2 * fixed bug with "gray" white door not being uncovered by magnifier
5 * added condition "deadly when <getting hit by>" for custom elements
6 that behaves a bit like the existing "deadly when <colliding with>",
7 but with the following differences:
8 - it only kills players or friends when it was moving before it hits
9 - it does not kill players or friends that try to run into it
12 * fixed the following change conditions where a player element is used
13 as the "element that is triggering the custom element change":
16 - explosion of <element>
18 (the last two conditions already worked partially, but only for the
19 first player, and not for the "Murphy" player when using "move of")
22 * fixed crash bug caused by accessing invalid element (with value -1)
23 in UpdateGameControlValues()
24 * fixed graphical bug when using two-tile movement animations with EMC
25 game engine without explicitly using native EMC graphics engine
28 * fixed bug in new "can dig" feature (see below) so that an unsuccessful
29 try to push something (due to push delay) does not cause a dig action
32 * fixed bug with reference elements used as trigger elements on custom
33 element change pages not being recognized
34 * fixed bug with reference elements not being removed from the playfield
35 * added engine functionality that allows custom elements that "can dig"
36 other elements not only to do so when moving by themselves, but also
37 when being pushed by the player (therefore adding the functionality to
38 push one element over another element, replacing it with the new one)
41 * added command line function to write level sketch images to directory
44 * merged override and auto-override options into new override options
45 with a new data type than can take the values "no", "yes" and "auto"
48 * fixed growing steel wall to also leave behind steel wall instead of
49 normal, destructible wall
50 * fixed handling of rocks falling through stacks of quicksand with
51 different speed (before, the rocks just got stuck in the quicksand)
54 * fixed nasty bug with auto-override and normal override not working on
55 program startup (especially when current level set has custom artwork)
58 * version 3.2.5 released as special edition "R'n'D jue"
61 * fixed X11 crash bug when blitting masked title screens over background
64 * changed build system to support special editions (like "R'n'D jue")
65 * added (hardcoded) loading graphics for "R'n'D jue" special edition
66 * fixed X11 crash bug when scaling images with width/height less than 32
69 * added "background.PLAYING" (only visible as two-pixel border in game)
70 * added default level set for first start of special R'n'D version
71 * changed door animations for editor always behaving like "quick doors"
74 * added new custom artwork setup option "auto-override non-CE sets" for
75 automatic artwork override that is only used for level sets without
76 custom element artwork (as it does not make much sense to override
77 any artwork that redefines custom element artwork for sets using CEs)
78 * fixed default artwork for "special" R'n'D versions always using the
79 "classic" artwork as the base if base artwork is not explicitly
80 defined in "levelinfo.conf", regardless of different default artwork
81 used by the special R'n'D version -- this is needed because any such
82 custom artwork is designed using the "classic" artwork definitions as
83 the base (including menu definitions and screen positions etc., which
84 would otherwise be taken from the different special default artwork)
87 * fixed drawing of animated "quicksand.filling" and "quicksand.emptying"
88 for both EMC and R'n'D graphics engine (heavy workarounds needed due
89 to massively broken handling of quicksand in R'n'D game engine)
90 * fixed off-limits access to array in DrawLevelFieldCrumbledSandExt()
91 * fixed crash bug (hopefully) when scrolling with cursor keys in editor
94 * fixed small bug in toon drawing (introduced when fixing the crash bug)
97 * added graphics definition "game.panel.highscore" to display the
98 current levels current high score in the game panel
101 * version number set to 3.2.5
104 * version 3.2.4 released
107 * fixed crash bug in toon drawing functions for large step offset values
110 * fixed some problems with displaying game panel when quick-loading tape
113 * fixed (experimental only) redrawing of every tile per frame (even if
114 unneeded) for the extended (R'n'D based) EMC graphics engine
115 * added optimization to only calculate element count for panel display
116 if really needed (that is, if element count values defined on panel)
117 * fixed problem with special editor door redraw when entering main menu
120 * fixed bug with displaying background for title messages on info screen
121 * some code cleanup for the extended (R'n'D based) EMC graphics engine
124 * fixed bug with CE action "move player" always resulting in player 4
125 if there was a CE action with no trigger player (because the player
126 element was calculated by using log_2() from trigger player bits with
127 the value PLAYER_BITS_ANY) -- this is now fixed by also storing the
128 triggering player bit mask and handling all players in "move player"
129 * fixed bug when defined artwork cannot be found for artwork that has
130 default artwork cloned from other artwork (without default filename)
131 * added several fixes to the extended (R'n'D based) EMC graphics engine
134 * fixed broken editor copy and paste for custom elements between levels
137 * title messages are now also searched in graphics artwork directory;
138 those found in graphics directory have precendence over those found
139 in level directory -- this handles title messages stored in graphics
140 directories as part of the artwork set, just like title images; this
141 makes sense, as corresponding special font definitions for messages
142 are usually defined in the same graphics artwork directory, and also
143 because title images and title messages that are combined in a level
144 set introduction should usually not be separated when the level set
145 is used with a different artwork set (e.g. using "override graphics")
146 * fixed problem with door borders on main screen by first drawing doors
147 and then the corresponding border masks, but not vice versa
148 * fixed problem with artwork config entries using the value "[DEFAULT]";
149 this does not what one might expect, but sets the value to an invalid
150 value -- solution: simply ignore such entries, which results in this
151 value keeping its previous (real) default value (in general, entries
152 that should use their default value should just not be defined here)
153 * fixed problem with wrong fading area size from main menu to setup menu
156 * fixed problem with broken crumbled graphics after level set changes
157 when using R'n'D custom artwork with level sets using the EMC engine
160 * fixed invisible "joysticks deactivated ..." text on setup input screen
163 * added use of hashes created from static lists (element tokens, image
164 config, font tokens) to speed up lookup of configuration parameters
165 * fixed bug where element and graphic config token lookup was mixed up
168 * added "busy" animation when initializing program and loading artwork
169 * added initialization profiling for program startup (debugging only)
172 * fixed(?) very strange bug apparently triggered by memset() when code
173 was cross-compiled with MinGW cross-compiler for Windows XP platform
174 (this only happened when using SDL.dll also self-compiled with MinGW)
177 * added graphics engine directive "border.draw_masked_when_fading" that
178 enables/disables drawing of border mask over screen that is just faded
181 * fixed small problem with separate fading definition for game screen
184 * added additional configuration directives for setup screen draw offset
185 menu.draw_xoffset.SETUP[XXX] and menu.draw_yoffset.SETUP[XXX] with XXX
186 in GAME, EDITOR, GRAPHICS, SOUND, ARTWORK, INPUT, SHORTCUTS_1,
187 SHORTCUTS_2, CHOOSE_ARTWORK, CHOOSE_OTHER (where "CHOOSE_ARTWORK" is
188 used to define draw offset on custom artwork selection screens and
189 "CHOOSE_OTHER" is used on all other list style selection screens, like
190 choosing game speed or screen mode for fullscreen mode)
191 * added additional configuration directives to define main menu buttons:
192 - menu.button_name and menu.button_name.active
193 - menu.button_levels and menu.button_levels.active
194 - menu.button_scores and menu.button_scores.active
195 - menu.button_editor and menu.button_editor.active
196 - menu.button_info and menu.button_info.active
197 - menu.button_game and menu.button_game.active
198 - menu.button_setup and menu.button_setup.active
199 - menu.button_quit and menu.button_quit.active
200 * added eight pure decoration graphic definitions for the game panel
203 * added support for accessing native Diamond Caves II level packages
204 * fixed displaying of game panel values for Emerald Mine game engine
205 * fixed displaying end-of-level time and score values on new game panel
208 * added game panel control to display arbitrary elements on game panel
209 * added game panel control to display custom element score (globally
210 unique for identical custom elements) either as value or as element
211 * added ".draw_masked" and ".draw_order" to game panel control drawing
214 * fixed some general bugs with handling of ".active" elements and fonts
217 * cleanup of game panel elements (some elements were not really needed)
218 * added displaying of gravity state (on/off) as new game panel control
219 * added animation for game panel elements (similar to game elements)
222 * added new pseudo game mode "PANEL" to define panel fonts and graphics
223 - panel fonts now use ".PANEL" suffix instead of ".PLAYING" suffix
224 - panel graphics now use ".PANEL" suffix instead of ".DOOR" suffix
225 (else graphics would have to use ".PLAYING", which would be confusing)
226 * fixed bug when fading out to game screen with border mask defined
229 * added attribute ".tile_size" for element style game panel controls
232 * added <space> key as additional valid key to use for confirm requester
235 * improved menu fading, adding separate fading definitions for entering
236 and leaving a "content" screen (in general), and optional definitions
237 for the special "content" screens SCORES, EDITOR, INFO and PLAYING
240 * added (currently invisible) setup option to define scroll delay value
241 * fixed small bug in priority handling when auto-detecting level start
242 position in levels without player element (but player from CE etc.)
