2 * changed design and size of element drawing area in level editor
3 * added "element used as action parameter" to element change actions
6 * added possibility to reanimate player immediately after his death
7 (for example, by "change to <player> when explosion of <player>")
10 * fixed bug with "gray" white door not being uncovered by magnifier
11 * added score for collecting (any) key to the white key config page
14 * added condition "deadly when <getting hit by>" for custom elements
15 that behaves a bit like the existing "deadly when <colliding with>",
16 but with the following differences:
17 - it only kills players or friends when it was moving before it hits
18 - it does not kill players or friends that try to run into it
21 * fixed the following change conditions where a player element is used
22 as the "element that is triggering the custom element change":
25 - explosion of <element>
27 (the last two conditions already worked partially, but only for the
28 first player, and not for the "Murphy" player when using "move of")
31 * fixed crash bug caused by accessing invalid element (with value -1)
32 in UpdateGameControlValues()
33 * fixed graphical bug when using two-tile movement animations with EMC
34 game engine without explicitly using native EMC graphics engine
37 * fixed bug in new "can dig" feature (see below) so that an unsuccessful
38 try to push something (due to push delay) does not cause a dig action
41 * fixed bug with reference elements used as trigger elements on custom
42 element change pages not being recognized
43 * fixed bug with reference elements not being removed from the playfield
44 * added engine functionality that allows custom elements that "can dig"
45 other elements not only to do so when moving by themselves, but also
46 when being pushed by the player (therefore adding the functionality to
47 push one element over another element, replacing it with the new one)
50 * added command line function to write level sketch images to directory
53 * merged override and auto-override options into new override options
54 with a new data type than can take the values "no", "yes" and "auto"
57 * fixed growing steel wall to also leave behind steel wall instead of
58 normal, destructible wall
59 * fixed handling of rocks falling through stacks of quicksand with
60 different speed (before, the rocks just got stuck in the quicksand)
63 * fixed nasty bug with auto-override and normal override not working on
64 program startup (especially when current level set has custom artwork)
67 * version 3.2.5 released as special edition "R'n'D jue"
70 * fixed X11 crash bug when blitting masked title screens over background
73 * changed build system to support special editions (like "R'n'D jue")
74 * added (hardcoded) loading graphics for "R'n'D jue" special edition
75 * fixed X11 crash bug when scaling images with width/height less than 32
78 * added "background.PLAYING" (only visible as two-pixel border in game)
79 * added default level set for first start of special R'n'D version
80 * changed door animations for editor always behaving like "quick doors"
83 * added new custom artwork setup option "auto-override non-CE sets" for
84 automatic artwork override that is only used for level sets without
85 custom element artwork (as it does not make much sense to override
86 any artwork that redefines custom element artwork for sets using CEs)
87 * fixed default artwork for "special" R'n'D versions always using the
88 "classic" artwork as the base if base artwork is not explicitly
89 defined in "levelinfo.conf", regardless of different default artwork
90 used by the special R'n'D version -- this is needed because any such
91 custom artwork is designed using the "classic" artwork definitions as
92 the base (including menu definitions and screen positions etc., which
93 would otherwise be taken from the different special default artwork)
96 * fixed drawing of animated "quicksand.filling" and "quicksand.emptying"
97 for both EMC and R'n'D graphics engine (heavy workarounds needed due
98 to massively broken handling of quicksand in R'n'D game engine)
99 * fixed off-limits access to array in DrawLevelFieldCrumbledSandExt()
100 * fixed crash bug (hopefully) when scrolling with cursor keys in editor
103 * fixed small bug in toon drawing (introduced when fixing the crash bug)
106 * added graphics definition "game.panel.highscore" to display the
107 current levels current high score in the game panel
110 * version number set to 3.2.5
113 * version 3.2.4 released
116 * fixed crash bug in toon drawing functions for large step offset values
119 * fixed some problems with displaying game panel when quick-loading tape
122 * fixed (experimental only) redrawing of every tile per frame (even if
123 unneeded) for the extended (R'n'D based) EMC graphics engine
124 * added optimization to only calculate element count for panel display
125 if really needed (that is, if element count values defined on panel)
126 * fixed problem with special editor door redraw when entering main menu
129 * fixed bug with displaying background for title messages on info screen
130 * some code cleanup for the extended (R'n'D based) EMC graphics engine
133 * fixed bug with CE action "move player" always resulting in player 4
134 if there was a CE action with no trigger player (because the player
135 element was calculated by using log_2() from trigger player bits with
136 the value PLAYER_BITS_ANY) -- this is now fixed by also storing the
137 triggering player bit mask and handling all players in "move player"
138 * fixed bug when defined artwork cannot be found for artwork that has
139 default artwork cloned from other artwork (without default filename)
140 * added several fixes to the extended (R'n'D based) EMC graphics engine
143 * fixed broken editor copy and paste for custom elements between levels
146 * title messages are now also searched in graphics artwork directory;
147 those found in graphics directory have precendence over those found
148 in level directory -- this handles title messages stored in graphics
149 directories as part of the artwork set, just like title images; this
150 makes sense, as corresponding special font definitions for messages
151 are usually defined in the same graphics artwork directory, and also
152 because title images and title messages that are combined in a level
153 set introduction should usually not be separated when the level set
154 is used with a different artwork set (e.g. using "override graphics")
155 * fixed problem with door borders on main screen by first drawing doors
156 and then the corresponding border masks, but not vice versa
157 * fixed problem with artwork config entries using the value "[DEFAULT]";
158 this does not what one might expect, but sets the value to an invalid
159 value -- solution: simply ignore such entries, which results in this
160 value keeping its previous (real) default value (in general, entries
161 that should use their default value should just not be defined here)
162 * fixed problem with wrong fading area size from main menu to setup menu
165 * fixed problem with broken crumbled graphics after level set changes
166 when using R'n'D custom artwork with level sets using the EMC engine
169 * fixed invisible "joysticks deactivated ..." text on setup input screen
172 * added use of hashes created from static lists (element tokens, image
173 config, font tokens) to speed up lookup of configuration parameters
174 * fixed bug where element and graphic config token lookup was mixed up
177 * added "busy" animation when initializing program and loading artwork
178 * added initialization profiling for program startup (debugging only)
181 * fixed(?) very strange bug apparently triggered by memset() when code
182 was cross-compiled with MinGW cross-compiler for Windows XP platform
183 (this only happened when using SDL.dll also self-compiled with MinGW)
186 * added graphics engine directive "border.draw_masked_when_fading" that
187 enables/disables drawing of border mask over screen that is just faded
190 * fixed small problem with separate fading definition for game screen
193 * added additional configuration directives for setup screen draw offset
194 menu.draw_xoffset.SETUP[XXX] and menu.draw_yoffset.SETUP[XXX] with XXX
195 in GAME, EDITOR, GRAPHICS, SOUND, ARTWORK, INPUT, SHORTCUTS_1,
196 SHORTCUTS_2, CHOOSE_ARTWORK, CHOOSE_OTHER (where "CHOOSE_ARTWORK" is
197 used to define draw offset on custom artwork selection screens and
198 "CHOOSE_OTHER" is used on all other list style selection screens, like
199 choosing game speed or screen mode for fullscreen mode)
200 * added additional configuration directives to define main menu buttons:
201 - menu.button_name and menu.button_name.active
202 - menu.button_levels and menu.button_levels.active
203 - menu.button_scores and menu.button_scores.active
204 - menu.button_editor and menu.button_editor.active
205 - menu.button_info and menu.button_info.active
206 - menu.button_game and menu.button_game.active
207 - menu.button_setup and menu.button_setup.active
208 - menu.button_quit and menu.button_quit.active
209 * added eight pure decoration graphic definitions for the game panel
212 * added support for accessing native Diamond Caves II level packages
213 * fixed displaying of game panel values for Emerald Mine game engine
214 * fixed displaying end-of-level time and score values on new game panel
217 * added game panel control to display arbitrary elements on game panel
218 * added game panel control to display custom element score (globally
219 unique for identical custom elements) either as value or as element
220 * added ".draw_masked" and ".draw_order" to game panel control drawing
223 * fixed some general bugs with handling of ".active" elements and fonts
226 * cleanup of game panel elements (some elements were not really needed)
227 * added displaying of gravity state (on/off) as new game panel control
228 * added animation for game panel elements (similar to game elements)
231 * added new pseudo game mode "PANEL" to define panel fonts and graphics
232 - panel fonts now use ".PANEL" suffix instead of ".PLAYING" suffix
233 - panel graphics now use ".PANEL" suffix instead of ".DOOR" suffix
234 (else graphics would have to use ".PLAYING", which would be confusing)
235 * fixed bug when fading out to game screen with border mask defined
238 * added attribute ".tile_size" for element style game panel controls
241 * added <space> key as additional valid key to use for confirm requester
244 * improved menu fading, adding separate fading definitions for entering
245 and leaving a "content" screen (in general), and optional definitions
246 for the special "content" screens SCORES, EDITOR, INFO and PLAYING
249 * added (currently invisible) setup option to define scroll delay value
250 * fixed small bug in priority handling when auto-detecting level start
251 position in levels without player element (but player from CE etc.)
