2 * added new custom artwork setup option "auto-override non-CE sets" for
3 automatic artwork override that is only used for level sets without
4 custom element artwork (as it does not make much sense to override
5 any artwork that redefines custom element artwork for sets using CEs)
6 * fixed default artwork for "special" R'n'D versions always using the
7 "classic" artwork as the base if base artwork is not explicitly
8 defined in "levelinfo.conf", regardless of different default artwork
9 used by the special R'n'D version -- this is needed because any such
10 custom artwork is designed using the "classic" artwork definitions as
11 the base (including menu definitions and screen positions etc., which
12 would otherwise be taken from the different special default artwork)
15 * fixed drawing of animated "quicksand.filling" and "quicksand.emptying"
16 for both EMC and R'n'D graphics engine (heavy workarounds needed due
17 to massively broken handling of quicksand in R'n'D game engine)
18 * fixed off-limits access to array in DrawLevelFieldCrumbledSandExt()
19 * fixed crash bug (hopefully) when scrolling with cursor keys in editor
22 * fixed small bug in toon drawing (introduced when fixing the crash bug)
25 * added graphics definition "game.panel.highscore" to display the
26 current levels current high score in the game panel
29 * version number set to 3.2.5
32 * version 3.2.4 released
35 * fixed crash bug in toon drawing functions for large step offset values
38 * fixed some problems with displaying game panel when quick-loading tape
41 * fixed (experimental only) redrawing of every tile per frame (even if
42 unneeded) for the extended (R'n'D based) EMC graphics engine
43 * added optimization to only calculate element count for panel display
44 if really needed (that is, if element count values defined on panel)
45 * fixed problem with special editor door redraw when entering main menu
48 * fixed bug with displaying background for title messages on info screen
49 * some code cleanup for the extended (R'n'D based) EMC graphics engine
52 * fixed bug with CE action "move player" always resulting in player 4
53 if there was a CE action with no trigger player (because the player
54 element was calculated by using log_2() from trigger player bits with
55 the value PLAYER_BITS_ANY) -- this is now fixed by also storing the
56 triggering player bit mask and handling all players in "move player"
57 * fixed bug when defined artwork cannot be found for artwork that has
58 default artwork cloned from other artwork (without default filename)
59 * added several fixes to the extended (R'n'D based) EMC graphics engine
62 * fixed broken editor copy and paste for custom elements between levels
65 * title messages are now also searched in graphics artwork directory;
66 those found in graphics directory have precendence over those found
67 in level directory -- this handles title messages stored in graphics
68 directories as part of the artwork set, just like title images; this
69 makes sense, as corresponding special font definitions for messages
70 are usually defined in the same graphics artwork directory, and also
71 because title images and title messages that are combined in a level
72 set introduction should usually not be separated when the level set
73 is used with a different artwork set (e.g. using "override graphics")
74 * fixed problem with door borders on main screen by first drawing doors
75 and then the corresponding border masks, but not vice versa
76 * fixed problem with artwork config entries using the value "[DEFAULT]";
77 this does not what one might expect, but sets the value to an invalid
78 value -- solution: simply ignore such entries, which results in this
79 value keeping its previous (real) default value (in general, entries
80 that should use their default value should just not be defined here)
81 * fixed problem with wrong fading area size from main menu to setup menu
84 * fixed problem with broken crumbled graphics after level set changes
85 when using R'n'D custom artwork with level sets using the EMC engine
88 * fixed invisible "joysticks deactivated ..." text on setup input screen
91 * added use of hashes created from static lists (element tokens, image
92 config, font tokens) to speed up lookup of configuration parameters
93 * fixed bug where element and graphic config token lookup was mixed up
96 * added "busy" animation when initializing program and loading artwork
97 * added initialization profiling for program startup (debugging only)
100 * fixed(?) very strange bug apparently triggered by memset() when code
101 was cross-compiled with MinGW cross-compiler for Windows XP platform
102 (this only happened when using SDL.dll also self-compiled with MinGW)