243 * added option "game.forced_scroll_delay_value" to override user choice
244 of scroll delay value for certain level sets with "graphicsinfo.conf"
245 * replaced setup option "scroll delay: on/off" by new setup option that
246 directly allows selecting the desired scroll delay value from 0 to 8
249 * added displaying of most game panel control elements (not animated)
252 * added new configuration directives to display additional game engine
253 values on the game control panel, like the following examples:
254 - game.panel.time_hh/time_mm/time_ss - level time in HH/MM/SS format
255 - game.panel.penguins - number of penguins to rescue
256 - game.panel.level_name - level name of current level
259 * added support for preview tile sizes "1" and "2" (1x1 and 2x2 pixels)
262 * added new player option "no centering when relocating" for "invisible"
263 teleportations to level areas that look exactly the same, giving the
264 illusion that the player did not relocate at all (this was the default
265 since 3.2.3, but caused visual problems with room creation in "Zelda")
266 * added new menu fading effect "melt", shamelessly stolen from "DOOM"
269 * improved menu fading, adding separate fading definitions for entering
270 and leaving a menu and for fading between menu and "content" screens
271 * fixed small bug with recognizing also ".font_xyz" style definitions
274 * improved menu fading, adding separate fading definitions for fading
275 between menu screens and fading between menu and "destination" screens
278 * titlemessage_initial_x and titlemessage_x set to "[DEFAULT]" in static
279 configuration (set from "[titlemessage_initial]" and "[titlemessage]")
280 * fading settings of "[titlemessage_initial]" and "[titlemessage]" set
281 to "[DEFAULT]" in static configuration (set from "[title_initial]" and
283 * improved title fading, allowing fading animation types "none", "fade"
284 and "crossfade" (including cross-fading of last title to main menu)
287 * added configurability of graphics, sounds and music for title screens,
288 which are separated into initial title screens (only shown once at
289 program startup) and title screens shown for a given level set; these
290 title screens can be composed of up to five title images and up to
291 five title text messages (each drawn using an optional background
292 image), also using background music and/or sounds; aspects like
293 background images, sounds and music of title screens can either be
294 defined generally (valid for all title screens) or specifically (and
295 therefore differently for each title screen) using these directives:
297 to define a background image, sound or music file for all screens:
298 - background.TITLE_INITIAL (for all title screens for game startup)
299 - background.TITLE (for all title screens for level sets)
301 to define a background image, sound or music file for a single screen:
302 - background.titlescreen_initial_x (with x in 1,2,3,4,5)
303 - background.titlescreen_x (with x in 1,2,3,4,5)
304 - background.titlemessage_initial_x (with x in 1,2,3,4,5)
305 - background.titlemessage_x (with x in 1,2,3,4,5)
307 to define the title screen images:
308 - titlescreen_initial_x (with x in 1,2,3,4,5)
309 - titlescreen_x (with x in 1,2,3,4,5)
311 to define the title text messages, place text files into the level set
312 directory that have the following file names:
313 - titlemessage_initial_x.txt (with x in 1,2,3,4,5)
314 - titlemessage_x.txt (with x in 1,2,3,4,5)
316 to define the properties of the text messages, either use directives
317 that affect all text messages:
318 - [titlemessage_initial].<suffix>
319 - [titlemessage].<suffix>
320 or use directives that affect single text messages:
321 - titlemessage_initial_x.<suffix> (with x in 1,2,3,4,5)
322 - titlemessage_x.<suffix> (with x in 1,2,3,4,5)
324 valid values for <suffix> are the same as for readme.<suffix> below;
325 use ".sort_priority" (default: 0) to define an arbitrary order for
326 title images and title messages (which can therefore be mixed)
329 * added full configurability of "readme.txt" screen appearance:
330 - readme.x: <left position used with alignment>
331 - readme.y: <top position>
332 - readme.width: <maximim text width in pixels>
333 - readme.height: <maximum text height in pixels>
334 - readme.chars: <maximum number of chars per line>
335 - readme.lines: <maximum number of lines displayed>
336 - readme.align: left,center,right (default: center)
337 - readme.top: top,middle,bottom (default: top)
338 - readme.font: font name
339 - readme.autowrap: true,false (default: true)
340 - readme.centered: true,false (default: false)
341 - readme.parse_comments: true,false (default: true)
342 - readme.sort_priority: (not used here, but only for title screens)
343 when "readme.chars" and/or "readme.lines" is set to "-1" (this is the
344 default), they are automatically determined from "readme.width" and
345 "readme.height" accordingly; when they are not "-1", they have
346 precedence over "readme.width" and "readme.height"
347 * added internal ad-hoc config settings for displaying text files like
348 title messages or "readme.txt" style level set info files:
349 - .font: font name (default: readme.font)
350 - .autowrap: true,false (default: readme.autowrap)
351 - .centered: true,false (default: readme.centered)
352 - .parse_comments: true,false (default: readme.parse_comments)
353 (the leading '.' and the separating ':' are mandatory here); to use
354 these ad-hoc settings, they have to be written inside a comment, like
355 "# .autowrap: false" or "# .centered: true"; these settings then
356 override the above global settings (they can even be used more than
357 once, like "# .centered: true", then some text that should be drawn
358 centered, then "# .centered: false" to go back to non-centered text;
359 important note: after using "# .parse_comments: false", or when using
360 "readme.parse_comments: false", detecting and parsing comments inside
361 the file is disabled and comments are just printed like normal text;
362 also be aware that all automatic text size calculations are done with
363 the font defined in "readme.font", while using different fonts using
364 "# .font: <font>" inside the text file may cause unexpected results
367 * changed some numerical limits in the level editor from 255 to 999
370 * added option "system.sdl_videodriver" to select SDL video driver
371 * added output of SDL video and audio driver to "version info" page
374 * added group element drawing to IntelliDraw drawing functions
375 * fixed animation resetting problem again (last try broke Snake Bite)
376 * fixed diagonal scrolling in screen scrolling (last try broke Pac Man)
379 * added new (special) "include: <filename>" directive that works in all
380 configuration files (like "graphicsinfo.conf") and that has the same
381 effect as if that directive would be replaced with the content of the
382 specified file (this can be useful to split large configuration files
383 into several smaller ones and include them from one main file, or to
384 store configuration settings that always stay the same into a separate
385 file, while including it and only add those parts that really change)
388 * fixed minor bug (screen redraw of player tiles) in EMC graphics engine
391 * fixed bug in "InitMovingField()" where treating an integer array as
392 boolean caused wrong resetting of animations while elements are moving
393 * fixed problem with resetting animations when starting element change
396 * added sort priority for order of title screens and title messages
399 * changed end of game again: do not wait for the user to press a key
400 anymore, but directly ask/confirm tape saving and go to hall of fame
401 * re-enabled quitting of lost game by pressing space or return again
402 * added blanking of mouse pointer when displaying title screens
403 * added remaining menu draw offset definitions for info sub-screens
406 * added setup option to select game speed (from very slow to very fast)
407 * improved handling of title text messages (initial and for level set)
410 * added new options "auto-wrap" and "centered" for DC2 style envelopes
413 * fixed displaying and typing of player name when it is centered
414 * added special characters to be allowed for player name (not only A-Z)
417 * fixed blit in ScrollLevel() to same bitmap to not overlap anymore
418 (newer versions of the SDL library seem to not like this anymore)
421 * added code for configuration directives for control of game panel
424 * fixed small cosmetical bug with underlining property tabs in editor
427 * fixed small drawing bug in X11FadeRectangle
428 * added new elements for newly supported Diamond Caves II levels:
429 - EM/DC style exits that disappear after passing
430 - white key and gate (one white key needed for each white gate)
431 - fake gate (there is no key to open/pass this kind of gate!)
