetting flag when not switching but not idle)
1624 * fixed element tokens for certain file elements with ".active" etc.
1627 * version number set to 3.0.6
1630 * version 3.0.5 released
1633 * now four envelope elements available
1634 * font, background, animation and sound for envelope now configurable
1635 * main menu doors opening/closing animation type now configurable
1638 * active/inactive sides configurable for custom element changes
1639 * new movement type "move when pushed" available for custom elements
1642 * fixed bug in multiple config pages loader code that caused crashes
1645 * enhanced (remaining low-resolution) Supaplex graphics
1648 * version number set to 3.0.5
1651 * version 3.0.4 released
1653 2003-09-12 src/tools.c
1654 * fixed bug in custom definition of crumbled element graphics
1656 2003-09-11 src/files.c
1657 * fixed bug in multiple config pages code that caused crashes
1660 * version number set to 3.0.4
1663 * version 3.0.3 released
1666 * added music to Supaplex classic level set
1668 2003-09-07 src/libgame/misc.c
1669 * added support for loading various music formats through SDL_mixer
1671 2003-09-06 (various source files)
1672 * fixed several nasty bugs that may have caused crashes on some systems
1673 * added envelope content which gets displayed when collecting envelope
1674 * added multiple change event pages for custom elements
1676 2003-08-24 src/game.c
1677 * fixed problem with player animation when snapping and moving
1679 2003-08-23 src/screens.c, src/cartoons.c, src/libgame/toons.c
1680 * fixed problem with flickering when drawing toon animations
1682 2003-08-23 src/libgame/sdl.c
1683 * fixed problem with setting mouse cursor in SDL version in fullscreen
1685 2003-08-23 src/game.c
1686 * fixed bug (missing array boundary check) which could crash the game
1689 * version number set to 3.0.3
1692 * version 3.0.2 released
1694 2003-08-21 src/game.c
1695 * fixed bug with creating inaccessible elements at player position
1697 2003-08-20 src/init.c
1698 * fixed bug with not finding current level artwork directory
1700 2003-08-20 src/files.c
1701 * fixed bug with choosing wrong engine version when playing tapes
1702 * fixed bug with messing up custom element properties in 3.0.0 levels
1705 * version number set to 3.0.2
1708 * version 3.0.1 released
1710 2003-08-17 (no source files affected)
1711 * changed all "classic" PCX image files with 16 colors or less to
1712 256 color (8 bit) storage format, because the Allegro game library
1713 cannot handle PCX files with less than 256 colors (contributed
1714 graphics are not affected and might look wrong in the DOS version)
1716 2003-08-16 src/init.c
1717 * fixed bug which (for example) crashed the level editor when defining
1718 "dynamite.EDITOR: [NONE]", because graphics may not be undefined
1719 (only set to default) -- invalid graphics now set to default graphic
1721 2003-08-16 src/init.c
1722 * fixed graphical bug of player digging/collecting/snapping element
1723 when no corresponding graphic/animation is defined for this action,
1724 resulting in player being drawn as EL_EMPTY (which should only be
1725 done to elements being collected, but not to the player)
1727 2003-08-16 src/game.c
1728 * fixed small graphical bug of player not totally moving into exit
1730 2003-08-16 src/libgame/setup.c
1731 * fixed bug with wrong MS-DOS 8.3 filename conversion
1733 2003-08-16 src/tools.c
1734 * fixed bug with invisible mouse cursor when pressing ESC while playing
1736 2003-08-16 (various source files)
1737 * added another 128 custom elements (disabled in editor by default)
1739 2003-08-16 src/editor.c
1740 * fixed NULL string bug causing Solaris to crash in sprintf()
1742 2003-08-16 src/screen.c
1743 * fixed drawing over scrollbar on level selection with custom fonts
1745 2003-08-15 src/game.c
1746 * cleanup of simple sounds / loop sounds / music settings
1748 2003-08-08 (various source files)
1749 * added custom element property for dropping collected elements
1751 2003-08-08 src/conf_gfx.c
1752 * fixed bug with missing graphic for active red disk bomb
1754 2003-08-07 src/files.c, src/editor.c src/game.c, src/main.h
1755 * extended variable "level.gravity" to "level.initial_gravity" and
1756 "game.current_gravity" to prevent level setting from being changed
1757 by playing the level (keeping the runtime value after playing)
1759 * fixed graphics bug when digging element that has 'crumbled' graphic
1760 definition, but not 'diggable' graphic definition
1763 * version number set to 3.0.1
1766 * version 3.0.0 released
1769 * various bug fixes; among others:
1770 - fixed bug with pushing spring over empty space
1771 - fixed bug with leaving tube while placing dynamite
1772 - fixed bug with explosion of smashed penguins
1773 - allow Murphy player graphic in levels with non-Supaplex elements
1777 * I have forgotten to document changes for some time
1780 * pre-release version 2.2.0rc1 released
1783 * version number set to 2.1.2
1786 * version 2.1.1 released
1789 * version number set to 2.1.1
1792 * version 2.1.0 released
1795 * version number set to 2.1.0
1797 2002-04-03 to 2002-05-19 (various source files)
1798 * graphics, sounds and music now fully configurable
1799 * bug fixed that prevented walking through tubes when gravity on
1801 2002-04-02 src/events.c, src/editor.c
1802 * Make Escape key less aggressive when playing or when editing level.