105 * added graphics engine directive "border.draw_masked_when_fading" that
106 enables/disables drawing of border mask over screen that is just faded
109 * fixed small problem with separate fading definition for game screen
112 * added additional configuration directives for setup screen draw offset
113 menu.draw_xoffset.SETUP[XXX] and menu.draw_yoffset.SETUP[XXX] with XXX
114 in GAME, EDITOR, GRAPHICS, SOUND, ARTWORK, INPUT, SHORTCUTS_1,
115 SHORTCUTS_2, CHOOSE_ARTWORK, CHOOSE_OTHER (where "CHOOSE_ARTWORK" is
116 used to define draw offset on custom artwork selection screens and
117 "CHOOSE_OTHER" is used on all other list style selection screens, like
118 choosing game speed or screen mode for fullscreen mode)
119 * added additional configuration directives to define main menu buttons:
120 - menu.button_name and menu.button_name.active
121 - menu.button_levels and menu.button_levels.active
122 - menu.button_scores and menu.button_scores.active
123 - menu.button_editor and menu.button_editor.active
124 - menu.button_info and menu.button_info.active
125 - menu.button_game and menu.button_game.active
126 - menu.button_setup and menu.button_setup.active
127 - menu.button_quit and menu.button_quit.active
128 * added eight pure decoration graphic definitions for the game panel
131 * added support for accessing native Diamond Caves II level packages
132 * fixed displaying of game panel values for Emerald Mine game engine
133 * fixed displaying end-of-level time and score values on new game panel
136 * added game panel control to display arbitrary elements on game panel
137 * added game panel control to display custom element score (globally
138 unique for identical custom elements) either as value or as element
139 * added ".draw_masked" and ".draw_order" to game panel control drawing
142 * fixed some general bugs with handling of ".active" elements and fonts
145 * cleanup of game panel elements (some elements were not really needed)
146 * added displaying of gravity state (on/off) as new game panel control
147 * added animation for game panel elements (similar to game elements)
150 * added new pseudo game mode "PANEL" to define panel fonts and graphics
151 - panel fonts now use ".PANEL" suffix instead of ".PLAYING" suffix
152 - panel graphics now use ".PANEL" suffix instead of ".DOOR" suffix
153 (else graphics would have to use ".PLAYING", which would be confusing)
154 * fixed bug when fading out to game screen with border mask defined
157 * added attribute ".tile_size" for element style game panel controls
160 * added <space> key as additional valid key to use for confirm requester
163 * improved menu fading, adding separate fading definitions for entering
164 and leaving a "content" screen (in general), and optional definitions
165 for the special "content" screens SCORES, EDITOR, INFO and PLAYING
168 * added (currently invisible) setup option to define scroll delay value
169 * fixed small bug in priority handling when auto-detecting level start
170 position in levels without player element (but player from CE etc.)
171 * added option "game.forced_scroll_delay_value" to override user choice
172 of scroll delay value for certain level sets with "graphicsinfo.conf"
173 * replaced setup option "scroll delay: on/off" by new setup option that
174 directly allows selecting the desired scroll delay value from 0 to 8
177 * added displaying of most game panel control elements (not animated)
180 * added new configuration directives to display additional game engine
181 values on the game control panel, like the following examples:
182 - game.panel.time_hh/time_mm/time_ss - level time in HH/MM/SS format
183 - game.panel.penguins - number of penguins to rescue
184 - game.panel.level_name - level name of current level
187 * added support for preview tile sizes "1" and "2" (1x1 and 2x2 pixels)
190 * added new player option "no centering when relocating" for "invisible"
191 teleportations to level areas that look exactly the same, giving the
192 illusion that the player did not relocate at all (this was the default
193 since 3.2.3, but caused visual problems with room creation in "Zelda")
194 * added new menu fading effect "melt", shamelessly stolen from "DOOM"
197 * improved menu fading, adding separate fading definitions for entering
198 and leaving a menu and for fading between menu and "content" screens
199 * fixed small bug with recognizing also ".font_xyz" style definitions
202 * improved menu fading, adding separate fading definitions for fading
203 between menu screens and fading between menu and "destination" screens
206 * titlemessage_initial_x and titlemessage_x set to "[DEFAULT]" in static
207 configuration (set from "[titlemessage_initial]" and "[titlemessage]")