432 - extended magic wall which also handles pearls and crystals
436 * changed maximum value for endless loop detection to a higher value
437 (some levels really used very deep recursion without being endless)
440 * added new elements for newly supported Diamond Caves II levels:
441 - growing steel walls
442 - snappable land mine
445 * added new elements for newly supported Diamond Caves II levels:
446 - steel text elements
449 * added level file loader for native Diamond Caves II levels
452 * version number set to 3.2.4
455 * version 3.2.3 released
458 * fixed malloc/free bug when updating EMC artwork entries in level list
459 * added workaround (warning and request to quit the current game) when
460 changing elements cause endless recursion loop (which would otherwise
461 freeze the game, causing a crash-like program exit on some systems)
464 * fixed nasty string overflow bug when entering too long envelope text
467 * added feedback sounds for menu navigation "menu.item.activating" and
468 "menu.item.selecting" (for highlighting and executing menu entries)
471 * improved "no scrolling when relocating" to also consider scroll delay
472 (meaning that the player is not automatically centered in this case;
473 this makes it possible to "invisibly" relocate the player to a region
474 of the level playfield which looks the same as the old level region)
475 * fixed bug with not recognizing "main.input.name.align" when active
478 * fixed bug with displaying masked borders over title screens when
479 screen fading is disabled
482 * fixed infinite loop / crash bug when killing the player while having
483 a CE with the setting "kill player X when explosion of <player X>"
484 * added special editor graphic for "char_space" to distinguish it from
485 "empty_space" when editing a level (in-game graphics still the same)
488 * fixed nasty bug with initialization only done for the first player
491 * small change to handle loading empty element/content list micro chunks
494 * uploaded pre-release (test) version 3.2.3-0 binary and source code
497 * some optimizations on startup speed by reducing initial text output
500 * added caching of custom artwork information for faster startup times
503 * fixed graphical bug when using fewer menu entries on level selection
504 screen than usual (with "menu.list_size.LEVELS" directive)
505 * fixed crash bug (Windows/SDL only) caused by BlitBitmap blitting from
506 the backbuffer to the backbuffer by error (with identical rectangle)
509 * fixed bug when displaying titlescreen with size less than element tile
510 * fixed bug that caused elements with "change when digging <e>" event
511 to change for _every_ digged element, not only those specified in <e>
512 * fixed bug that caused impact style collision when dropping element one
513 tile over the player that can both fall down and smash players
514 * fixed bug that caused impact style collision when element changed to
515 falling/smashing element over the player immediately after movement
518 * fixed bug that allowed making engine snapshots from the level editor
521 * fixed bugs with player name and current level positions on main screen
524 * added configuration directives for control of title screens:
525 - "title.fade_delay" for fading time
526 - "title.post_delay" for pause between screens (when not crossfading)
527 - "title.auto_delay" to automatically continue after some time
528 these settings can each be overridden by specifying them with titles:
529 - "titlescreen_initial_{1-5}.{fade_delay,post_delay,auto_delay}"
530 - "titlescreen_{1-5}.{fade_delay,post_delay,auto_delay}"
531 fading mode can also be specified:
532 - "titlescreen_initial_{1-5}.anim_mode: {fade,crossfade}
533 - "titlescreen_{1-5}.anim_mode: {fade,crossfade}
534 default is using normal fading for menues and initial title screens,
535 while using cross-fading for level set title screens
536 * fixed bug with background not drawn in Hall of Fame after game was won
539 * added configuration directives for the remaining main menu items
542 * added additional configuration directives for info screen draw offset:
543 menu.draw_{x,y}offset.INFO[{ELEMENTS,MUSIC,CREDITS,PROGRAM,LEVELSET}]
544 * added additional configuration directives for preview info text
545 * limited mouse wheel sensitive screen area to scrollable screen area
548 * added highlighted menu text entries to menu navigation when selected
551 * fixed bug that prevented player from correctly being created in the
552 top left corner by a custom element change in a level without player
553 * fixed bug that prevented player from being killed when indestructible,
554 non-walkable element is placed on player position by extended change
555 * added configurable menu button, text and input positions to main menu
558 * added page fading effects for remaining info sub-screens
559 * fixed small bug that caused some delays when answering door request
562 * added directives "border.draw_masked.*" for menu/playfield area and
563 door areas to display overlapping/masked borders from "global.border"
566 * fixed bug with CE with move speed "not moving" not being animated
567 * when changing player artwork by CE action, reset animation frame
570 * fixed bug with not unmapping main menu screen gadgets on other screens
571 * fixed bug with un-pausing a paused game by releasing still pressed key
572 * fixed bug with not redrawing screen when toggling to/from fullscreen
573 mode while fast reloading tape (without redrawing playfield contents)
574 * fixed bug with quick-saving tape snapshot despite answering with "no"
577 * version number set to 3.2.3
580 * version 3.2.2 released
583 * fixed bug with redrawing screen in fullscreen mode after quick tape
584 reloading when using the EMC game engine
585 * changed token names from "last_ce_[1-8]" to "prev_ce_[1-8]"
588 * fixed bug in GameWon() when level contains no exit (like in Sokoban)
591 * added engine snapshot functionality for instant tape reloading (this
592 only works for the last tape saved using "quick save", and does not
593 work across program restarts, because it completely works in memory)
596 * version number set to 3.2.2
599 * version 3.2.1 released
602 * fixed nasty bugs with handling error message file on Mac OS X systems
605 * general code cleanup (removing many annoying "#if 0" blocks etc.)
608 * fixed bug that caused broken tapes when manually appending to tapes
609 using the "pause before death" functionality, followed by recording
610 * added setup option to disable fading of screens for faster testing
613 * code cleanup of new fading functions
616 * changed behaviour after solved game -- do not immediately stop engine
617 * added some more smooth screen fadings (game start, hall of fame etc.)
620 * fixed bug with displaying pushed CE with value/score/delay anim_mode
623 * added configurable level preview position, tile size and dimensions
624 * added configurable game panel value positions (gems, time, score etc.)
627 * fixed small bug with time displayed incorrectly when collecting CEs
630 * fixed bug with bumpy scrolling with EM engine in double player mode
633 * added compatibility code to fix "Snake Bite" style levels that were
634 broken due to a bugfix regarding EL_SOKOBAN_FIELD_PLAYER in 3.2.0
637 * fixed bug with scrollbars inside editor when using the Windows mouse
638 enhancement tool "True X-Mouse" (which injects key events to the event
639 queue to insert selected stuff into the Windows clipboard, which gets
640 confused with the "Insert" key for jumping to the last editor cascade
641 block in the element list)
642 * added Rocks'n'Diamonds icon for use as window icon to SDL version
643 * added key shortcut "Alt + Enter" to toggle fullscreen mode at any time
646 * added selection of preferred fullscreen mode to setup / graphics menu
647 (useful if default mode 800 x 600 does not match screen aspect ratio)
650 * improved down-scaling of images for better editor and preview graphics
651 * changed user data directory for Mac OS X from Unix style to new place
654 * improved level number selection in main menu and player selection in
655 setup menu (input devices section) by using standard button gadgets
656 * added support for mouse scroll wheel (caused buggy behaviour before)
657 * added support for scrolling horizontal scrollbars with mouse wheel by
658 holding "Shift" key pressed while scrolling the wheel
659 * added support for single step mouse wheel scrolling by holding "Alt"
660 key pressed while scrolling the wheel (can be combined with "Shift")
661 * changed output file "stderr.txt" on Windows platform now always to be
662 created in the R'n'D sub-directory of the personal documents directory
663 * added Windows message box to direct to "stderr.txt" after error aborts
666 * improved general scrollbar handling (when jump-scrolling scrollbars)
669 * changed scrollbars to always show last line as first after scrolling
670 (that means jumping n - 1 screen lines instead of n screen lines)
673 * fixed level versions of EMC level loader (from V4 to V1, V2 and V3)
674 * fixed level time for EMC levels for V2 engine (V2 and V5 levels)
675 * fixed special handling of vertically stacked acid becoming fake acid
678 * fixed bug (very special case) with CE_SCORE_GETS_ZERO, which can
679 affect multiple instances of the same CE, although this kind of
680 change condition usually only affects one single custom element
683 * version number set to 3.2.1
686 * version 3.2.0 released
689 * reorganized level editor element list a bit to match engines better
692 * fixed newly introduced bug with wrongly initializing clipboard element
695 * fixed bug with displaying visible/invisible level border in editor
698 * reorganized some elements in the level editor element list
701 * fixed bug with displaying any player as "yellow" when moving into acid
702 * fixed bug with displaying running player when player stopped at border
705 * fixed bug with player exploding when moving into acid
706 * fixed bug with level settings being reset in editor and when playing
707 (some compatibility settings being set not only after level loading)
708 * fixed crash bug when number of custom graphic frames was set to zero
709 * fixed bug with teleporting player on walkable tile not working anymore
710 * added partial compatibility support for pre-release-only "CONF" chunk
711 (to make Alan Bond's "color cycle" demo work again :-) )
714 * fixed some bugs when displaying title screens from info screen menu
715 * fixed bug which caused EMC doors #5 to #8 to be passable without keys