252 * added option "game.forced_scroll_delay_value" to override user choice
253 of scroll delay value for certain level sets with "graphicsinfo.conf"
254 * replaced setup option "scroll delay: on/off" by new setup option that
255 directly allows selecting the desired scroll delay value from 0 to 8
258 * added displaying of most game panel control elements (not animated)
261 * added new configuration directives to display additional game engine
262 values on the game control panel, like the following examples:
263 - game.panel.time_hh/time_mm/time_ss - level time in HH/MM/SS format
264 - game.panel.penguins - number of penguins to rescue
265 - game.panel.level_name - level name of current level
268 * added support for preview tile sizes "1" and "2" (1x1 and 2x2 pixels)
271 * added new player option "no centering when relocating" for "invisible"
272 teleportations to level areas that look exactly the same, giving the
273 illusion that the player did not relocate at all (this was the default
274 since 3.2.3, but caused visual problems with room creation in "Zelda")
275 * added new menu fading effect "melt", shamelessly stolen from "DOOM"
278 * improved menu fading, adding separate fading definitions for entering
279 and leaving a menu and for fading between menu and "content" screens
280 * fixed small bug with recognizing also ".font_xyz" style definitions
283 * improved menu fading, adding separate fading definitions for fading
284 between menu screens and fading between menu and "destination" screens
287 * titlemessage_initial_x and titlemessage_x set to "[DEFAULT]" in static
288 configuration (set from "[titlemessage_initial]" and "[titlemessage]")
289 * fading settings of "[titlemessage_initial]" and "[titlemessage]" set
290 to "[DEFAULT]" in static configuration (set from "[title_initial]" and
292 * improved title fading, allowing fading animation types "none", "fade"
293 and "crossfade" (including cross-fading of last title to main menu)
296 * added configurability of graphics, sounds and music for title screens,
297 which are separated into initial title screens (only shown once at
298 program startup) and title screens shown for a given level set; these
299 title screens can be composed of up to five title images and up to
300 five title text messages (each drawn using an optional background
301 image), also using background music and/or sounds; aspects like
302 background images, sounds and music of title screens can either be
303 defined generally (valid for all title screens) or specifically (and
304 therefore differently for each title screen) using these directives:
306 to define a background image, sound or music file for all screens:
307 - background.TITLE_INITIAL (for all title screens for game startup)
308 - background.TITLE (for all title screens for level sets)
310 to define a background image, sound or music file for a single screen:
311 - background.titlescreen_initial_x (with x in 1,2,3,4,5)
312 - background.titlescreen_x (with x in 1,2,3,4,5)
313 - background.titlemessage_initial_x (with x in 1,2,3,4,5)
314 - background.titlemessage_x (with x in 1,2,3,4,5)
316 to define the title screen images:
317 - titlescreen_initial_x (with x in 1,2,3,4,5)
318 - titlescreen_x (with x in 1,2,3,4,5)
320 to define the title text messages, place text files into the level set
321 directory that have the following file names:
322 - titlemessage_initial_x.txt (with x in 1,2,3,4,5)
323 - titlemessage_x.txt (with x in 1,2,3,4,5)
325 to define the properties of the text messages, either use directives
326 that affect all text messages:
327 - [titlemessage_initial].<suffix>
328 - [titlemessage].<suffix>
329 or use directives that affect single text messages:
330 - titlemessage_initial_x.<suffix> (with x in 1,2,3,4,5)
331 - titlemessage_x.<suffix> (with x in 1,2,3,4,5)
333 valid values for <suffix> are the same as for readme.<suffix> below;
334 use ".sort_priority" (default: 0) to define an arbitrary order for
335 title images and title messages (which can therefore be mixed)
338 * added full configurability of "readme.txt" screen appearance:
339 - readme.x: <left position used with alignment>
340 - readme.y: <top position>
341 - readme.width: <maximim text width in pixels>
342 - readme.height: <maximum text height in pixels>
343 - readme.chars: <maximum number of chars per line>
344 - readme.lines: <maximum number of lines displayed>
345 - readme.align: left,center,right (default: center)
346 - readme.top: top,middle,bottom (default: top)
347 - readme.font: font name
348 - readme.autowrap: true,false (default: true)
349 - readme.centered: true,false (default: false)
350 - readme.parse_comments: true,false (default: true)
351 - readme.sort_priority: (not used here, but only for title screens)
352 when "readme.chars" and/or "readme.lines" is set to "-1" (this is the
353 default), they are automatically determined from "readme.width" and
354 "readme.height" accordingly; when they are not "-1", they have
355 precedence over "readme.width" and "readme.height"
356 * added internal ad-hoc config settings for displaying text files like
357 title messages or "readme.txt" style level set info files:
358 - .font: font name (default: readme.font)
359 - .autowrap: true,false (default: readme.autowrap)
360 - .centered: true,false (default: readme.centered)
361 - .parse_comments: true,false (default: readme.parse_comments)
362 (the leading '.' and the separating ':' are mandatory here); to use
363 these ad-hoc settings, they have to be written inside a comment, like
364 "# .autowrap: false" or "# .centered: true"; these settings then
365 override the above global settings (they can even be used more than
366 once, like "# .centered: true", then some text that should be drawn
367 centered, then "# .centered: false" to go back to non-centered text;
368 important note: after using "# .parse_comments: false", or when using
369 "readme.parse_comments: false", detecting and parsing comments inside
370 the file is disabled and comments are just printed like normal text;
371 also be aware that all automatic text size calculations are done with
372 the font defined in "readme.font", while using different fonts using
373 "# .font: <font>" inside the text file may cause unexpected results
376 * changed some numerical limits in the level editor from 255 to 999
379 * added option "system.sdl_videodriver" to select SDL video driver
380 * added output of SDL video and audio driver to "version info" page
383 * added group element drawing to IntelliDraw drawing functions
384 * fixed animation resetting problem again (last try broke Snake Bite)
385 * fixed diagonal scrolling in screen scrolling (last try broke Pac Man)
388 * added new (special) "include: <filename>" directive that works in all
389 configuration files (like "graphicsinfo.conf") and that has the same
390 effect as if that directive would be replaced with the content of the
391 specified file (this can be useful to split large configuration files
392 into several smaller ones and include them from one main file, or to
393 store configuration settings that always stay the same into a separate
394 file, while including it and only add those parts that really change)
397 * fixed minor bug (screen redraw of player tiles) in EMC graphics engine
400 * fixed bug in "InitMovingField()" where treating an integer array as
401 boolean caused wrong resetting of animations while elements are moving
402 * fixed problem with resetting animations when starting element change
405 * added sort priority for order of title screens and title messages
408 * changed end of game again: do not wait for the user to press a key
409 anymore, but directly ask/confirm tape saving and go to hall of fame
410 * re-enabled quitting of lost game by pressing space or return again
411 * added blanking of mouse pointer when displaying title screens
412 * added remaining menu draw offset definitions for info sub-screens
415 * added setup option to select game speed (from very slow to very fast)
416 * improved handling of title text messages (initial and for level set)
419 * added new options "auto-wrap" and "centered" for DC2 style envelopes
422 * fixed displaying and typing of player name when it is centered
423 * added special characters to be allowed for player name (not only A-Z)
426 * fixed blit in ScrollLevel() to same bitmap to not overlap anymore
427 (newer versions of the SDL library seem to not like this anymore)
430 * added code for configuration directives for control of game panel
433 * fixed small cosmetical bug with underlining property tabs in editor
436 * fixed small drawing bug in X11FadeRectangle
437 * added new elements for newly supported Diamond Caves II levels:
438 - EM/DC style exits that disappear after passing
439 - white key and gate (one white key needed for each white gate)
440 - fake gate (there is no key to open/pass this kind of gate!)