208 * fading settings of "[titlemessage_initial]" and "[titlemessage]" set
209 to "[DEFAULT]" in static configuration (set from "[title_initial]" and
211 * improved title fading, allowing fading animation types "none", "fade"
212 and "crossfade" (including cross-fading of last title to main menu)
215 * added configurability of graphics, sounds and music for title screens,
216 which are separated into initial title screens (only shown once at
217 program startup) and title screens shown for a given level set; these
218 title screens can be composed of up to five title images and up to
219 five title text messages (each drawn using an optional background
220 image), also using background music and/or sounds; aspects like
221 background images, sounds and music of title screens can either be
222 defined generally (valid for all title screens) or specifically (and
223 therefore differently for each title screen) using these directives:
225 to define a background image, sound or music file for all screens:
226 - background.TITLE_INITIAL (for all title screens for game startup)
227 - background.TITLE (for all title screens for level sets)
229 to define a background image, sound or music file for a single screen:
230 - background.titlescreen_initial_x (with x in 1,2,3,4,5)
231 - background.titlescreen_x (with x in 1,2,3,4,5)
232 - background.titlemessage_initial_x (with x in 1,2,3,4,5)
233 - background.titlemessage_x (with x in 1,2,3,4,5)
235 to define the title screen images:
236 - titlescreen_initial_x (with x in 1,2,3,4,5)
237 - titlescreen_x (with x in 1,2,3,4,5)
239 to define the title text messages, place text files into the level set
240 directory that have the following file names:
241 - titlemessage_initial_x.txt (with x in 1,2,3,4,5)
242 - titlemessage_x.txt (with x in 1,2,3,4,5)
244 to define the properties of the text messages, either use directives
245 that affect all text messages:
246 - [titlemessage_initial].<suffix>
247 - [titlemessage].<suffix>
248 or use directives that affect single text messages:
249 - titlemessage_initial_x.<suffix> (with x in 1,2,3,4,5)
250 - titlemessage_x.<suffix> (with x in 1,2,3,4,5)
252 valid values for <suffix> are the same as for readme.<suffix> below;
253 use ".sort_priority" (default: 0) to define an arbitrary order for
254 title images and title messages (which can therefore be mixed)
257 * added full configurability of "readme.txt" screen appearance:
258 - readme.x: <left position used with alignment>
259 - readme.y: <top position>
260 - readme.width: <maximim text width in pixels>
261 - readme.height: <maximum text height in pixels>
262 - readme.chars: <maximum number of chars per line>
263 - readme.lines: <maximum number of lines displayed>
264 - readme.align: left,center,right (default: center)
265 - readme.top: top,middle,bottom (default: top)
266 - readme.font: font name
267 - readme.autowrap: true,false (default: true)
268 - readme.centered: true,false (default: false)
269 - readme.parse_comments: true,false (default: true)
270 - readme.sort_priority: (not used here, but only for title screens)
271 when "readme.chars" and/or "readme.lines" is set to "-1" (this is the
272 default), they are automatically determined from "readme.width" and
273 "readme.height" accordingly; when they are not "-1", they have
274 precedence over "readme.width" and "readme.height"
275 * added internal ad-hoc config settings for displaying text files like
276 title messages or "readme.txt" style level set info files:
277 - .font: font name (default: readme.font)
278 - .autowrap: true,false (default: readme.autowrap)
279 - .centered: true,false (default: readme.centered)
280 - .parse_comments: true,false (default: readme.parse_comments)
281 (the leading '.' and the separating ':' are mandatory here); to use
282 these ad-hoc settings, they have to be written inside a comment, like
283 "# .autowrap: false" or "# .centered: true"; these settings then
284 override the above global settings (they can even be used more than
285 once, like "# .centered: true", then some text that should be drawn
286 centered, then "# .centered: false" to go back to non-centered text;
287 important note: after using "# .parse_comments: false", or when using
288 "readme.parse_comments: false", detecting and parsing comments inside
289 the file is disabled and comments are just printed like normal text;
290 also be aware that all automatic text size calculations are done with
291 the font defined in "readme.font", while using different fonts using
292 "# .font: <font>" inside the text file may cause unexpected results
295 * changed some numerical limits in the level editor from 255 to 999
298 * added option "system.sdl_videodriver" to select SDL video driver