718 * changed file major version to 3 to reflect level file format changes
719 * uploaded pre-release (test) version 3.2.0-8 binary and source code
722 * added new chunk "NAME" to level file format for level name settings
723 * added new chunk "NOTE" to level file format for envelope settings
724 * changed name of chunk "CONF" to "ELEM" (for normal element settings)
725 * updated magic(5) file to recognize changed and new level file chunks
726 * removed change events "change when CE value/score changes" as unneeded
729 * changed gravity (which only affects the player) from level property
730 to player property (only makes a difference in multi-player levels)
731 * added change events "change when CE value/score changes"
732 * added change events "change when CE value/score changes of <element>"
735 * added new chunk "INFO" to level file format for global level settings
736 * added all element settings from "HEAD" chunk to "CONF" chunk
737 * added all global level settings from "HEAD" chunk to "INFO" chunk
740 * changed level file format by adding two new chunks "CUSX" (for custom
741 elements, replacing the previous "CUS4" chunk) and "GRPX" (for group
742 elements, replacing the previous "GRP1" chunk); these new IFF style
743 chunks use the new and flexible "micro chunks inside chunks" technique
744 already used with the new "CONF" chunk (for normal element properties)
745 which makes it possible to easily extend the existing level format
746 (instead of using fixed-length chunks like before, which are either
747 too big due to reserved bytes for future use, or too small when those
748 reserved bytes have all been used and even more data should be stored,
749 requiring the replacement by new and larger chunks just like it went
750 with "CUS1" to "CUS4"); this whole problem now does not exist anymore
753 * added credits pages to the "credits" section that were really missing
754 * added some missing element descriptions to the level editor
755 * added down position of switchgate switch to the level editor
756 and allowed the use of both switch positions at the same time
757 * changed use of "Insert" and "Delete" keys to navigate element list in
758 level editor to start of previous or next cascading block of elements
761 * added the possibility to view the title screen to the info screen menu
762 * fixed some minor bugs with viewing title screens
765 * fixed bug with title (cross)fading in/out when using fullscreen mode
768 * fixed bug that forced re-defining of menu settings in local graphics
769 config file which are already defined in existing base config file
770 * fixed small bug that caused door sounds playing when music is enabled
773 * added the possibility to define up to five title screens for each
774 level set that are displayed after loading using (cross)fading in/out
775 (this was added to display the various start images of the EMC sets)
778 * added "CE score gets zero [of]" to custom element trigger conditions
779 * added setup option to display element token name in level editor
782 * added compatibility code for Juergen Bonhagen's menu artwork settings
785 * fixed bug with displaying wrong animation frame 0 after CE changes
786 * fixed bug with creating invisible elements when light switch is on
789 * added selection between ECS and AGA graphics for EMC levels to setup
792 * adjusted font handling for various narrow EMC style fonts
795 * changed EM engine behaviour back to re-allow initial rolling springs
798 * fixed handling of over-large selectboxes (less error-prone now)
799 * fixed bug when creating GE with walkable element under the player
802 * added use of "Insert" and "Delete" keys to navigate element list in
803 level editor to start of custom elements or start of group elements
804 * added virtual elements to access CE value and CE score of elements:
805 - "CE value of triggering element"
806 - "CE score of triggering element"
807 - "CE value of current element"
808 - "CE score of current element"
811 * fixed "grass" to "sand" in older EM levels (up to file version V4)
814 * changed behaviour of network games with internal errors (because of
815 different client frame counters) from immediately terminating R'n'D
816 to displaying an error message requester and stopping only the game
817 (also to prevent impression of crashes under non command-line runs)
818 * fixed playing network games with the EMC engine (did not work before)
819 * fixed bug with not scrolling the screen in multi-player mode with the
820 focus on player 1 when all players are moving in different directions
821 * fixed bug with keeping pointer to gadget even after its deallocation
822 * fixed bug with allowing "focus on all players" in network games
823 * fixed bug with player focus when playing tapes from network games
826 * uploaded pre-release (test) version 3.2.0-7 binary and source code
829 * code cleanup for game action control for R'n'D and EMC game engine
832 * fixed bug in multi-player movement with focus on both players
833 * added option to control only the focussed player with all input
836 * added player focus switching to level tape recording and re-playing
839 * fixed some bugs in player focus switching in EMC and RND game engine
842 * added special Supaplex animations for Murphy digging and snapping
843 * added special Supaplex animations for Murphy being bored and sleeping
846 * added four new yam yams with explicit start direction for EMC engine
847 * fixed bug in src/libgame/text.c with printing text outside the window
850 * fixed small bug in EMC level loader (copyright sign in EM II levels)
853 * added delayed ignition of EM style dynamite when used in R'n'D engine
854 * added limited movement range to EMC engine when focus on all players
857 * fixed bug with missing (zero) score values for native Supaplex levels
860 * added "continuous snapping" (snapping many elements while holding the
861 snap key pressed, without releasing the snap key after each element)
862 as a new player setting for more compatibility with the classic games
865 * finished scrolling for "focus on all players" in EMC graphics engine
868 * level sets with "levels: 0" are ignored for levels, but not artwork
869 * fixed bug when scanning empty level group directories (endless loop)
872 * fixed bug with explosion graphic for player using "Murphy" graphic
873 * fixed bug with explosion graphic if player leaves explosion in time
874 * changed some descriptive text in setup menu to use medium-width font
875 * added key shortcut settings for switching player focus to setup menu
878 * fixed bug with random value initialization when recording tapes
879 * fixed bug with playing single player tapes when team mode activated
882 * fixed little bug when trying to switch to player that does not exist
885 * added player switching (visual and quick) to R'n'D and EM game engine
886 * added setup option to select visual or quick in-game player switching
889 * added use of "Home" and "End" keys to handle element list in editor
892 * fixed bug with adding score when playing tape with EMC game engine
893 * added steel wall border for levels using EMC engine without border
894 * finally fixed delayed scrolling in EMC engine also for small levels
897 * fixed potential crash bug in WarnBuggyBase() (missing boundary check)
900 * fixed bug with CE change order in TestIfElementTouchesCustomElement()
901 * fixed bug when displaying info element without action, but direction
904 * fixed minor graphical problems with springs smashing and slurping
905 (when using R'n'D style graphics instead of EMC style graphics)
908 * added scroll delay (as configured in setup) to EMC graphics engine
911 * improved screen redraw for EMC graphics engine (faster and smoother)
912 * when not scrolling, do not redraw the whole playfield if not needed
915 * added multi-player mode for EMC game engine (with up to four players)
918 * added android (can clone elements) from EMC engine to R'n'D engine
921 * added spring bumper (reflects spring) from EMC engine to R'n'D engine
924 * added selectbox for initial player speed to player settings in editor
927 * version 3.1.2 created that is basically version 3.1.1, but with a
928 major bug fixed that prevented editing your own private levels
929 * version 3.1.2 released
932 * added magic ball (creates elements) from EMC engine to R'n'D engine
935 * uploaded fixed pre-release version 3.2.0-6 binary and source code
938 * fixed bug when using "CE can leave behind <trigger element>"
939 * added new change condition "(after/when) creation of <element>"
940 * added new change condition "(after/when) digging <element>"
941 * fixed bug accessing invalid gadget that caused crashes under Windows
942 * deactivated new possibility for multiple CE changes per frame
945 * uploaded pre-release (test) version 3.2.0-6 binary and source code
948 * added animation types "ce_value" and "ce_score" to graphicsinfo.conf
949 * fixed bug with not keeping CE value for moving CEs with only action
950 * changed CE action selectboxes in editor to be only reset when needed
953 * added option "use artwork from element" for custom player artwork
954 * added option "use explosion from element" for player explosions
957 * added cascaded element lists in the level editor
958 * added persistence for cascaded element lists by "editorcascade.conf"
959 * added dynamic element list with all elements used in current level
960 * added possibility for multiple CE changes per frame (experimental)
963 * uploaded pre-release (test) version 3.2.0-5 binary and source code
966 * changed "score for each 10 seconds/steps left" to "1 second/step"
967 * added own score for collecting "extra time" instead of sharing it
968 * added change events "switched by player" and "player switches <e>"
969 * added change events "snapped by player" and "player snaps <e>"
970 * added "set player artwork: <element choice>" to CE action options
971 * added change event "move of <element>"
974 * added "set player shield: off / normal / deadly" to CE action options
975 * added new player option "use level start element" in level editor
976 to set the correct focus at level start to elements from which the
977 player is created later (this did not work before for cascaded CE
978 changes resulting in creation of the player; it is now also possible
979 to create the player from a yam yam which is smashed at level start)
982 * added "set player speed: frozen (not moving)" to CE action options
983 * added "move player: l/r/u/d/trigger/-trigger" to CE action options