441 - extended magic wall which also handles pearls and crystals
445 * changed maximum value for endless loop detection to a higher value
446 (some levels really used very deep recursion without being endless)
449 * added new elements for newly supported Diamond Caves II levels:
450 - growing steel walls
451 - snappable land mine
454 * added new elements for newly supported Diamond Caves II levels:
455 - steel text elements
458 * added level file loader for native Diamond Caves II levels
461 * version number set to 3.2.4
464 * version 3.2.3 released
467 * fixed malloc/free bug when updating EMC artwork entries in level list
468 * added workaround (warning and request to quit the current game) when
469 changing elements cause endless recursion loop (which would otherwise
470 freeze the game, causing a crash-like program exit on some systems)
473 * fixed nasty string overflow bug when entering too long envelope text
476 * added feedback sounds for menu navigation "menu.item.activating" and
477 "menu.item.selecting" (for highlighting and executing menu entries)
480 * improved "no scrolling when relocating" to also consider scroll delay
481 (meaning that the player is not automatically centered in this case;
482 this makes it possible to "invisibly" relocate the player to a region
483 of the level playfield which looks the same as the old level region)
484 * fixed bug with not recognizing "main.input.name.align" when active
487 * fixed bug with displaying masked borders over title screens when
488 screen fading is disabled
491 * fixed infinite loop / crash bug when killing the player while having
492 a CE with the setting "kill player X when explosion of <player X>"
493 * added special editor graphic for "char_space" to distinguish it from
494 "empty_space" when editing a level (in-game graphics still the same)
497 * fixed nasty bug with initialization only done for the first player
500 * small change to handle loading empty element/content list micro chunks
503 * uploaded pre-release (test) version 3.2.3-0 binary and source code
506 * some optimizations on startup speed by reducing initial text output
509 * added caching of custom artwork information for faster startup times
512 * fixed graphical bug when using fewer menu entries on level selection
513 screen than usual (with "menu.list_size.LEVELS" directive)
514 * fixed crash bug (Windows/SDL only) caused by BlitBitmap blitting from
515 the backbuffer to the backbuffer by error (with identical rectangle)
518 * fixed bug when displaying titlescreen with size less than element tile
519 * fixed bug that caused elements with "change when digging <e>" event
520 to change for _every_ digged element, not only those specified in <e>
521 * fixed bug that caused impact style collision when dropping element one
522 tile over the player that can both fall down and smash players
523 * fixed bug that caused impact style collision when element changed to
524 falling/smashing element over the player immediately after movement
527 * fixed bug that allowed making engine snapshots from the level editor
530 * fixed bugs with player name and current level positions on main screen
533 * added configuration directives for control of title screens:
534 - "title.fade_delay" for fading time
535 - "title.post_delay" for pause between screens (when not crossfading)
536 - "title.auto_delay" to automatically continue after some time
537 these settings can each be overridden by specifying them with titles:
538 - "titlescreen_initial_{1-5}.{fade_delay,post_delay,auto_delay}"
539 - "titlescreen_{1-5}.{fade_delay,post_delay,auto_delay}"
540 fading mode can also be specified:
541 - "titlescreen_initial_{1-5}.anim_mode: {fade,crossfade}
542 - "titlescreen_{1-5}.anim_mode: {fade,crossfade}
543 default is using normal fading for menues and initial title screens,
544 while using cross-fading for level set title screens
545 * fixed bug with background not drawn in Hall of Fame after game was won
548 * added configuration directives for the remaining main menu items
551 * added additional configuration directives for info screen draw offset:
552 menu.draw_{x,y}offset.INFO[{ELEMENTS,MUSIC,CREDITS,PROGRAM,LEVELSET}]
553 * added additional configuration directives for preview info text
554 * limited mouse wheel sensitive screen area to scrollable screen area
557 * added highlighted menu text entries to menu navigation when selected
560 * fixed bug that prevented player from correctly being created in the
561 top left corner by a custom element change in a level without player
562 * fixed bug that prevented player from being killed when indestructible,
563 non-walkable element is placed on player position by extended change
564 * added configurable menu button, text and input positions to main menu
567 * added page fading effects for remaining info sub-screens
568 * fixed small bug that caused some delays when answering door request
571 * added directives "border.draw_masked.*" for menu/playfield area and
572 door areas to display overlapping/masked borders from "global.border"
575 * fixed bug with CE with move speed "not moving" not being animated
576 * when changing player artwork by CE action, reset animation frame
579 * fixed bug with not unmapping main menu screen gadgets on other screens
580 * fixed bug with un-pausing a paused game by releasing still pressed key
581 * fixed bug with not redrawing screen when toggling to/from fullscreen
582 mode while fast reloading tape (without redrawing playfield contents)
583 * fixed bug with quick-saving tape snapshot despite answering with "no"
586 * version number set to 3.2.3
589 * version 3.2.2 released
592 * fixed bug with redrawing screen in fullscreen mode after quick tape
593 reloading when using the EMC game engine
594 * changed token names from "last_ce_[1-8]" to "prev_ce_[1-8]"
597 * fixed bug in GameWon() when level contains no exit (like in Sokoban)
600 * added engine snapshot functionality for instant tape reloading (this
601 only works for the last tape saved using "quick save", and does not
602 work across program restarts, because it completely works in memory)
605 * version number set to 3.2.2
608 * version 3.2.1 released
611 * fixed nasty bugs with handling error message file on Mac OS X systems
614 * general code cleanup (removing many annoying "#if 0" blocks etc.)
617 * fixed bug that caused broken tapes when manually appending to tapes
618 using the "pause before death" functionality, followed by recording
619 * added setup option to disable fading of screens for faster testing
622 * code cleanup of new fading functions
625 * changed behaviour after solved game -- do not immediately stop engine
626 * added some more smooth screen fadings (game start, hall of fame etc.)
629 * fixed bug with displaying pushed CE with value/score/delay anim_mode
632 * added configurable level preview position, tile size and dimensions
633 * added configurable game panel value positions (gems, time, score etc.)
636 * fixed small bug with time displayed incorrectly when collecting CEs
639 * fixed bug with bumpy scrolling with EM engine in double player mode
642 * added compatibility code to fix "Snake Bite" style levels that were
643 broken due to a bugfix regarding EL_SOKOBAN_FIELD_PLAYER in 3.2.0
646 * fixed bug with scrollbars inside editor when using the Windows mouse
647 enhancement tool "True X-Mouse" (which injects key events to the event
648 queue to insert selected stuff into the Windows clipboard, which gets
649 confused with the "Insert" key for jumping to the last editor cascade
650 block in the element list)
651 * added Rocks'n'Diamonds icon for use as window icon to SDL version
652 * added key shortcut "Alt + Enter" to toggle fullscreen mode at any time
655 * added selection of preferred fullscreen mode to setup / graphics menu
656 (useful if default mode 800 x 600 does not match screen aspect ratio)
659 * improved down-scaling of images for better editor and preview graphics
660 * changed user data directory for Mac OS X from Unix style to new place
663 * improved level number selection in main menu and player selection in
664 setup menu (input devices section) by using standard button gadgets
665 * added support for mouse scroll wheel (caused buggy behaviour before)
666 * added support for scrolling horizontal scrollbars with mouse wheel by
667 holding "Shift" key pressed while scrolling the wheel
668 * added support for single step mouse wheel scrolling by holding "Alt"
669 key pressed while scrolling the wheel (can be combined with "Shift")
670 * changed output file "stderr.txt" on Windows platform now always to be
671 created in the R'n'D sub-directory of the personal documents directory
672 * added Windows message box to direct to "stderr.txt" after error aborts
675 * improved general scrollbar handling (when jump-scrolling scrollbars)
678 * changed scrollbars to always show last line as first after scrolling
679 (that means jumping n - 1 screen lines instead of n screen lines)
682 * fixed level versions of EMC level loader (from V4 to V1, V2 and V3)
683 * fixed level time for EMC levels for V2 engine (V2 and V5 levels)
684 * fixed special handling of vertically stacked acid becoming fake acid
687 * fixed bug (very special case) with CE_SCORE_GETS_ZERO, which can
688 affect multiple instances of the same CE, although this kind of
689 change condition usually only affects one single custom element
692 * version number set to 3.2.1
695 * version 3.2.0 released
698 * reorganized level editor element list a bit to match engines better
701 * fixed newly introduced bug with wrongly initializing clipboard element
704 * fixed bug with displaying visible/invisible level border in editor
707 * reorganized some elements in the level editor element list
710 * fixed bug with displaying any player as "yellow" when moving into acid
711 * fixed bug with displaying running player when player stopped at border
714 * fixed bug with player exploding when moving into acid
715 * fixed bug with level settings being reset in editor and when playing
716 (some compatibility settings being set not only after level loading)
717 * fixed crash bug when number of custom graphic frames was set to zero
718 * fixed bug with teleporting player on walkable tile not working anymore
719 * added partial compatibility support for pre-release-only "CONF" chunk
720 (to make Alan Bond's "color cycle" demo work again :-) )
723 * fixed some bugs when displaying title screens from info screen menu
724 * fixed bug which caused EMC doors #5 to #8 to be passable without keys