1803 This can be configured as an option in the setup menu. (Default is
1804 "less aggressive" which means "ask user if something can be lost"
1805 when pressing the Escape key.)
1807 2002-04-02 src/screen.c
1808 * Added "graphics setup" screen.
1810 2002-04-01 src/screen.c
1811 * Changed "choose level" setup screen stuff to be more generic (to
1812 make it easier to add more "choose from generic tree" setup screens).
1814 2002-04-01 src/config.c, src/timestamp.h
1815 * Added source files "src/config.[ch]" and "src/timestamp.h" (which
1816 automatically gets created by "src/Makefile" and contains an actual
1817 compile-time timestamp to identify development versions of the game).
1819 2002-03-31 src/tape.c, src/events.c
1820 * Added quick game/tape save/load functions to tape stuff which can be
1821 invoked by a keyboard shortcut. Default: "F1" saves game/tape, "F2"
1822 loads previously recorded tape and directly goes into recording mode
1823 from the end of the tape (therefore appending to the tape).
1825 2002-03-31 src/tape.c
1826 * Added "index mark" function to tape recorder. When playing or
1827 recording, "eject" button changes to "index" button. Setting index
1828 mark is not yet implemented, but pressing index button when playing
1829 allows very quick advancing to end of tape (when normal playing),
1830 very fast forward mode (when playing with normal fast forward) or
1831 very fast reaching of "pause before end of tape" (when playing with
1832 "pause before end" playing mode).
1834 2002-03-30 src/cartoons.c
1835 * Moved some stuff from cartoons.c to the new "src/libgame/toons.c".
1837 2002-03-29 src/screen.c
1838 * Changed setup screen stuff to be more generic (to make it easier
1839 to add more setup screens).
1841 2002-03-23 src/main.c, src/main.h
1842 * Various changes due to the introduction of the new libgame files
1843 "setup.c" and "joystick.c".
1845 2002-03-23 src/files.c
1846 * Generic parts of "src/files.c" (mainly setup and level directory
1847 stuff) moved to new libgame file "src/libgame/setup.c".
1849 2002-03-23 src/joystick.c
1850 * File "src/joystick.c" moved to libgame source tree, with
1851 correspondig changes.
1853 2002-03-22 src/screens.c
1854 * "HandleChooseLevel()": Another bug in level series navigation fixed.
1855 (Wrong level series information displayed when entering main group.)
1857 2002-03-22 src/editor.c
1858 * Slight change to support new gadget event "GD_EVENT_INFO_LEAVING".
1860 2002-03-22 src/editor.c
1861 * Changed behaviour of "Escape" key in level editor to be more
1862 intuitive: When in "Element Properties" or "Level Info" mode,
1863 return to "Drawing Mode" instead of leaving the level editor.
1865 2002-03-21 src/game.c, src/editor.c, src/files.c
1866 * 2.0.1 introduced the corrected "Emerald Mine" style behaviour of
1867 gems (emeralds, diamonds, ...) slipping down from normal wall,
1868 steel wall and growing wall (as in E.M.C. style levels). Although
1869 the behaviour of contributed and private levels wasn't changed (due
1870 to the use of "level.game_version"; see previous entry), editing
1871 those levels will (of course) change the behaviour accordingly.
1873 This change seems a bit too hard after thinking about it, because
1874 the EM style behaviour is not the "expected" behaviour (gems would
1875 normally only slip down from "rounded" walls). Therefore this was
1876 now changed to an element property for gem style elements, with the
1877 default setting "off" (which means: no special EM style behaviour).
1878 To fix older converted levels, this flag is set to "on" for pre-2.0
1879 levels that are neither contributed nor private levels.
1881 2002-03-20 src/files.h
1882 * Corrected settings for "level.game_version" depending of level type.
1883 (Contributed and private levels always get played with game engine
1884 version they were created with, while converted levels always get
1885 played with the most recent version of the game engine, to let new
1886 corrections of the emulation behaviour take effect.)
1888 2002-03-20 src/main.h
1889 * Added "#include <time.h>". This seems to be needed by "tape.c" for
1890 compiling the SDL version on some systems.