986 * added new player option "block snap field" (enabled by default) to
987 make it possible to show a snapping animation like in Emerald Mine
990 * added dynamic selectboxes to custom element action settings in editor
991 * added "CE value" counter for custom elements (instead of "CE count")
992 * added option to use the last "CE value" after custom element change
993 * added option to use the "CE value" of other elements in CE actions
994 * fixed odd behaviour when pressing time orb in levels w/o time limit
995 * added checkbox "use time orb bug" for older levels that use this bug
998 * added missing configuration settings for the following elements:
999 - EL_TIMEGATE_SWITCH (time of open time gate)
1000 - EL_LIGHT_SWITCH_ACTIVE (time of light switched on)
1001 - EL_SHIELD_NORMAL (time of shield duration)
1002 - EL_SHIELD_DEADLY (time of shield duration)
1003 - EL_EXTRA_TIME (time added to level time)
1004 - EL_TIME_ORB_FULL (time added to level time)
1007 * added "wind direction" as a movement pattern for custom elements
1008 * added initial wind direction for balloon / custom elements to editor
1009 * added functionality for EL_BALLOON_SWITCH_NONE to R'n'D game engine
1012 * added parameters for "game of life" and "biomaze" elements to editor
1015 * added level file chunk "CONF" for generic level and element settings
1018 * uploaded pre-release (test) version 3.2.0-4 binary and source code
1021 * skip empty level sets (with "levels: 0"; may be artwork base sets)
1022 * added sound action ".page[1]" to ".page[32]" for each CE change page
1025 * added image config suffix ".clone_from" to copy whole image settings
1026 * fixed bug with invalid ("undefined") CE settings in old level files
1029 * fixed graphical bug with smashing elements falling faster than player
1032 * fixed major bug which prevented private levels from being edited
1033 * fixed bug with precedence of general and special font definitions
1036 * fixed graphical bug with player animation when player moves slowly
1039 * uploaded pre-release (test) version 3.2.0-3 binary and source code
1042 * fixed bug which prevented "global.num_toons: 0" from working
1045 * major code cleanup (removed all these annoying "#if 0" blocks)
1048 * added custom element actions for CE change page in level editor
1051 * fixed music initialization bug in init.c (thanks to David Binderman)
1052 * fixed mouse wheel "button" bug in editor (thanks to Tomi Belan)
1053 (this bug must probably be fixed at other places, too)
1056 * fixed buggy '#include "SDL.h"' statements in src/libgame/sdl.h
1057 (should be '#include <SDL.h>' instead)
1060 * fixed bug which prevented "walkable from no direction" from working
1061 (due to compatibility code overwriting this setting after loading)
1064 * fixed bug on Mac OS X (use of reserved name "Random") in EM engine
1067 * version number temporarily set to 3.1.1 (intermediate bugfix release)
1068 * version 3.1.1 released
1071 * changed some va_arg() arguments from 'long' to 'int', fixing problems
1072 on 64-bit architecture systems with LP64 data model
1075 * fixed bug with bombs not exploding when hitting the last level line
1076 (introduced after the release of 3.1.0)
1079 * added support for dumping small-sized level sketches from editor
1082 * added recognition of "trigger element" for "change digged element to"
1083 (this is not really what the "trigger element" was made for, but its
1084 use may seem obvious for leaving back digged elements unchanged)
1087 * fixed multiple warnings about failed joystick device initialization
1090 * fixed bug with dynamite dropped on top of just dropped custom element
1091 (collect dynamite, collect CE, drop CE => dynamite was also dropped);
1092 dynamite can still be dropped, but drop key must be released before
1095 * fixed bug with wrong start directory when started from file browser
1096 (due to this bug, R'n'D could not be started from KDE's Konqueror)
1099 * fixed bug causing "change when impact" on player not working
1100 * fixed wrong priority of "hitting something" over "hitting <element>"
1101 * fixed wrong priority of "hit by something" over "hit by <element>"
1104 * fixed graphical bug which caused the player (being Murphy) to show
1105 collecting animations although the element was collected by penguin
1108 * fixed two bugs causing wrong door background graphics in system.c
1109 (in functions "SetBackgroundBitmap()" and "DrawingOnBackground()")
1112 * fixed graphic bug with exploding bomb and R'n'D graphics in EM engine
1113 * added "no direction" to "walkable/passable from" selectbox options
1116 * enhanced tape autoplay to accept "autoplay <set> [<nr> ...]" format
1117 * in tape autoplay, not only report broken, but also missing tapes
1120 * uploaded pre-release (test) version 3.2.0-2 binary and source code
1123 * fixed small bug with "linear" animation not working for active lamp
1126 * fixed bug with moving up despite gravity due to "block last field"
1127 * fixed small bug with wrong draw offset when typing name in main menu
1128 * when reading user names from "passwd", ignore data after first comma
1129 * when creating new "levelinfo.conf", only write some selected entries
1132 * fixed displaying "imported from/by" on preview with empty string
1133 * fixed ignoring draw offset for fonts used for level preview texts
1136 * fixed a delay problem with SDL and too many mouse motion events
1137 * added setup option "skip levels" and level skipping functionality
1140 * added move speed "not moving" for non-moving CEs, but with direction
1143 * fixed mapping of obsolete element token names in "editorsetup.conf"
1144 * fixed bug with sound "acid.splashing" treated as a loop sound
1145 * fixed some little sound bugs in native EM engine
1148 * fixed small bug when dragging scrollbars to end positions
1151 * added editor element descriptions written by Aaron Davidson
1154 * improved fallback handling when configured artwork is not available
1155 (now using default artwork instead of exiting when files not found)
1158 * fixed bug on level selection screen when dragging scrollbar
1161 * fixed bug which caused broken tapes when appending to EM engine tapes
1164 * uploaded pre-release (test) version 3.2.0-1 binary and source code
1167 * added code to replace changed artwork config tokens with other tokens
1168 (needed for backwards compatibility, so that older tokens still work)
1171 * added native R'n'D graphics for some new EMC elements in EM engine
1174 * fixed some bugs in the EM engine integration code
1175 * changed EM engine code to allow diagonal movement
1176 * changed EM engine code to allow use of separate snap and drop keys
1179 * fixed some redraw bugs when using EM engine
1182 * fixed bug with not converting RND levels which are set to use native
1183 engine to native level structure when loading
1186 * uploaded pre-release (test) version 3.2.0-0 binary and source code
1189 * version number set to 3.2.0
1192 * level data now reset to defaults after attempt to load invalid file
1195 * added use of "editorsetup.conf" for different level sets
1198 * added auto-detection for various types of Emerald Mine level files
1201 * fixed bug with scrollbars getting too small when list is very large
1204 * fixed bug with 3+3 (cross) sized explosion not making explosion sound
1207 * added most level editor configuration gadgets for new EMC elements
1210 * added more element and graphic definitions for new EMC elements
1213 * modified native EM engine to use integrated R'n'D sound system
1216 * added SDL support to graphics functions in native EM engine
1217 (by always using generic libgame interface functions)
1220 * fixed bug in frame synchronization in native EM engine
1223 * added code to convert levels between R'n'D and native EM engine
1226 * new Emerald Mine engine can now play levels selected in main menu
1229 * fixed big memory leak in function "CreateBitmapWithSmallBitmaps()"
1230 (which creates scaled down graphics for level editor and preview);
1231 there's still a memory leak somewhere in the artwork handling code
1232 * added "scale image up" functionality to X11 version of zoom function
1235 * first attempts to integrate new, native Emerald Mine Club engine
1238 * fixed bug in gadget code which caused reset of CEs in level editor
1239 (example: pressing 'b' [grab brush] on CE config page erased values)
1240 (solution: check if gadgets in ClickOnGadget() are really mapped)
1241 * improved level change detection in editor (settings now also checked)
1242 * fixed bug with "can move into acid" and "don't collide with" state
1245 * fixed maze runner style CEs to use the configured move delay value
1248 * added Aaron Davidson's tutorial level set to the "Tutorials" section
1251 * fixed engine change that broke 3.0.8 levels like "Walpurgis Gardens"
1252 * fixed the above fix because it broke level set "machine" (*sigh*)
1253 * fixed random element placement in level editor to work as expected
1254 * fixed undefined graphic of runtime element "EL_AMOEBA_TO_DIAMOND"
1257 * re-recorded tape for BD2K3, level 010 (broken due to bugfix)
1260 * fixed bug (missing array boundary check) which caused broken tapes
1261 * fixed bug (when loading level template) which caused broken levels
1262 * fixed bug with new block last field code when using non-yellow player
1265 * fixed bug when pressing "stop, pause, stop, play" on tape recorder
1266 * internal change of how the player blocks the last field when moving
1267 * fixed blocking delay of last field for EM and SP style block delay
1268 * fixed bug where the player had to wait for the usual move delay after
1269 unsuccessfully trying to move, when he directly could move after that
1270 * the last two changes should make original Supaplex level 93 solvable
1271 * improved use of random number generator to make it less predictable
1272 * fixed behaviour of slippery SP elements to let slip left, then right
1275 * fixed bug with wrong door state after trying to quickload empty tape
1276 * fixed waste of static memory usage of the binary, making it smaller
1277 * fixed very little graphical bug in Supaplex explosion
1280 * version number set to 3.1.1
1283 * version 3.1.0 released
1286 * fixed bug with crash when writing user levelinfo.conf the first time
1289 * added option "convert LEVELDIR [NR]" to command line batch commands
1290 * re-converted Supaplex levels to apply latest engine fixes
1291 * changed "use graphic/sound of element" to "use graphic of element"
1292 due to compatibility problems with some levels ("bug machine" etc.)