727 * changed file major version to 3 to reflect level file format changes
728 * uploaded pre-release (test) version 3.2.0-8 binary and source code
731 * added new chunk "NAME" to level file format for level name settings
732 * added new chunk "NOTE" to level file format for envelope settings
733 * changed name of chunk "CONF" to "ELEM" (for normal element settings)
734 * updated magic(5) file to recognize changed and new level file chunks
735 * removed change events "change when CE value/score changes" as unneeded
738 * changed gravity (which only affects the player) from level property
739 to player property (only makes a difference in multi-player levels)
740 * added change events "change when CE value/score changes"
741 * added change events "change when CE value/score changes of <element>"
744 * added new chunk "INFO" to level file format for global level settings
745 * added all element settings from "HEAD" chunk to "CONF" chunk
746 * added all global level settings from "HEAD" chunk to "INFO" chunk
749 * changed level file format by adding two new chunks "CUSX" (for custom
750 elements, replacing the previous "CUS4" chunk) and "GRPX" (for group
751 elements, replacing the previous "GRP1" chunk); these new IFF style
752 chunks use the new and flexible "micro chunks inside chunks" technique
753 already used with the new "CONF" chunk (for normal element properties)
754 which makes it possible to easily extend the existing level format
755 (instead of using fixed-length chunks like before, which are either
756 too big due to reserved bytes for future use, or too small when those
757 reserved bytes have all been used and even more data should be stored,
758 requiring the replacement by new and larger chunks just like it went
759 with "CUS1" to "CUS4"); this whole problem now does not exist anymore
762 * added credits pages to the "credits" section that were really missing
763 * added some missing element descriptions to the level editor
764 * added down position of switchgate switch to the level editor
765 and allowed the use of both switch positions at the same time
766 * changed use of "Insert" and "Delete" keys to navigate element list in
767 level editor to start of previous or next cascading block of elements
770 * added the possibility to view the title screen to the info screen menu
771 * fixed some minor bugs with viewing title screens
774 * fixed bug with title (cross)fading in/out when using fullscreen mode
777 * fixed bug that forced re-defining of menu settings in local graphics
778 config file which are already defined in existing base config file
779 * fixed small bug that caused door sounds playing when music is enabled
782 * added the possibility to define up to five title screens for each
783 level set that are displayed after loading using (cross)fading in/out
784 (this was added to display the various start images of the EMC sets)
787 * added "CE score gets zero [of]" to custom element trigger conditions
788 * added setup option to display element token name in level editor
791 * added compatibility code for Juergen Bonhagen's menu artwork settings
794 * fixed bug with displaying wrong animation frame 0 after CE changes
795 * fixed bug with creating invisible elements when light switch is on
798 * added selection between ECS and AGA graphics for EMC levels to setup
801 * adjusted font handling for various narrow EMC style fonts
804 * changed EM engine behaviour back to re-allow initial rolling springs
807 * fixed handling of over-large selectboxes (less error-prone now)
808 * fixed bug when creating GE with walkable element under the player
811 * added use of "Insert" and "Delete" keys to navigate element list in
812 level editor to start of custom elements or start of group elements
813 * added virtual elements to access CE value and CE score of elements:
814 - "CE value of triggering element"
815 - "CE score of triggering element"
816 - "CE value of current element"
817 - "CE score of current element"
820 * fixed "grass" to "sand" in older EM levels (up to file version V4)
823 * changed behaviour of network games with internal errors (because of
824 different client frame counters) from immediately terminating R'n'D
825 to displaying an error message requester and stopping only the game
826 (also to prevent impression of crashes under non command-line runs)
827 * fixed playing network games with the EMC engine (did not work before)
828 * fixed bug with not scrolling the screen in multi-player mode with the
829 focus on player 1 when all players are moving in different directions
830 * fixed bug with keeping pointer to gadget even after its deallocation
831 * fixed bug with allowing "focus on all players" in network games
832 * fixed bug with player focus when playing tapes from network games
835 * uploaded pre-release (test) version 3.2.0-7 binary and source code
838 * code cleanup for game action control for R'n'D and EMC game engine
841 * fixed bug in multi-player movement with focus on both players
842 * added option to control only the focussed player with all input
845 * added player focus switching to level tape recording and re-playing
848 * fixed some bugs in player focus switching in EMC and RND game engine
851 * added special Supaplex animations for Murphy digging and snapping
852 * added special Supaplex animations for Murphy being bored and sleeping
855 * added four new yam yams with explicit start direction for EMC engine
856 * fixed bug in src/libgame/text.c with printing text outside the window
859 * fixed small bug in EMC level loader (copyright sign in EM II levels)
862 * added delayed ignition of EM style dynamite when used in R'n'D engine
863 * added limited movement range to EMC engine when focus on all players
866 * fixed bug with missing (zero) score values for native Supaplex levels
869 * added "continuous snapping" (snapping many elements while holding the
870 snap key pressed, without releasing the snap key after each element)
871 as a new player setting for more compatibility with the classic games
874 * finished scrolling for "focus on all players" in EMC graphics engine
877 * level sets with "levels: 0" are ignored for levels, but not artwork
878 * fixed bug when scanning empty level group directories (endless loop)
881 * fixed bug with explosion graphic for player using "Murphy" graphic
882 * fixed bug with explosion graphic if player leaves explosion in time
883 * changed some descriptive text in setup menu to use medium-width font
884 * added key shortcut settings for switching player focus to setup menu
887 * fixed bug with random value initialization when recording tapes
888 * fixed bug with playing single player tapes when team mode activated
891 * fixed little bug when trying to switch to player that does not exist
894 * added player switching (visual and quick) to R'n'D and EM game engine
895 * added setup option to select visual or quick in-game player switching
898 * added use of "Home" and "End" keys to handle element list in editor
901 * fixed bug with adding score when playing tape with EMC game engine
902 * added steel wall border for levels using EMC engine without border
903 * finally fixed delayed scrolling in EMC engine also for small levels
906 * fixed potential crash bug in WarnBuggyBase() (missing boundary check)
909 * fixed bug with CE change order in TestIfElementTouchesCustomElement()
910 * fixed bug when displaying info element without action, but direction
913 * fixed minor graphical problems with springs smashing and slurping
914 (when using R'n'D style graphics instead of EMC style graphics)
917 * added scroll delay (as configured in setup) to EMC graphics engine
920 * improved screen redraw for EMC graphics engine (faster and smoother)
921 * when not scrolling, do not redraw the whole playfield if not needed
924 * added multi-player mode for EMC game engine (with up to four players)
927 * added android (can clone elements) from EMC engine to R'n'D engine
930 * added spring bumper (reflects spring) from EMC engine to R'n'D engine
933 * added selectbox for initial player speed to player settings in editor
936 * version 3.1.2 created that is basically version 3.1.1, but with a
937 major bug fixed that prevented editing your own private levels
938 * version 3.1.2 released
941 * added magic ball (creates elements) from EMC engine to R'n'D engine
944 * uploaded fixed pre-release version 3.2.0-6 binary and source code
947 * fixed bug when using "CE can leave behind <trigger element>"
948 * added new change condition "(after/when) creation of <element>"
949 * added new change condition "(after/when) digging <element>"
950 * fixed bug accessing invalid gadget that caused crashes under Windows
951 * deactivated new possibility for multiple CE changes per frame
954 * uploaded pre-release (test) version 3.2.0-6 binary and source code
957 * added animation types "ce_value" and "ce_score" to graphicsinfo.conf
958 * fixed bug with not keeping CE value for moving CEs with only action
959 * changed CE action selectboxes in editor to be only reset when needed
962 * added option "use artwork from element" for custom player artwork
963 * added option "use explosion from element" for player explosions
966 * added cascaded element lists in the level editor
967 * added persistence for cascaded element lists by "editorcascade.conf"
968 * added dynamic element list with all elements used in current level
969 * added possibility for multiple CE changes per frame (experimental)
972 * uploaded pre-release (test) version 3.2.0-5 binary and source code
975 * changed "score for each 10 seconds/steps left" to "1 second/step"
976 * added own score for collecting "extra time" instead of sharing it
977 * added change events "switched by player" and "player switches <e>"
978 * added change events "snapped by player" and "player snaps <e>"
979 * added "set player artwork: <element choice>" to CE action options
980 * added change event "move of <element>"
983 * added "set player shield: off / normal / deadly" to CE action options
984 * added new player option "use level start element" in level editor
985 to set the correct focus at level start to elements from which the
986 player is created later (this did not work before for cascaded CE
987 changes resulting in creation of the player; it is now also possible
988 to create the player from a yam yam which is smashed at level start)
991 * added "set player speed: frozen (not moving)" to CE action options
992 * added "move player: l/r/u/d/trigger/-trigger" to CE action options