299 * added output of SDL video and audio driver to "version info" page
302 * added group element drawing to IntelliDraw drawing functions
303 * fixed animation resetting problem again (last try broke Snake Bite)
304 * fixed diagonal scrolling in screen scrolling (last try broke Pac Man)
307 * added new (special) "include: <filename>" directive that works in all
308 configuration files (like "graphicsinfo.conf") and that has the same
309 effect as if that directive would be replaced with the content of the
310 specified file (this can be useful to split large configuration files
311 into several smaller ones and include them from one main file, or to
312 store configuration settings that always stay the same into a separate
313 file, while including it and only add those parts that really change)
316 * fixed minor bug (screen redraw of player tiles) in EMC graphics engine
319 * fixed bug in "InitMovingField()" where treating an integer array as
320 boolean caused wrong resetting of animations while elements are moving
321 * fixed problem with resetting animations when starting element change
324 * added sort priority for order of title screens and title messages
327 * changed end of game again: do not wait for the user to press a key
328 anymore, but directly ask/confirm tape saving and go to hall of fame
329 * re-enabled quitting of lost game by pressing space or return again
330 * added blanking of mouse pointer when displaying title screens
331 * added remaining menu draw offset definitions for info sub-screens
334 * added setup option to select game speed (from very slow to very fast)
335 * improved handling of title text messages (initial and for level set)
338 * added new options "auto-wrap" and "centered" for DC2 style envelopes
341 * fixed displaying and typing of player name when it is centered
342 * added special characters to be allowed for player name (not only A-Z)
345 * fixed blit in ScrollLevel() to same bitmap to not overlap anymore
346 (newer versions of the SDL library seem to not like this anymore)
349 * added code for configuration directives for control of game panel
352 * fixed small cosmetical bug with underlining property tabs in editor
355 * fixed small drawing bug in X11FadeRectangle
356 * added new elements for newly supported Diamond Caves II levels:
357 - EM/DC style exits that disappear after passing
358 - white key and gate (one white key needed for each white gate)
359 - fake gate (there is no key to open/pass this kind of gate!)
360 - extended magic wall which also handles pearls and crystals
364 * changed maximum value for endless loop detection to a higher value
365 (some levels really used very deep recursion without being endless)
368 * added new elements for newly supported Diamond Caves II levels:
369 - growing steel walls
370 - snappable land mine
373 * added new elements for newly supported Diamond Caves II levels:
374 - steel text elements
377 * added level file loader for native Diamond Caves II levels
380 * version number set to 3.2.4
383 * version 3.2.3 released
386 * fixed malloc/free bug when updating EMC artwork entries in level list
387 * added workaround (warning and request to quit the current game) when
388 changing elements cause endless recursion loop (which would otherwise
389 freeze the game, causing a crash-like program exit on some systems)
392 * fixed nasty string overflow bug when entering too long envelope text
395 * added feedback sounds for menu navigation "menu.item.activating" and
396 "menu.item.selecting" (for highlighting and executing menu entries)
399 * improved "no scrolling when relocating" to also consider scroll delay
400 (meaning that the player is not automatically centered in this case;
401 this makes it possible to "invisibly" relocate the player to a region
402 of the level playfield which looks the same as the old level region)
403 * fixed bug with not recognizing "main.input.name.align" when active
406 * fixed bug with displaying masked borders over title screens when
407 screen fading is disabled
410 * fixed infinite loop / crash bug when killing the player while having
411 a CE with the setting "kill player X when explosion of <player X>"
412 * added special editor graphic for "char_space" to distinguish it from
413 "empty_space" when editing a level (in-game graphics still the same)
416 * fixed nasty bug with initialization only done for the first player
419 * small change to handle loading empty element/content list micro chunks
422 * uploaded pre-release (test) version 3.2.3-0 binary and source code
425 * some optimizations on startup speed by reducing initial text output
428 * added caching of custom artwork information for faster startup times