1891 Thanks to the several people who pointed this out.
1894 * Version number set to 2.0.2.
1897 * Version 2.0.1 released.
1899 2002-03-18 src/screens.c
1900 * "HandleChooseLevel()": Small bug in level series navigation fixed.
1902 2002-03-18 src/files.c [src/libgame/misc.c]
1903 * Moved some common functions from src/files.c to src/libgame/misc.c.
1905 2002-03-18 src/files.c [src/libgame/misc.c]
1906 * Changed permissions for new directories and saved files (especially
1907 score files) according to suggestions of Debian users and mantainers.
1908 Thanks to Drew Parsons <dparsons@emerall.com> for the patch.
1910 2002-03-17 src/files.c
1911 * Changed "{Load|Save}{Level|Tape}()" to IFF style file format:
1912 Replaced "cookie" header string ("ROCKSNDIAMONDS_...\n") with
1913 real IFF style header "RND1....XXXX" (where "XXXX" is "CAVE"
1914 for levels and "TAPE" for tapes). Old "cookie" style format is
1915 still supported for reading. New level and tape files are written
1918 * New IFF chunk "VERS" contains version numbers for file and game
1919 (where "game version" is the version of the program that wrote the
1920 file, and "file version" is a version number to distinguish files
1921 with different format, for example after adding new features).
1923 2002-03-15 src/screen.c
1924 * "DrawHallOfFame()": "FadeSounds()" when entering the hall of fame.
1925 (Before, you heard a mixture of the in-game music and the
1926 hall-of-fame music.)
1928 2002-03-14 src/events.c
1929 * Function "DumpTape()" (files.c) now available by pressing 't' from
1930 main menu (when in DEBUG mode).
1932 2002-03-14 src/game.c
1933 * "GameWon()": When game was won playing a tape, now there is no delay
1934 raising the score and no corresponding sound is played.
1936 2002-03-14 src/files.c
1937 * Changed "LoadTape()" for real chunk support and also adjusted
1938 "SaveTape()" accordingly.
1940 2002-03-14 src/game.c, src/tape.c, src/files.c
1941 * Important changes to tape format: The old tape format stored all
1942 actions with a real effect with a corresponding delay between the
1943 stored actions. This had some major disadvantages (for example,
1944 push delays had to be ignored, pressing a button for some seconds
1945 mutated to several single button presses because of the non-action
1946 delays between two action frames etc.). The new tape format just
1947 stupidly records all device actions and replays them later. I really
1948 don't know why I haven't solved it that way before?! Old-style tapes
1949 (with tape file version less than 2.0) get converted to the new
1950 format on-the-fly when loading and can therefore still be played;
1951 only some minor parts of the old-style tape handling code was needed.
1952 (A perfect conversion is not possible, because there is information
1953 missing about the device actions between two action frames.)
1955 2002-03-14 src/files.c
1956 * New function "DumpTape()" to dump the contents of the current tape
1957 in a human readable format.
1959 2002-03-14 src/game.c
1960 * Small tape bug fixed: When automatically advancing to next level
1961 after a game was won, the tape from the previous level still was
1962 loaded as a tape for the new level.
1964 2002-03-14 src/tape.c
1965 * Small graphical bug fixed: When pressing ""Record" or "Play" on
1966 tape, cartoons did not get completely removed because
1967 StopAnimation() was not called.
1969 2002-03-13 src/files.c
1970 * Changed "LoadLevel()" and "SaveLevel()" to add new chunk "CNT2".
1971 Fixed bug of "CONT" and "BODY" (chunk size was set to 8-bit element
1972 size even when using 16-bit elements). Added new chunk "CNT2" for
1973 16-bit amoeba content (previously written in 8-bit field in "HEAD"
1974 chunk even when content was 16-bit element). "CNT2" should now be
1975 able to store content for arbitrary elements (up to eight blocks of
1976 3 x 3 element arrays). All "CNT2" elements will always be stored as
1977 16-bit elements. "CONT" (with 8/16-bit elements) now obsolete.
1979 2002-03-13 src/files.c
1980 * Changed "LoadLevel()" for real chunk support.
1982 2002-03-12 src/game.c
1983 * Fixed problem (introduced after 2.0.0 release) with penguins
1984 not getting killed by enemies
1986 2002-02-24 src/game.c, src/main.h
1987 * Added "player->is_moving"; now "player->last_move_dir" does
1988 not contain any information if the player is just moving at
1990 Before, "player->last_move_dir" was misused for this purpose
1991 for the robot stuff (robots don't kill players when they are
1992 moving). But setting "player->last_move_dir" to MV_NO_MOVING
1993 broke tapes when walking through pipes!
1994 ("IS_MOVING()" uses "MovPos[][]", but this fails when it is 0
1995 in a continuous movement. This fact is ignored for friends and