995 * added new player option "block snap field" (enabled by default) to
996 make it possible to show a snapping animation like in Emerald Mine
999 * added dynamic selectboxes to custom element action settings in editor
1000 * added "CE value" counter for custom elements (instead of "CE count")
1001 * added option to use the last "CE value" after custom element change
1002 * added option to use the "CE value" of other elements in CE actions
1003 * fixed odd behaviour when pressing time orb in levels w/o time limit
1004 * added checkbox "use time orb bug" for older levels that use this bug
1007 * added missing configuration settings for the following elements:
1008 - EL_TIMEGATE_SWITCH (time of open time gate)
1009 - EL_LIGHT_SWITCH_ACTIVE (time of light switched on)
1010 - EL_SHIELD_NORMAL (time of shield duration)
1011 - EL_SHIELD_DEADLY (time of shield duration)
1012 - EL_EXTRA_TIME (time added to level time)
1013 - EL_TIME_ORB_FULL (time added to level time)
1016 * added "wind direction" as a movement pattern for custom elements
1017 * added initial wind direction for balloon / custom elements to editor
1018 * added functionality for EL_BALLOON_SWITCH_NONE to R'n'D game engine
1021 * added parameters for "game of life" and "biomaze" elements to editor
1024 * added level file chunk "CONF" for generic level and element settings
1027 * uploaded pre-release (test) version 3.2.0-4 binary and source code
1030 * skip empty level sets (with "levels: 0"; may be artwork base sets)
1031 * added sound action ".page[1]" to ".page[32]" for each CE change page
1034 * added image config suffix ".clone_from" to copy whole image settings
1035 * fixed bug with invalid ("undefined") CE settings in old level files
1038 * fixed graphical bug with smashing elements falling faster than player
1041 * fixed major bug which prevented private levels from being edited
1042 * fixed bug with precedence of general and special font definitions
1045 * fixed graphical bug with player animation when player moves slowly
1048 * uploaded pre-release (test) version 3.2.0-3 binary and source code
1051 * fixed bug which prevented "global.num_toons: 0" from working
1054 * major code cleanup (removed all these annoying "#if 0" blocks)
1057 * added custom element actions for CE change page in level editor
1060 * fixed music initialization bug in init.c (thanks to David Binderman)
1061 * fixed mouse wheel "button" bug in editor (thanks to Tomi Belan)
1062 (this bug must probably be fixed at other places, too)
1065 * fixed buggy '#include "SDL.h"' statements in src/libgame/sdl.h
1066 (should be '#include <SDL.h>' instead)
1069 * fixed bug which prevented "walkable from no direction" from working
1070 (due to compatibility code overwriting this setting after loading)
1073 * fixed bug on Mac OS X (use of reserved name "Random") in EM engine
1076 * version number temporarily set to 3.1.1 (intermediate bugfix release)
1077 * version 3.1.1 released
1080 * changed some va_arg() arguments from 'long' to 'int', fixing problems
1081 on 64-bit architecture systems with LP64 data model
1084 * fixed bug with bombs not exploding when hitting the last level line
1085 (introduced after the release of 3.1.0)
1088 * added support for dumping small-sized level sketches from editor
1091 * added recognition of "trigger element" for "change digged element to"
1092 (this is not really what the "trigger element" was made for, but its
1093 use may seem obvious for leaving back digged elements unchanged)
1096 * fixed multiple warnings about failed joystick device initialization
1099 * fixed bug with dynamite dropped on top of just dropped custom element
1100 (collect dynamite, collect CE, drop CE => dynamite was also dropped);
1101 dynamite can still be dropped, but drop key must be released before
1104 * fixed bug with wrong start directory when started from file browser
1105 (due to this bug, R'n'D could not be started from KDE's Konqueror)
1108 * fixed bug causing "change when impact" on player not working
1109 * fixed wrong priority of "hitting something" over "hitting <element>"
1110 * fixed wrong priority of "hit by something" over "hit by <element>"
1113 * fixed graphical bug which caused the player (being Murphy) to show
1114 collecting animations although the element was collected by penguin
1117 * fixed two bugs causing wrong door background graphics in system.c
1118 (in functions "SetBackgroundBitmap()" and "DrawingOnBackground()")
1121 * fixed graphic bug with exploding bomb and R'n'D graphics in EM engine
1122 * added "no direction" to "walkable/passable from" selectbox options
1125 * enhanced tape autoplay to accept "autoplay <set> [<nr> ...]" format
1126 * in tape autoplay, not only report broken, but also missing tapes
1129 * uploaded pre-release (test) version 3.2.0-2 binary and source code
1132 * fixed small bug with "linear" animation not working for active lamp
1135 * fixed bug with moving up despite gravity due to "block last field"
1136 * fixed small bug with wrong draw offset when typing name in main menu
1137 * when reading user names from "passwd", ignore data after first comma
1138 * when creating new "levelinfo.conf", only write some selected entries
1141 * fixed displaying "imported from/by" on preview with empty string
1142 * fixed ignoring draw offset for fonts used for level preview texts
1145 * fixed a delay problem with SDL and too many mouse motion events
1146 * added setup option "skip levels" and level skipping functionality
1149 * added move speed "not moving" for non-moving CEs, but with direction
1152 * fixed mapping of obsolete element token names in "editorsetup.conf"
1153 * fixed bug with sound "acid.splashing" treated as a loop sound
1154 * fixed some little sound bugs in native EM engine
1157 * fixed small bug when dragging scrollbars to end positions
1160 * added editor element descriptions written by Aaron Davidson
1163 * improved fallback handling when configured artwork is not available
1164 (now using default artwork instead of exiting when files not found)
1167 * fixed bug on level selection screen when dragging scrollbar
1170 * fixed bug which caused broken tapes when appending to EM engine tapes
1173 * uploaded pre-release (test) version 3.2.0-1 binary and source code
1176 * added code to replace changed artwork config tokens with other tokens
1177 (needed for backwards compatibility, so that older tokens still work)
1180 * added native R'n'D graphics for some new EMC elements in EM engine
1183 * fixed some bugs in the EM engine integration code
1184 * changed EM engine code to allow diagonal movement
1185 * changed EM engine code to allow use of separate snap and drop keys
1188 * fixed some redraw bugs when using EM engine
1191 * fixed bug with not converting RND levels which are set to use native
1192 engine to native level structure when loading
1195 * uploaded pre-release (test) version 3.2.0-0 binary and source code
1198 * version number set to 3.2.0
1201 * level data now reset to defaults after attempt to load invalid file
1204 * added use of "editorsetup.conf" for different level sets
1207 * added auto-detection for various types of Emerald Mine level files
1210 * fixed bug with scrollbars getting too small when list is very large
1213 * fixed bug with 3+3 (cross) sized explosion not making explosion sound
1216 * added most level editor configuration gadgets for new EMC elements
1219 * added more element and graphic definitions for new EMC elements
1222 * modified native EM engine to use integrated R'n'D sound system
1225 * added SDL support to graphics functions in native EM engine
1226 (by always using generic libgame interface functions)
1229 * fixed bug in frame synchronization in native EM engine
1232 * added code to convert levels between R'n'D and native EM engine
1235 * new Emerald Mine engine can now play levels selected in main menu
1238 * fixed big memory leak in function "CreateBitmapWithSmallBitmaps()"
1239 (which creates scaled down graphics for level editor and preview);
1240 there's still a memory leak somewhere in the artwork handling code
1241 * added "scale image up" functionality to X11 version of zoom function
1244 * first attempts to integrate new, native Emerald Mine Club engine
1247 * fixed bug in gadget code which caused reset of CEs in level editor
1248 (example: pressing 'b' [grab brush] on CE config page erased values)
1249 (solution: check if gadgets in ClickOnGadget() are really mapped)
1250 * improved level change detection in editor (settings now also checked)
1251 * fixed bug with "can move into acid" and "don't collide with" state
1254 * fixed maze runner style CEs to use the configured move delay value
1257 * added Aaron Davidson's tutorial level set to the "Tutorials" section
1260 * fixed engine change that broke 3.0.8 levels like "Walpurgis Gardens"
1261 * fixed the above fix because it broke level set "machine" (*sigh*)
1262 * fixed random element placement in level editor to work as expected
1263 * fixed undefined graphic of runtime element "EL_AMOEBA_TO_DIAMOND"
1266 * re-recorded tape for BD2K3, level 010 (broken due to bugfix)
1269 * fixed bug (missing array boundary check) which caused broken tapes
1270 * fixed bug (when loading level template) which caused broken levels
1271 * fixed bug with new block last field code when using non-yellow player
1274 * fixed bug when pressing "stop, pause, stop, play" on tape recorder
1275 * internal change of how the player blocks the last field when moving
1276 * fixed blocking delay of last field for EM and SP style block delay
1277 * fixed bug where the player had to wait for the usual move delay after
1278 unsuccessfully trying to move, when he directly could move after that
1279 * the last two changes should make original Supaplex level 93 solvable
1280 * improved use of random number generator to make it less predictable
1281 * fixed behaviour of slippery SP elements to let slip left, then right
1284 * fixed bug with wrong door state after trying to quickload empty tape
1285 * fixed waste of static memory usage of the binary, making it smaller
1286 * fixed very little graphical bug in Supaplex explosion
1289 * version number set to 3.1.1
1292 * version 3.1.0 released
1295 * fixed bug with crash when writing user levelinfo.conf the first time
1298 * added option "convert LEVELDIR [NR]" to command line batch commands
1299 * re-converted Supaplex levels to apply latest engine fixes
1300 * changed "use graphic/sound of element" to "use graphic of element"
1301 due to compatibility problems with some levels ("bug machine" etc.)