431 * fixed graphical bug when using fewer menu entries on level selection
432 screen than usual (with "menu.list_size.LEVELS" directive)
433 * fixed crash bug (Windows/SDL only) caused by BlitBitmap blitting from
434 the backbuffer to the backbuffer by error (with identical rectangle)
437 * fixed bug when displaying titlescreen with size less than element tile
438 * fixed bug that caused elements with "change when digging <e>" event
439 to change for _every_ digged element, not only those specified in <e>
440 * fixed bug that caused impact style collision when dropping element one
441 tile over the player that can both fall down and smash players
442 * fixed bug that caused impact style collision when element changed to
443 falling/smashing element over the player immediately after movement
446 * fixed bug that allowed making engine snapshots from the level editor
449 * fixed bugs with player name and current level positions on main screen
452 * added configuration directives for control of title screens:
453 - "title.fade_delay" for fading time
454 - "title.post_delay" for pause between screens (when not crossfading)
455 - "title.auto_delay" to automatically continue after some time
456 these settings can each be overridden by specifying them with titles:
457 - "titlescreen_initial_{1-5}.{fade_delay,post_delay,auto_delay}"
458 - "titlescreen_{1-5}.{fade_delay,post_delay,auto_delay}"
459 fading mode can also be specified:
460 - "titlescreen_initial_{1-5}.anim_mode: {fade,crossfade}
461 - "titlescreen_{1-5}.anim_mode: {fade,crossfade}
462 default is using normal fading for menues and initial title screens,
463 while using cross-fading for level set title screens
464 * fixed bug with background not drawn in Hall of Fame after game was won
467 * added configuration directives for the remaining main menu items
470 * added additional configuration directives for info screen draw offset:
471 menu.draw_{x,y}offset.INFO[{ELEMENTS,MUSIC,CREDITS,PROGRAM,LEVELSET}]
472 * added additional configuration directives for preview info text
473 * limited mouse wheel sensitive screen area to scrollable screen area
476 * added highlighted menu text entries to menu navigation when selected
479 * fixed bug that prevented player from correctly being created in the
480 top left corner by a custom element change in a level without player
481 * fixed bug that prevented player from being killed when indestructible,
482 non-walkable element is placed on player position by extended change
483 * added configurable menu button, text and input positions to main menu
486 * added page fading effects for remaining info sub-screens
487 * fixed small bug that caused some delays when answering door request
490 * added directives "border.draw_masked.*" for menu/playfield area and
491 door areas to display overlapping/masked borders from "global.border"
494 * fixed bug with CE with move speed "not moving" not being animated
495 * when changing player artwork by CE action, reset animation frame
498 * fixed bug with not unmapping main menu screen gadgets on other screens
499 * fixed bug with un-pausing a paused game by releasing still pressed key
500 * fixed bug with not redrawing screen when toggling to/from fullscreen
501 mode while fast reloading tape (without redrawing playfield contents)
502 * fixed bug with quick-saving tape snapshot despite answering with "no"
505 * version number set to 3.2.3
508 * version 3.2.2 released
511 * fixed bug with redrawing screen in fullscreen mode after quick tape
512 reloading when using the EMC game engine
513 * changed token names from "last_ce_[1-8]" to "prev_ce_[1-8]"
516 * fixed bug in GameWon() when level contains no exit (like in Sokoban)
519 * added engine snapshot functionality for instant tape reloading (this
520 only works for the last tape saved using "quick save", and does not
521 work across program restarts, because it completely works in memory)
524 * version number set to 3.2.2
527 * version 3.2.1 released
530 * fixed nasty bugs with handling error message file on Mac OS X systems
533 * general code cleanup (removing many annoying "#if 0" blocks etc.)
536 * fixed bug that caused broken tapes when manually appending to tapes
537 using the "pause before death" functionality, followed by recording
538 * added setup option to disable fading of screens for faster testing
541 * code cleanup of new fading functions
544 * changed behaviour after solved game -- do not immediately stop engine
545 * added some more smooth screen fadings (game start, hall of fame etc.)
548 * fixed bug with displaying pushed CE with value/score/delay anim_mode
551 * added configurable level preview position, tile size and dimensions
552 * added configurable game panel value positions (gems, time, score etc.)