1295 * fixed bug with CE change replacing player with same or other player
1298 * fixed bug with opaque font in envelope with background graphic when
1299 background graphic is not transparent itself
1302 * added "gravity on" and "gravity off" ports for Supaplex compatibility
1303 * corrected original Supaplex level loading code to use these new ports
1304 * also corrected Supaplex loader to auto-count infotrons if set to zero
1307 * fixed bug with missing initialization of "modified" flag for GEs
1310 * fixed bug that caused endless recursion loop when relocating player
1311 * fixed tape recorder bug in "step mode" when using "pause before end"
1312 * fixed tape recorder bug when changing from "warp forward" mode
1315 * fixed bug with "when touching" for pushed elements at last position
1318 * fixed bug that caused two activated toolbox buttons in level editor
1319 * fixed bug with exploding dynabomb under player due to other explosion
1322 * fixed bug with creating walkable custom element under player (again)
1323 * fixed bug with not copying explosion type when copying CEs in editor
1324 * fixed graphical bug when drawing player in setup menu (input devices)
1325 * fixed graphical bug when the player is pushing an accessible element
1326 * fixed bug with classic switchable elements triggering CE changes
1327 * fixed bug with entering/leaving walkable element in RelocatePlayer()
1328 * fixed crash bug when CE leaves behind the trigger player element
1331 * fixed bug with broken tubes after placing/exploding dynamite in them
1332 * fixed bug with exploding dynamite under player due to other explosion
1333 * fixed bug with not resetting push delay under certain circumstances
1336 * added option "handicap" for "levelinfo.conf" (thanks to Niko Böhm)
1337 * added network multiplayer code for Windows (thanks to Niko Böhm)
1340 * added option "reachable despite gravity" for gravity movement
1341 * changed gravity movement of most classic walkable and passable
1342 elements back to "not reachable" (for compatibility reasons)
1345 * fixed (removed) "indestructible" / "can explode" dependency in editor
1346 * fixed (removed) "accessible inside" / "protected" dependency
1347 * fixed (removed) "step mode" / "shield time" dependency
1350 * fixed dynabombs exploding now into anything diggable
1351 * fixed Supaplex style gravity movement into buggy base now impossible
1352 * added pressing key "space" as valid action to select menu options
1355 * added "replace when walkable" to relocate player to walkable element
1356 * added "enter"/"leave" event for elements affected by relocation
1357 * fixed "direct"/"indirect" change order also for "when change" event
1358 * fixed graphical bug when pushing things from elements walkable inside
1361 * fixed graphic bug when player is snapping while moving in old levels
1362 * fixed bug when a moving custom element leaves a player element behind
1363 * fixed bug with mole not disappearing when moving into acid pool
1364 * fixed bug with incomplete path setting when using "--basepath" option
1365 * moving CE can now leave walkable elements behind under the player
1366 * when relocating, player can be set on walkable element now
1367 * fixed another gravity movement bug
1370 * uploaded pre-release (test) version 3.1.0-2 binary and source code
1373 * added "collectible" and "removable" to extended replacement types
1374 (where "removable" replaces "diggable" and "collectible" elements)
1375 * added "collectible & throwable" (to throw element to the next field)
1376 * fixed bug with CEs digging elements that are just about to explode
1377 * changed mouse cursor now always being visible when game is paused
1380 * added possibility to push/press accessible elements from a side that
1382 * fixed bug with not setting actual date when appending to tape
1385 * fixed bug with incorrectly initialized custom element editor graphics
1388 * corrected set "Contributions_1995-2000/rnd_kjell_kristiansson":
1389 - number of levels corrected from 18 to 17 in "levelinfo.conf"
1392 * fixed bug with destroyed robot wheel still attracting robots forever
1393 * fixed bug with time gate switch deactivating after robot wheel time
1394 (while the time gate itself is not affected by this misbehaviour)
1395 * changed behaviour of BD style amoeba to always get blocked by player
1396 (before it was different when there were non-BD elements in level)
1397 * fixed bug with player destroying indestructable elements with shield
1400 * added option to make growing elements grow into anything diggable
1401 (for the various amoeba types, biomaze and "game of life")
1404 * fixed bug with movable elements not moving after left behind by CEs
1405 * changed gravity movement to anything diggable, not only sand/base
1406 * optionally allowing passing to walkable element, not only empty space
1407 * added option "can pass to walkable element" for players
1408 * finally fixed gravity movement (hopefully)
1411 * fixed bug with movable elements not moving anymore after falling down
1414 * fixed another bug with custom elements digging and leaving elements
1415 * fixed bug with "along left/right side" and automatic start direction
1416 * trigger elements now also displayed when "more custom" deactivated
1417 * fixed bug with clipboard element initialized when loading new level
1418 * added option "drop delay" to set delay before dropping next element
1421 * uploaded pre-release (test) version 3.1.0-1 binary and source code
1424 * added copy and paste functions for custom change pages
1425 * enhanced graphical display and functionality of tape recorder
1426 * fixed bug with custom elements digging and leaving elements
1429 * added move speed faster than "very fast" for custom elements
1430 * fixed bug with 3+3 style explosions and missing border content
1431 * fixed little bug when copying custom elements in the editor
1432 * enhanced custom element changes by more side trigger actions
1435 * added option "no scrolling when relocating" for instant teleporting
1436 * uploaded pre-release (test) version 3.1.0-0 binary and source code
1439 * added trigger element and trigger player to use as target elements
1440 * added copy and paste functions for custom and group elements
1443 * fixed graphical bug when displaying explosion animations
1444 * fixed bug when appending to tapes, resulting in broken tapes
1445 * re-recorded a few tapes broken by fixing gravity checking bug
1448 * "can move into acid" property now for all elements independently
1449 * "can fall into acid" property for player stored in same bitfield now
1450 * added option for deadliness of Supaplex 'sniksnak' and 'electron'
1451 * version number set to 3.1.0 (finally!)
1454 * changed tape recording to only record input, not programmed actions
1457 * fixed totally broken (every 8th frame skipped) step-by-step recording
1458 * fixed bug with requester not displayed when quick-loading interrupted
1459 * added option "can fall into acid (with gravity)" for players
1460 * fixed bug with player not falling when snapping down with gravity
1463 * fixed bug which messed up key config when using keypad number keys
1466 * fixed bug which allowed moving upwards even when gravity was active
1467 * fixed bug with missing error handling when dumping levels or tapes
1470 * added different colored editor graphics for Supaplex gravity tubes
1473 * fixed bug that allowed solvable tapes for unsolvable levels
1476 * use unlimited number of droppable elements when "count" set to zero
1477 * added option to use step limit instead of time limit for level
1480 * added player and change page as trigger for custom element change
1483 * fixed bug with exploding amoeba (explosion 3x3 instead of 1x1)
1486 * fixed bug with dark yamyam changing to acid when moving over acid
1487 * fixed handling of levels with more than 999 seconds level time
1488 (example: level 76 of "Denmine")
1491 * "spring push bug" reintroduced as configurable element property
1492 * fixed bug with missing properties for "mole"
1493 * fixed bug that showed up when fixing the above "mole" properties bug
1494 * added option "can move into acid" for all movable elements
1495 * fixed graphical bug for elements moving into acid
1496 * changed event handling to handle all pending events before going on
1499 * fixed bug which caused all CE change pages to be ignored which had
1500 the same change event, but used a different element side
1501 (reported by Simon Forsberg)
1503 * fixed bug which caused elements that can move and fall and that are
1504 transported by a conveyor belt to continue moving into that direction
1505 after leaving the conveyor belt, regardless of their own movement
1506 type; only elements which can not move are transported now
1507 (reported by Simon Forsberg)
1509 * fixed bug which could cause an array overflow in RelocatePlayer()
1510 (reported by Niko Böhm)
1512 * changed Emerald Mine style "passable / over" elements to "protected"
1513 (fixing unsolvable level 10 of "Bondmine 9" with bug beside gate)
1515 * added new option to select from which side a "walkable/passable"
1516 element can be entered
1519 * added explosion and ignition delay for elements that can explode
1522 * fixed bug which caused player not being protected against enemies
1523 when a CE was "walkable / inside" and was not "indestructible"
1524 * added "walkable/passable" fields to be "protected/unprotected"
1525 against enemies, even if not accessible "inside" but "over/under"
1528 * corrected move pattern to 32 bit and initial move direction to 8 bit
1531 * added second custom element base configuration page
1534 * added some special EMC mappings to Emerald Mine level loader
1535 (also covering previously unknown element in level 0 of "Bondmine 8")
1538 * added option to block last field when player is moving (for Supaplex)
1539 * adjusted push delay of Supaplex elements
1540 * removed delays for envelopes etc. when replaying with maximum speed
1541 * fixed bug when dropping element on a field that just changed to empty
1544 * fixed bug: infotrons can now smash yellow disks
1545 * fixed bug: when gravity active, port above player can now be entered
1546 * removed "one white dot" mouse pointer which irritated some people
1549 * added "choice type" for group element selection
1552 * fixed bug with initial invulnerability of non-yellow player
1555 * added level loader for loading native Supaplex packed levels
1556 (including multi-part levels like the "splvls99" levels)
1559 * fixed bug which allowed creating emeralds by escaping explosions
1562 * custom elements can change (limited) or leave (unlimited) elements
1563 * finally added multiple matches using group elements
1564 * added shortcut to dump brush (type ":DB" in editor) for use in forum
1567 * added new start movement type "previous" for continued CE movement
1568 * added new start movement type "random" for random CE movement start
1571 * added new element "sokoban_field_player" needed for Sokoban levels
1572 (thanks to Ed Booker for pointing this out!)