1304 * fixed bug with CE change replacing player with same or other player
1307 * fixed bug with opaque font in envelope with background graphic when
1308 background graphic is not transparent itself
1311 * added "gravity on" and "gravity off" ports for Supaplex compatibility
1312 * corrected original Supaplex level loading code to use these new ports
1313 * also corrected Supaplex loader to auto-count infotrons if set to zero
1316 * fixed bug with missing initialization of "modified" flag for GEs
1319 * fixed bug that caused endless recursion loop when relocating player
1320 * fixed tape recorder bug in "step mode" when using "pause before end"
1321 * fixed tape recorder bug when changing from "warp forward" mode
1324 * fixed bug with "when touching" for pushed elements at last position
1327 * fixed bug that caused two activated toolbox buttons in level editor
1328 * fixed bug with exploding dynabomb under player due to other explosion
1331 * fixed bug with creating walkable custom element under player (again)
1332 * fixed bug with not copying explosion type when copying CEs in editor
1333 * fixed graphical bug when drawing player in setup menu (input devices)
1334 * fixed graphical bug when the player is pushing an accessible element
1335 * fixed bug with classic switchable elements triggering CE changes
1336 * fixed bug with entering/leaving walkable element in RelocatePlayer()
1337 * fixed crash bug when CE leaves behind the trigger player element
1340 * fixed bug with broken tubes after placing/exploding dynamite in them
1341 * fixed bug with exploding dynamite under player due to other explosion
1342 * fixed bug with not resetting push delay under certain circumstances
1345 * added option "handicap" for "levelinfo.conf" (thanks to Niko Böhm)
1346 * added network multiplayer code for Windows (thanks to Niko Böhm)
1349 * added option "reachable despite gravity" for gravity movement
1350 * changed gravity movement of most classic walkable and passable
1351 elements back to "not reachable" (for compatibility reasons)
1354 * fixed (removed) "indestructible" / "can explode" dependency in editor
1355 * fixed (removed) "accessible inside" / "protected" dependency
1356 * fixed (removed) "step mode" / "shield time" dependency
1359 * fixed dynabombs exploding now into anything diggable
1360 * fixed Supaplex style gravity movement into buggy base now impossible
1361 * added pressing key "space" as valid action to select menu options
1364 * added "replace when walkable" to relocate player to walkable element
1365 * added "enter"/"leave" event for elements affected by relocation
1366 * fixed "direct"/"indirect" change order also for "when change" event
1367 * fixed graphical bug when pushing things from elements walkable inside
1370 * fixed graphic bug when player is snapping while moving in old levels
1371 * fixed bug when a moving custom element leaves a player element behind
1372 * fixed bug with mole not disappearing when moving into acid pool
1373 * fixed bug with incomplete path setting when using "--basepath" option
1374 * moving CE can now leave walkable elements behind under the player
1375 * when relocating, player can be set on walkable element now
1376 * fixed another gravity movement bug
1379 * uploaded pre-release (test) version 3.1.0-2 binary and source code
1382 * added "collectible" and "removable" to extended replacement types
1383 (where "removable" replaces "diggable" and "collectible" elements)
1384 * added "collectible & throwable" (to throw element to the next field)
1385 * fixed bug with CEs digging elements that are just about to explode
1386 * changed mouse cursor now always being visible when game is paused
1389 * added possibility to push/press accessible elements from a side that
1391 * fixed bug with not setting actual date when appending to tape
1394 * fixed bug with incorrectly initialized custom element editor graphics
1397 * corrected set "Contributions_1995-2000/rnd_kjell_kristiansson":
1398 - number of levels corrected from 18 to 17 in "levelinfo.conf"
1401 * fixed bug with destroyed robot wheel still attracting robots forever
1402 * fixed bug with time gate switch deactivating after robot wheel time
1403 (while the time gate itself is not affected by this misbehaviour)
1404 * changed behaviour of BD style amoeba to always get blocked by player
1405 (before it was different when there were non-BD elements in level)
1406 * fixed bug with player destroying indestructable elements with shield
1409 * added option to make growing elements grow into anything diggable
1410 (for the various amoeba types, biomaze and "game of life")
1413 * fixed bug with movable elements not moving after left behind by CEs
1414 * changed gravity movement to anything diggable, not only sand/base
1415 * optionally allowing passing to walkable element, not only empty space
1416 * added option "can pass to walkable element" for players
1417 * finally fixed gravity movement (hopefully)
1420 * fixed bug with movable elements not moving anymore after falling down
1423 * fixed another bug with custom elements digging and leaving elements
1424 * fixed bug with "along left/right side" and automatic start direction
1425 * trigger elements now also displayed when "more custom" deactivated
1426 * fixed bug with clipboard element initialized when loading new level
1427 * added option "drop delay" to set delay before dropping next element
1430 * uploaded pre-release (test) version 3.1.0-1 binary and source code
1433 * added copy and paste functions for custom change pages
1434 * enhanced graphical display and functionality of tape recorder
1435 * fixed bug with custom elements digging and leaving elements
1438 * added move speed faster than "very fast" for custom elements
1439 * fixed bug with 3+3 style explosions and missing border content
1440 * fixed little bug when copying custom elements in the editor
1441 * enhanced custom element changes by more side trigger actions
1444 * added option "no scrolling when relocating" for instant teleporting
1445 * uploaded pre-release (test) version 3.1.0-0 binary and source code
1448 * added trigger element and trigger player to use as target elements
1449 * added copy and paste functions for custom and group elements
1452 * fixed graphical bug when displaying explosion animations
1453 * fixed bug when appending to tapes, resulting in broken tapes
1454 * re-recorded a few tapes broken by fixing gravity checking bug
1457 * "can move into acid" property now for all elements independently
1458 * "can fall into acid" property for player stored in same bitfield now
1459 * added option for deadliness of Supaplex 'sniksnak' and 'electron'
1460 * version number set to 3.1.0 (finally!)
1463 * changed tape recording to only record input, not programmed actions
1466 * fixed totally broken (every 8th frame skipped) step-by-step recording
1467 * fixed bug with requester not displayed when quick-loading interrupted
1468 * added option "can fall into acid (with gravity)" for players
1469 * fixed bug with player not falling when snapping down with gravity
1472 * fixed bug which messed up key config when using keypad number keys
1475 * fixed bug which allowed moving upwards even when gravity was active
1476 * fixed bug with missing error handling when dumping levels or tapes
1479 * added different colored editor graphics for Supaplex gravity tubes
1482 * fixed bug that allowed solvable tapes for unsolvable levels
1485 * use unlimited number of droppable elements when "count" set to zero
1486 * added option to use step limit instead of time limit for level
1489 * added player and change page as trigger for custom element change
1492 * fixed bug with exploding amoeba (explosion 3x3 instead of 1x1)
1495 * fixed bug with dark yamyam changing to acid when moving over acid
1496 * fixed handling of levels with more than 999 seconds level time
1497 (example: level 76 of "Denmine")
1500 * "spring push bug" reintroduced as configurable element property
1501 * fixed bug with missing properties for "mole"
1502 * fixed bug that showed up when fixing the above "mole" properties bug
1503 * added option "can move into acid" for all movable elements
1504 * fixed graphical bug for elements moving into acid
1505 * changed event handling to handle all pending events before going on
1508 * fixed bug which caused all CE change pages to be ignored which had
1509 the same change event, but used a different element side
1510 (reported by Simon Forsberg)
1512 * fixed bug which caused elements that can move and fall and that are
1513 transported by a conveyor belt to continue moving into that direction
1514 after leaving the conveyor belt, regardless of their own movement
1515 type; only elements which can not move are transported now
1516 (reported by Simon Forsberg)
1518 * fixed bug which could cause an array overflow in RelocatePlayer()
1519 (reported by Niko Böhm)
1521 * changed Emerald Mine style "passable / over" elements to "protected"
1522 (fixing unsolvable level 10 of "Bondmine 9" with bug beside gate)
1524 * added new option to select from which side a "walkable/passable"
1525 element can be entered
1528 * added explosion and ignition delay for elements that can explode
1531 * fixed bug which caused player not being protected against enemies
1532 when a CE was "walkable / inside" and was not "indestructible"
1533 * added "walkable/passable" fields to be "protected/unprotected"
1534 against enemies, even if not accessible "inside" but "over/under"
1537 * corrected move pattern to 32 bit and initial move direction to 8 bit
1540 * added second custom element base configuration page
1543 * added some special EMC mappings to Emerald Mine level loader
1544 (also covering previously unknown element in level 0 of "Bondmine 8")
1547 * added option to block last field when player is moving (for Supaplex)
1548 * adjusted push delay of Supaplex elements
1549 * removed delays for envelopes etc. when replaying with maximum speed
1550 * fixed bug when dropping element on a field that just changed to empty
1553 * fixed bug: infotrons can now smash yellow disks
1554 * fixed bug: when gravity active, port above player can now be entered
1555 * removed "one white dot" mouse pointer which irritated some people
1558 * added "choice type" for group element selection
1561 * fixed bug with initial invulnerability of non-yellow player
1564 * added level loader for loading native Supaplex packed levels
1565 (including multi-part levels like the "splvls99" levels)
1568 * fixed bug which allowed creating emeralds by escaping explosions
1571 * custom elements can change (limited) or leave (unlimited) elements
1572 * finally added multiple matches using group elements
1573 * added shortcut to dump brush (type ":DB" in editor) for use in forum
1576 * added new start movement type "previous" for continued CE movement
1577 * added new start movement type "random" for random CE movement start
1580 * added new element "sokoban_field_player" needed for Sokoban levels
1581 (thanks to Ed Booker for pointing this out!)
1584 * added elements that can be digged or left behind by custom elements
1587 * added group elements for multiple matches and random element creation
1590 * fixed some graphical errors displayed in old levels
1593 * fixed wrong double speed movement after passing closing gates
1596 * added level loader for loading native Emerald Mine levels
1599 * changes for "shooting" style CE movement
1602 * Happy New Year! ;-)
1605 * changed default snap/drop keys from left/right Shift to Control keys
1608 * fixed bug with dead player getting reanimated from custom element
1611 * fixed bug with wrong penguin graphics (when entering exit)
1614 * fixed bug with wrong "Murphy" graphics (when digging etc.)
1617 * version number set to 3.0.9
1620 * version 3.0.8 released
1623 * added function checked_free()
1626 * fixed bug with double nut cracking sound
1627 (by eliminating "default element action sound" assignment in init.c)
1630 * fixed crash when no music info files are available
1633 * fixed boring and sleeping sounds
1636 * added "maze runner" and "maze hunter" movement types
1637 * added extended collision conditions for custom elements
1640 * added warnings for undefined token values in artwork config files
1643 * added menu entry for level set information to the info screen
1646 * fixed bug with wrong default impact sound for colored emeralds
1649 * added several sub-screens for the info screen
1650 * menu text now also clickable (not only blue/red sphere left of it)
1653 * added configurable "bored" and "sleeping" animations for the player
1654 * added "awakening" sound for player when waking up after sleeping
1657 * added "copy" and "exchange" functions for custom elements to editor
1660 * added configurable element animations for info screen
1663 * added configurable music credits for info screen
1666 * finally fixed tape recording when player is created from CE change
1669 * added "editorsetup.conf" for editor element list configuration
1672 * added "musicinfo.conf" for menu and level music configuration
1675 * fixed a very nasty bug in dragon turning code in TurnRoundExt()
1676 (that only showed up on Linux, but not on Windows systems)
1679 * fixed turning movement of butterflies and fireflies (no frame reset)
1680 * enhanced sniksnak turning movement (two steps instead of only one)
1683 * version number set to 3.0.8
1686 * version 3.0.7 released
1689 * fixed reset of player animation frame when, for example,
1690 walking, digging or collecting share the same animation
1691 * fixed CE with "deadly when touching" exploding when touching amoeba
1694 * fixed tape recording when player is created from CE element change
1697 * introduced "turning..." action graphic for elements with move delay
1698 (non-CE: bug, spaceship, sniksnak, mole, pacman, yamyam)
1699 * added turning animations for bug, spaceship and sniksnak
1702 * prevent "extended" changed elements from delay change in same frame
1705 * fixed bug when pushing element that can move away to the side
1706 (like pushing falling elements, but now with moving elements)
1709 * finally fixed serious bug in code for delayed element pushing (again)
1712 * unavailable setup options now marked as "n/a" instead of "off"
1713 * new boolean directive "latest_engine" for "levelinfo.conf": when set
1714 to "true", levels are always played with the latest game engine,
1715 which is desired for levels that are imported from other games; all
1716 other levels are played with the engine version stored in level file
1717 (which is normally the engine version the level was created with)
1720 * fixed serious bug in code for delayed element pushing
1721 * fixed little bug in animation frame selection for pushed elements
1722 * speed-up of reading config file for verbose output
1725 * added configuration option for opening and closing Supaplex exit
1726 * added configuration option for moving up/down animation for Murphy
1727 * fixed incorrectly displayed animation for attacking dragon
1728 * fixed bug with not setting initial gravity for each new game
1729 * fixed bug with teleportation of player by custom element change
1730 * fixed bug with player not getting smashed by rock sometimes
1733 * version number set to 3.0.7
1736 * version 3.0.6 released
1739 * added support for MP3 music for SDL version through SMPEG library
1742 * fixed bug when initializing font graphic structure
1743 * fixed bug with animation mode "pingpong" when using only 1 frame
1744 * fixed bug with extended change target introduced in 3.0.5
1745 * fixed bug where passing over moving element doubles player speed
1746 * fixed bug with elements continuing to move into push direction
1747 * fixed bug with duplicated player when dropping bomb with shield on
1748 * added "switching" event for custom elements ("pressing" only once)
1749 * fixed switching bug (resetting flag when not switching but not idle)
1752 * fixed element tokens for certain file elements with ".active" etc.
1755 * version number set to 3.0.6
1758 * version 3.0.5 released
1761 * now four envelope elements available
1762 * font, background, animation and sound for envelope now configurable
1763 * main menu doors opening/closing animation type now configurable
1766 * active/inactive sides configurable for custom element changes
1767 * new movement type "move when pushed" available for custom elements
1770 * fixed bug in multiple config pages loader code that caused crashes
1773 * enhanced (remaining low-resolution) Supaplex graphics
1776 * version number set to 3.0.5
1779 * version 3.0.4 released
1781 2003-09-12 src/tools.c
1782 * fixed bug in custom definition of crumbled element graphics
1784 2003-09-11 src/files.c
1785 * fixed bug in multiple config pages code that caused crashes
1788 * version number set to 3.0.4
1791 * version 3.0.3 released
1794 * added music to Supaplex classic level set
1796 2003-09-07 src/libgame/misc.c
1797 * added support for loading various music formats through SDL_mixer
1799 2003-09-06 (various source files)
1800 * fixed several nasty bugs that may have caused crashes on some systems
1801 * added envelope content which gets displayed when collecting envelope
1802 * added multiple change event pages for custom elements
1804 2003-08-24 src/game.c
1805 * fixed problem with player animation when snapping and moving
1807 2003-08-23 src/screens.c, src/cartoons.c, src/libgame/toons.c
1808 * fixed problem with flickering when drawing toon animations
1810 2003-08-23 src/libgame/sdl.c
1811 * fixed problem with setting mouse cursor in SDL version in fullscreen
1813 2003-08-23 src/game.c
1814 * fixed bug (missing array boundary check) which could crash the game
1817 * version number set to 3.0.3
1820 * version 3.0.2 released
1822 2003-08-21 src/game.c
1823 * fixed bug with creating inaccessible elements at player position
1825 2003-08-20 src/init.c
1826 * fixed bug with not finding current level artwork directory
1828 2003-08-20 src/files.c
1829 * fixed bug with choosing wrong engine version when playing tapes
1830 * fixed bug with messing up custom element properties in 3.0.0 levels
1833 * version number set to 3.0.2
1836 * version 3.0.1 released
1838 2003-08-17 (no source files affected)
1839 * changed all "classic" PCX image files with 16 colors or less to
1840 256 color (8 bit) storage format, because the Allegro game library
1841 cannot handle PCX files with less than 256 colors (contributed
1842 graphics are not affected and might look wrong in the DOS version)
1844 2003-08-16 src/init.c
1845 * fixed bug which (for example) crashed the level editor when defining
1846 "dynamite.EDITOR: [NONE]", because graphics may not be undefined
1847 (only set to default) -- invalid graphics now set to default graphic
1849 2003-08-16 src/init.c
1850 * fixed graphical bug of player digging/collecting/snapping element
1851 when no corresponding graphic/animation is defined for this action,
1852 resulting in player being drawn as EL_EMPTY (which should only be
1853 done to elements being collected, but not to the player)
1855 2003-08-16 src/game.c
1856 * fixed small graphical bug of player not totally moving into exit
1858 2003-08-16 src/libgame/setup.c
1859 * fixed bug with wrong MS-DOS 8.3 filename conversion
1861 2003-08-16 src/tools.c
1862 * fixed bug with invisible mouse cursor when pressing ESC while playing
1864 2003-08-16 (various source files)
1865 * added another 128 custom elements (disabled in editor by default)
1867 2003-08-16 src/editor.c
1868 * fixed NULL string bug causing Solaris to crash in sprintf()
1870 2003-08-16 src/screen.c
1871 * fixed drawing over scrollbar on level selection with custom fonts
1873 2003-08-15 src/game.c
1874 * cleanup of simple sounds / loop sounds / music settings
1876 2003-08-08 (various source files)
1877 * added custom element property for dropping collected elements
1879 2003-08-08 src/conf_gfx.c
1880 * fixed bug with missing graphic for active red disk bomb
1882 2003-08-07 src/files.c, src/editor.c src/game.c, src/main.h
1883 * extended variable "level.gravity" to "level.initial_gravity" and
1884 "game.current_gravity" to prevent level setting from being changed
1885 by playing the level (keeping the runtime value after playing)
1887 * fixed graphics bug when digging element that has 'crumbled' graphic
1888 definition, but not 'diggable' graphic definition
1891 * version number set to 3.0.1
1894 * version 3.0.0 released
1897 * various bug fixes; among others:
1898 - fixed bug with pushing spring over empty space
1899 - fixed bug with leaving tube while placing dynamite
1900 - fixed bug with explosion of smashed penguins
1901 - allow Murphy player graphic in levels with non-Supaplex elements
1905 * I have forgotten to document changes for some time
1908 * pre-release version 2.2.0rc1 released
1911 * version number set to 2.1.2
1914 * version 2.1.1 released
1917 * version number set to 2.1.1
1920 * version 2.1.0 released
1923 * version number set to 2.1.0
1925 2002-04-03 to 2002-05-19 (various source files)
1926 * graphics, sounds and music now fully configurable
1927 * bug fixed that prevented walking through tubes when gravity on
1929 2002-04-02 src/events.c, src/editor.c
1930 * Make Escape key less aggressive when playing or when editing level.