1575 * added elements that can be digged or left behind by custom elements
1578 * added group elements for multiple matches and random element creation
1581 * fixed some graphical errors displayed in old levels
1584 * fixed wrong double speed movement after passing closing gates
1587 * added level loader for loading native Emerald Mine levels
1590 * changes for "shooting" style CE movement
1593 * Happy New Year! ;-)
1596 * changed default snap/drop keys from left/right Shift to Control keys
1599 * fixed bug with dead player getting reanimated from custom element
1602 * fixed bug with wrong penguin graphics (when entering exit)
1605 * fixed bug with wrong "Murphy" graphics (when digging etc.)
1608 * version number set to 3.0.9
1611 * version 3.0.8 released
1614 * added function checked_free()
1617 * fixed bug with double nut cracking sound
1618 (by eliminating "default element action sound" assignment in init.c)
1621 * fixed crash when no music info files are available
1624 * fixed boring and sleeping sounds
1627 * added "maze runner" and "maze hunter" movement types
1628 * added extended collision conditions for custom elements
1631 * added warnings for undefined token values in artwork config files
1634 * added menu entry for level set information to the info screen
1637 * fixed bug with wrong default impact sound for colored emeralds
1640 * added several sub-screens for the info screen
1641 * menu text now also clickable (not only blue/red sphere left of it)
1644 * added configurable "bored" and "sleeping" animations for the player
1645 * added "awakening" sound for player when waking up after sleeping
1648 * added "copy" and "exchange" functions for custom elements to editor
1651 * added configurable element animations for info screen
1654 * added configurable music credits for info screen
1657 * finally fixed tape recording when player is created from CE change
1660 * added "editorsetup.conf" for editor element list configuration
1663 * added "musicinfo.conf" for menu and level music configuration
1666 * fixed a very nasty bug in dragon turning code in TurnRoundExt()
1667 (that only showed up on Linux, but not on Windows systems)
1670 * fixed turning movement of butterflies and fireflies (no frame reset)
1671 * enhanced sniksnak turning movement (two steps instead of only one)
1674 * version number set to 3.0.8
1677 * version 3.0.7 released
1680 * fixed reset of player animation frame when, for example,
1681 walking, digging or collecting share the same animation
1682 * fixed CE with "deadly when touching" exploding when touching amoeba
1685 * fixed tape recording when player is created from CE element change
1688 * introduced "turning..." action graphic for elements with move delay
1689 (non-CE: bug, spaceship, sniksnak, mole, pacman, yamyam)
1690 * added turning animations for bug, spaceship and sniksnak
1693 * prevent "extended" changed elements from delay change in same frame
1696 * fixed bug when pushing element that can move away to the side
1697 (like pushing falling elements, but now with moving elements)
1700 * finally fixed serious bug in code for delayed element pushing (again)
1703 * unavailable setup options now marked as "n/a" instead of "off"
1704 * new boolean directive "latest_engine" for "levelinfo.conf": when set
1705 to "true", levels are always played with the latest game engine,
1706 which is desired for levels that are imported from other games; all
1707 other levels are played with the engine version stored in level file
1708 (which is normally the engine version the level was created with)
1711 * fixed serious bug in code for delayed element pushing
1712 * fixed little bug in animation frame selection for pushed elements
1713 * speed-up of reading config file for verbose output
1716 * added configuration option for opening and closing Supaplex exit
1717 * added configuration option for moving up/down animation for Murphy
1718 * fixed incorrectly displayed animation for attacking dragon
1719 * fixed bug with not setting initial gravity for each new game
1720 * fixed bug with teleportation of player by custom element change
1721 * fixed bug with player not getting smashed by rock sometimes
1724 * version number set to 3.0.7
1727 * version 3.0.6 released
1730 * added support for MP3 music for SDL version through SMPEG library
1733 * fixed bug when initializing font graphic structure
1734 * fixed bug with animation mode "pingpong" when using only 1 frame
1735 * fixed bug with extended change target introduced in 3.0.5
1736 * fixed bug where passing over moving element doubles player speed
1737 * fixed bug with elements continuing to move into push direction
1738 * fixed bug with duplicated player when dropping bomb with shield on
1739 * added "switching" event for custom elements ("pressing" only once)
1740 * fixed switching bug (resetting flag when not switching but not idle)
1743 * fixed element tokens for certain file elements with ".active" etc.
1746 * version number set to 3.0.6
1749 * version 3.0.5 released
1752 * now four envelope elements available
1753 * font, background, animation and sound for envelope now configurable
1754 * main menu doors opening/closing animation type now configurable
1757 * active/inactive sides configurable for custom element changes
1758 * new movement type "move when pushed" available for custom elements
1761 * fixed bug in multiple config pages loader code that caused crashes
1764 * enhanced (remaining low-resolution) Supaplex graphics
1767 * version number set to 3.0.5
1770 * version 3.0.4 released
1772 2003-09-12 src/tools.c
1773 * fixed bug in custom definition of crumbled element graphics
1775 2003-09-11 src/files.c
1776 * fixed bug in multiple config pages code that caused crashes
1779 * version number set to 3.0.4
1782 * version 3.0.3 released
1785 * added music to Supaplex classic level set
1787 2003-09-07 src/libgame/misc.c
1788 * added support for loading various music formats through SDL_mixer
1790 2003-09-06 (various source files)
1791 * fixed several nasty bugs that may have caused crashes on some systems
1792 * added envelope content which gets displayed when collecting envelope
1793 * added multiple change event pages for custom elements
1795 2003-08-24 src/game.c
1796 * fixed problem with player animation when snapping and moving
1798 2003-08-23 src/screens.c, src/cartoons.c, src/libgame/toons.c
1799 * fixed problem with flickering when drawing toon animations
1801 2003-08-23 src/libgame/sdl.c
1802 * fixed problem with setting mouse cursor in SDL version in fullscreen
1804 2003-08-23 src/game.c
1805 * fixed bug (missing array boundary check) which could crash the game
1808 * version number set to 3.0.3
1811 * version 3.0.2 released
1813 2003-08-21 src/game.c
1814 * fixed bug with creating inaccessible elements at player position
1816 2003-08-20 src/init.c
1817 * fixed bug with not finding current level artwork directory
1819 2003-08-20 src/files.c
1820 * fixed bug with choosing wrong engine version when playing tapes
1821 * fixed bug with messing up custom element properties in 3.0.0 levels
1824 * version number set to 3.0.2
1827 * version 3.0.1 released
1829 2003-08-17 (no source files affected)
1830 * changed all "classic" PCX image files with 16 colors or less to
1831 256 color (8 bit) storage format, because the Allegro game library
1832 cannot handle PCX files with less than 256 colors (contributed
1833 graphics are not affected and might look wrong in the DOS version)
1835 2003-08-16 src/init.c
1836 * fixed bug which (for example) crashed the level editor when defining
1837 "dynamite.EDITOR: [NONE]", because graphics may not be undefined
1838 (only set to default) -- invalid graphics now set to default graphic
1840 2003-08-16 src/init.c
1841 * fixed graphical bug of player digging/collecting/snapping element
1842 when no corresponding graphic/animation is defined for this action,
1843 resulting in player being drawn as EL_EMPTY (which should only be
1844 done to elements being collected, but not to the player)
1846 2003-08-16 src/game.c
1847 * fixed small graphical bug of player not totally moving into exit
1849 2003-08-16 src/libgame/setup.c
1850 * fixed bug with wrong MS-DOS 8.3 filename conversion
1852 2003-08-16 src/tools.c
1853 * fixed bug with invisible mouse cursor when pressing ESC while playing
1855 2003-08-16 (various source files)
1856 * added another 128 custom elements (disabled in editor by default)
1858 2003-08-16 src/editor.c
1859 * fixed NULL string bug causing Solaris to crash in sprintf()
1861 2003-08-16 src/screen.c
1862 * fixed drawing over scrollbar on level selection with custom fonts
1864 2003-08-15 src/game.c
1865 * cleanup of simple sounds / loop sounds / music settings
1867 2003-08-08 (various source files)
1868 * added custom element property for dropping collected elements
1870 2003-08-08 src/conf_gfx.c
1871 * fixed bug with missing graphic for active red disk bomb
1873 2003-08-07 src/files.c, src/editor.c src/game.c, src/main.h
1874 * extended variable "level.gravity" to "level.initial_gravity" and
1875 "game.current_gravity" to prevent level setting from being changed
1876 by playing the level (keeping the runtime value after playing)
1878 * fixed graphics bug when digging element that has 'crumbled' graphic
1879 definition, but not 'diggable' graphic definition
1882 * version number set to 3.0.1
1885 * version 3.0.0 released
1888 * various bug fixes; among others:
1889 - fixed bug with pushing spring over empty space
1890 - fixed bug with leaving tube while placing dynamite
1891 - fixed bug with explosion of smashed penguins
1892 - allow Murphy player graphic in levels with non-Supaplex elements
1896 * I have forgotten to document changes for some time
1899 * pre-release version 2.2.0rc1 released
1902 * version number set to 2.1.2
1905 * version 2.1.1 released
1908 * version number set to 2.1.1
1911 * version 2.1.0 released
1914 * version number set to 2.1.0
1916 2002-04-03 to 2002-05-19 (various source files)
1917 * graphics, sounds and music now fully configurable
1918 * bug fixed that prevented walking through tubes when gravity on
1920 2002-04-02 src/events.c, src/editor.c
1921 * Make Escape key less aggressive when playing or when editing level.