1931 This can be configured as an option in the setup menu. (Default is
1932 "less aggressive" which means "ask user if something can be lost"
1933 when pressing the Escape key.)
1935 2002-04-02 src/screen.c
1936 * Added "graphics setup" screen.
1938 2002-04-01 src/screen.c
1939 * Changed "choose level" setup screen stuff to be more generic (to
1940 make it easier to add more "choose from generic tree" setup screens).
1942 2002-04-01 src/config.c, src/timestamp.h
1943 * Added source files "src/config.[ch]" and "src/timestamp.h" (which
1944 automatically gets created by "src/Makefile" and contains an actual
1945 compile-time timestamp to identify development versions of the game).
1947 2002-03-31 src/tape.c, src/events.c
1948 * Added quick game/tape save/load functions to tape stuff which can be
1949 invoked by a keyboard shortcut. Default: "F1" saves game/tape, "F2"
1950 loads previously recorded tape and directly goes into recording mode
1951 from the end of the tape (therefore appending to the tape).
1953 2002-03-31 src/tape.c
1954 * Added "index mark" function to tape recorder. When playing or
1955 recording, "eject" button changes to "index" button. Setting index
1956 mark is not yet implemented, but pressing index button when playing
1957 allows very quick advancing to end of tape (when normal playing),
1958 very fast forward mode (when playing with normal fast forward) or
1959 very fast reaching of "pause before end of tape" (when playing with
1960 "pause before end" playing mode).
1962 2002-03-30 src/cartoons.c
1963 * Moved some stuff from cartoons.c to the new "src/libgame/toons.c".
1965 2002-03-29 src/screen.c
1966 * Changed setup screen stuff to be more generic (to make it easier
1967 to add more setup screens).
1969 2002-03-23 src/main.c, src/main.h
1970 * Various changes due to the introduction of the new libgame files
1971 "setup.c" and "joystick.c".
1973 2002-03-23 src/files.c
1974 * Generic parts of "src/files.c" (mainly setup and level directory
1975 stuff) moved to new libgame file "src/libgame/setup.c".
1977 2002-03-23 src/joystick.c
1978 * File "src/joystick.c" moved to libgame source tree, with
1979 correspondig changes.
1981 2002-03-22 src/screens.c
1982 * "HandleChooseLevel()": Another bug in level series navigation fixed.
1983 (Wrong level series information displayed when entering main group.)
1985 2002-03-22 src/editor.c
1986 * Slight change to support new gadget event "GD_EVENT_INFO_LEAVING".
1988 2002-03-22 src/editor.c
1989 * Changed behaviour of "Escape" key in level editor to be more
1990 intuitive: When in "Element Properties" or "Level Info" mode,
1991 return to "Drawing Mode" instead of leaving the level editor.
1993 2002-03-21 src/game.c, src/editor.c, src/files.c
1994 * 2.0.1 introduced the corrected "Emerald Mine" style behaviour of
1995 gems (emeralds, diamonds, ...) slipping down from normal wall,
1996 steel wall and growing wall (as in E.M.C. style levels). Although
1997 the behaviour of contributed and private levels wasn't changed (due
1998 to the use of "level.game_version"; see previous entry), editing
1999 those levels will (of course) change the behaviour accordingly.
2001 This change seems a bit too hard after thinking about it, because
2002 the EM style behaviour is not the "expected" behaviour (gems would
2003 normally only slip down from "rounded" walls). Therefore this was
2004 now changed to an element property for gem style elements, with the
2005 default setting "off" (which means: no special EM style behaviour).
2006 To fix older converted levels, this flag is set to "on" for pre-2.0
2007 levels that are neither contributed nor private levels.
2009 2002-03-20 src/files.h
2010 * Corrected settings for "level.game_version" depending of level type.
2011 (Contributed and private levels always get played with game engine
2012 version they were created with, while converted levels always get
2013 played with the most recent version of the game engine, to let new
2014 corrections of the emulation behaviour take effect.)
2016 2002-03-20 src/main.h
2017 * Added "#include <time.h>". This seems to be needed by "tape.c" for
2018 compiling the SDL version on some systems.
2019 Thanks to the several people who pointed this out.
2022 * Version number set to 2.0.2.
2025 * Version 2.0.1 released.
2027 2002-03-18 src/screens.c
2028 * "HandleChooseLevel()": Small bug in level series navigation fixed.
2030 2002-03-18 src/files.c [src/libgame/misc.c]
2031 * Moved some common functions from src/files.c to src/libgame/misc.c.
2033 2002-03-18 src/files.c [src/libgame/misc.c]
2034 * Changed permissions for new directories and saved files (especially
2035 score files) according to suggestions of Debian users and mantainers.
2036 Thanks to Drew Parsons <dparsons@emerall.com> for the patch.
2038 2002-03-17 src/files.c
2039 * Changed "{Load|Save}{Level|Tape}()" to IFF style file format:
2040 Replaced "cookie" header string ("ROCKSNDIAMONDS_...\n") with
2041 real IFF style header "RND1....XXXX" (where "XXXX" is "CAVE"
2042 for levels and "TAPE" for tapes). Old "cookie" style format is
2043 still supported for reading. New level and tape files are written
2046 * New IFF chunk "VERS" contains version numbers for file and game
2047 (where "game version" is the version of the program that wrote the
2048 file, and "file version" is a version number to distinguish files
2049 with different format, for example after adding new features).
2051 2002-03-15 src/screen.c
2052 * "DrawHallOfFame()": "FadeSounds()" when entering the hall of fame.
2053 (Before, you heard a mixture of the in-game music and the
2054 hall-of-fame music.)
2056 2002-03-14 src/events.c
2057 * Function "DumpTape()" (files.c) now available by pressing 't' from
2058 main menu (when in DEBUG mode).
2060 2002-03-14 src/game.c
2061 * "GameWon()": When game was won playing a tape, now there is no delay
2062 raising the score and no corresponding sound is played.
2064 2002-03-14 src/files.c
2065 * Changed "LoadTape()" for real chunk support and also adjusted
2066 "SaveTape()" accordingly.
2068 2002-03-14 src/game.c, src/tape.c, src/files.c
2069 * Important changes to tape format: The old tape format stored all
2070 actions with a real effect with a corresponding delay between the
2071 stored actions. This had some major disadvantages (for example,
2072 push delays had to be ignored, pressing a button for some seconds
2073 mutated to several single button presses because of the non-action
2074 delays between two action frames etc.). The new tape format just
2075 stupidly records all device actions and replays them later. I really
2076 don't know why I haven't solved it that way before?! Old-style tapes
2077 (with tape file version less than 2.0) get converted to the new
2078 format on-the-fly when loading and can therefore still be played;
2079 only some minor parts of the old-style tape handling code was needed.
2080 (A perfect conversion is not possible, because there is information
2081 missing about the device actions between two action frames.)
2083 2002-03-14 src/files.c
2084 * New function "DumpTape()" to dump the contents of the current tape
2085 in a human readable format.
2087 2002-03-14 src/game.c
2088 * Small tape bug fixed: When automatically advancing to next level
2089 after a game was won, the tape from the previous level still was
2090 loaded as a tape for the new level.
2092 2002-03-14 src/tape.c
2093 * Small graphical bug fixed: When pressing ""Record" or "Play" on
2094 tape, cartoons did not get completely removed because
2095 StopAnimation() was not called.
2097 2002-03-13 src/files.c
2098 * Changed "LoadLevel()" and "SaveLevel()" to add new chunk "CNT2".
2099 Fixed bug of "CONT" and "BODY" (chunk size was set to 8-bit element
2100 size even when using 16-bit elements). Added new chunk "CNT2" for
2101 16-bit amoeba content (previously written in 8-bit field in "HEAD"
2102 chunk even when content was 16-bit element). "CNT2" should now be
2103 able to store content for arbitrary elements (up to eight blocks of
2104 3 x 3 element arrays). All "CNT2" elements will always be stored as
2105 16-bit elements. "CONT" (with 8/16-bit elements) now obsolete.
2107 2002-03-13 src/files.c
2108 * Changed "LoadLevel()" for real chunk support.
2110 2002-03-12 src/game.c
2111 * Fixed problem (introduced after 2.0.0 release) with penguins
2112 not getting killed by enemies
2114 2002-02-24 src/game.c, src/main.h
2115 * Added "player->is_moving"; now "player->last_move_dir" does
2116 not contain any information if the player is just moving at
2118 Before, "player->last_move_dir" was misused for this purpose
2119 for the robot stuff (robots don't kill players when they are
2120 moving). But setting "player->last_move_dir" to MV_NO_MOVING
2121 broke tapes when walking through pipes!
2122 ("IS_MOVING()" uses "MovPos[][]", but this fails when it is 0
2123 in a continuous movement. This fact is ignored for friends and