1922 This can be configured as an option in the setup menu. (Default is
1923 "less aggressive" which means "ask user if something can be lost"
1924 when pressing the Escape key.)
1926 2002-04-02 src/screen.c
1927 * Added "graphics setup" screen.
1929 2002-04-01 src/screen.c
1930 * Changed "choose level" setup screen stuff to be more generic (to
1931 make it easier to add more "choose from generic tree" setup screens).
1933 2002-04-01 src/config.c, src/timestamp.h
1934 * Added source files "src/config.[ch]" and "src/timestamp.h" (which
1935 automatically gets created by "src/Makefile" and contains an actual
1936 compile-time timestamp to identify development versions of the game).
1938 2002-03-31 src/tape.c, src/events.c
1939 * Added quick game/tape save/load functions to tape stuff which can be
1940 invoked by a keyboard shortcut. Default: "F1" saves game/tape, "F2"
1941 loads previously recorded tape and directly goes into recording mode
1942 from the end of the tape (therefore appending to the tape).
1944 2002-03-31 src/tape.c
1945 * Added "index mark" function to tape recorder. When playing or
1946 recording, "eject" button changes to "index" button. Setting index
1947 mark is not yet implemented, but pressing index button when playing
1948 allows very quick advancing to end of tape (when normal playing),
1949 very fast forward mode (when playing with normal fast forward) or
1950 very fast reaching of "pause before end of tape" (when playing with
1951 "pause before end" playing mode).
1953 2002-03-30 src/cartoons.c
1954 * Moved some stuff from cartoons.c to the new "src/libgame/toons.c".
1956 2002-03-29 src/screen.c
1957 * Changed setup screen stuff to be more generic (to make it easier
1958 to add more setup screens).
1960 2002-03-23 src/main.c, src/main.h
1961 * Various changes due to the introduction of the new libgame files
1962 "setup.c" and "joystick.c".
1964 2002-03-23 src/files.c
1965 * Generic parts of "src/files.c" (mainly setup and level directory
1966 stuff) moved to new libgame file "src/libgame/setup.c".
1968 2002-03-23 src/joystick.c
1969 * File "src/joystick.c" moved to libgame source tree, with
1970 correspondig changes.
1972 2002-03-22 src/screens.c
1973 * "HandleChooseLevel()": Another bug in level series navigation fixed.
1974 (Wrong level series information displayed when entering main group.)
1976 2002-03-22 src/editor.c
1977 * Slight change to support new gadget event "GD_EVENT_INFO_LEAVING".
1979 2002-03-22 src/editor.c
1980 * Changed behaviour of "Escape" key in level editor to be more
1981 intuitive: When in "Element Properties" or "Level Info" mode,
1982 return to "Drawing Mode" instead of leaving the level editor.
1984 2002-03-21 src/game.c, src/editor.c, src/files.c
1985 * 2.0.1 introduced the corrected "Emerald Mine" style behaviour of
1986 gems (emeralds, diamonds, ...) slipping down from normal wall,
1987 steel wall and growing wall (as in E.M.C. style levels). Although
1988 the behaviour of contributed and private levels wasn't changed (due
1989 to the use of "level.game_version"; see previous entry), editing
1990 those levels will (of course) change the behaviour accordingly.
1992 This change seems a bit too hard after thinking about it, because
1993 the EM style behaviour is not the "expected" behaviour (gems would
1994 normally only slip down from "rounded" walls). Therefore this was
1995 now changed to an element property for gem style elements, with the
1996 default setting "off" (which means: no special EM style behaviour).
1997 To fix older converted levels, this flag is set to "on" for pre-2.0
1998 levels that are neither contributed nor private levels.
2000 2002-03-20 src/files.h
2001 * Corrected settings for "level.game_version" depending of level type.
2002 (Contributed and private levels always get played with game engine
2003 version they were created with, while converted levels always get
2004 played with the most recent version of the game engine, to let new
2005 corrections of the emulation behaviour take effect.)
2007 2002-03-20 src/main.h
2008 * Added "#include <time.h>". This seems to be needed by "tape.c" for
2009 compiling the SDL version on some systems.
2010 Thanks to the several people who pointed this out.
2013 * Version number set to 2.0.2.
2016 * Version 2.0.1 released.
2018 2002-03-18 src/screens.c
2019 * "HandleChooseLevel()": Small bug in level series navigation fixed.
2021 2002-03-18 src/files.c [src/libgame/misc.c]
2022 * Moved some common functions from src/files.c to src/libgame/misc.c.
2024 2002-03-18 src/files.c [src/libgame/misc.c]
2025 * Changed permissions for new directories and saved files (especially
2026 score files) according to suggestions of Debian users and mantainers.
2027 Thanks to Drew Parsons <dparsons@emerall.com> for the patch.
2029 2002-03-17 src/files.c
2030 * Changed "{Load|Save}{Level|Tape}()" to IFF style file format:
2031 Replaced "cookie" header string ("ROCKSNDIAMONDS_...\n") with
2032 real IFF style header "RND1....XXXX" (where "XXXX" is "CAVE"
2033 for levels and "TAPE" for tapes). Old "cookie" style format is
2034 still supported for reading. New level and tape files are written
2037 * New IFF chunk "VERS" contains version numbers for file and game
2038 (where "game version" is the version of the program that wrote the
2039 file, and "file version" is a version number to distinguish files
2040 with different format, for example after adding new features).
2042 2002-03-15 src/screen.c
2043 * "DrawHallOfFame()": "FadeSounds()" when entering the hall of fame.
2044 (Before, you heard a mixture of the in-game music and the
2045 hall-of-fame music.)
2047 2002-03-14 src/events.c
2048 * Function "DumpTape()" (files.c) now available by pressing 't' from
2049 main menu (when in DEBUG mode).
2051 2002-03-14 src/game.c
2052 * "GameWon()": When game was won playing a tape, now there is no delay
2053 raising the score and no corresponding sound is played.
2055 2002-03-14 src/files.c
2056 * Changed "LoadTape()" for real chunk support and also adjusted
2057 "SaveTape()" accordingly.
2059 2002-03-14 src/game.c, src/tape.c, src/files.c
2060 * Important changes to tape format: The old tape format stored all
2061 actions with a real effect with a corresponding delay between the
2062 stored actions. This had some major disadvantages (for example,
2063 push delays had to be ignored, pressing a button for some seconds
2064 mutated to several single button presses because of the non-action
2065 delays between two action frames etc.). The new tape format just
2066 stupidly records all device actions and replays them later. I really
2067 don't know why I haven't solved it that way before?! Old-style tapes
2068 (with tape file version less than 2.0) get converted to the new
2069 format on-the-fly when loading and can therefore still be played;
2070 only some minor parts of the old-style tape handling code was needed.
2071 (A perfect conversion is not possible, because there is information
2072 missing about the device actions between two action frames.)
2074 2002-03-14 src/files.c
2075 * New function "DumpTape()" to dump the contents of the current tape
2076 in a human readable format.
2078 2002-03-14 src/game.c
2079 * Small tape bug fixed: When automatically advancing to next level
2080 after a game was won, the tape from the previous level still was
2081 loaded as a tape for the new level.
2083 2002-03-14 src/tape.c
2084 * Small graphical bug fixed: When pressing ""Record" or "Play" on
2085 tape, cartoons did not get completely removed because
2086 StopAnimation() was not called.
2088 2002-03-13 src/files.c
2089 * Changed "LoadLevel()" and "SaveLevel()" to add new chunk "CNT2".
2090 Fixed bug of "CONT" and "BODY" (chunk size was set to 8-bit element
2091 size even when using 16-bit elements). Added new chunk "CNT2" for
2092 16-bit amoeba content (previously written in 8-bit field in "HEAD"
2093 chunk even when content was 16-bit element). "CNT2" should now be
2094 able to store content for arbitrary elements (up to eight blocks of
2095 3 x 3 element arrays). All "CNT2" elements will always be stored as
2096 16-bit elements. "CONT" (with 8/16-bit elements) now obsolete.
2098 2002-03-13 src/files.c
2099 * Changed "LoadLevel()" for real chunk support.
2101 2002-03-12 src/game.c
2102 * Fixed problem (introduced after 2.0.0 release) with penguins
2103 not getting killed by enemies
2105 2002-02-24 src/game.c, src/main.h
2106 * Added "player->is_moving"; now "player->last_move_dir" does
2107 not contain any information if the player is just moving at
2109 Before, "player->last_move_dir" was misused for this purpose
2110 for the robot stuff (robots don't kill players when they are
2111 moving). But setting "player->last_move_dir" to MV_NO_MOVING
2112 broke tapes when walking through pipes!
2113 ("IS_MOVING()" uses "MovPos[][]", but this fails when it is 0
2114 in a continuous movement. This fact is ignored for friends and