555 * fixed small bug with time displayed incorrectly when collecting CEs
558 * fixed bug with bumpy scrolling with EM engine in double player mode
561 * added compatibility code to fix "Snake Bite" style levels that were
562 broken due to a bugfix regarding EL_SOKOBAN_FIELD_PLAYER in 3.2.0
565 * fixed bug with scrollbars inside editor when using the Windows mouse
566 enhancement tool "True X-Mouse" (which injects key events to the event
567 queue to insert selected stuff into the Windows clipboard, which gets
568 confused with the "Insert" key for jumping to the last editor cascade
569 block in the element list)
570 * added Rocks'n'Diamonds icon for use as window icon to SDL version
571 * added key shortcut "Alt + Enter" to toggle fullscreen mode at any time
574 * added selection of preferred fullscreen mode to setup / graphics menu
575 (useful if default mode 800 x 600 does not match screen aspect ratio)
578 * improved down-scaling of images for better editor and preview graphics
579 * changed user data directory for Mac OS X from Unix style to new place
582 * improved level number selection in main menu and player selection in
583 setup menu (input devices section) by using standard button gadgets
584 * added support for mouse scroll wheel (caused buggy behaviour before)
585 * added support for scrolling horizontal scrollbars with mouse wheel by
586 holding "Shift" key pressed while scrolling the wheel
587 * added support for single step mouse wheel scrolling by holding "Alt"
588 key pressed while scrolling the wheel (can be combined with "Shift")
589 * changed output file "stderr.txt" on Windows platform now always to be
590 created in the R'n'D sub-directory of the personal documents directory
591 * added Windows message box to direct to "stderr.txt" after error aborts
594 * improved general scrollbar handling (when jump-scrolling scrollbars)
597 * changed scrollbars to always show last line as first after scrolling
598 (that means jumping n - 1 screen lines instead of n screen lines)
601 * fixed level versions of EMC level loader (from V4 to V1, V2 and V3)
602 * fixed level time for EMC levels for V2 engine (V2 and V5 levels)
603 * fixed special handling of vertically stacked acid becoming fake acid
606 * fixed bug (very special case) with CE_SCORE_GETS_ZERO, which can
607 affect multiple instances of the same CE, although this kind of
608 change condition usually only affects one single custom element
611 * version number set to 3.2.1
614 * version 3.2.0 released
617 * reorganized level editor element list a bit to match engines better
620 * fixed newly introduced bug with wrongly initializing clipboard element
623 * fixed bug with displaying visible/invisible level border in editor
626 * reorganized some elements in the level editor element list
629 * fixed bug with displaying any player as "yellow" when moving into acid
630 * fixed bug with displaying running player when player stopped at border
633 * fixed bug with player exploding when moving into acid
634 * fixed bug with level settings being reset in editor and when playing
635 (some compatibility settings being set not only after level loading)
636 * fixed crash bug when number of custom graphic frames was set to zero
637 * fixed bug with teleporting player on walkable tile not working anymore
638 * added partial compatibility support for pre-release-only "CONF" chunk
639 (to make Alan Bond's "color cycle" demo work again :-) )
642 * fixed some bugs when displaying title screens from info screen menu
643 * fixed bug which caused EMC doors #5 to #8 to be passable without keys
646 * changed file major version to 3 to reflect level file format changes
647 * uploaded pre-release (test) version 3.2.0-8 binary and source code
650 * added new chunk "NAME" to level file format for level name settings
651 * added new chunk "NOTE" to level file format for envelope settings
652 * changed name of chunk "CONF" to "ELEM" (for normal element settings)
653 * updated magic(5) file to recognize changed and new level file chunks
654 * removed change events "change when CE value/score changes" as unneeded
657 * changed gravity (which only affects the player) from level property
658 to player property (only makes a difference in multi-player levels)
659 * added change events "change when CE value/score changes"
660 * added change events "change when CE value/score changes of <element>"
663 * added new chunk "INFO" to level file format for global level settings
664 * added all element settings from "HEAD" chunk to "CONF" chunk
665 * added all global level settings from "HEAD" chunk to "INFO" chunk
668 * changed level file format by adding two new chunks "CUSX" (for custom
669 elements, replacing the previous "CUS4" chunk) and "GRPX" (for group
670 elements, replacing the previous "GRP1" chunk); these new IFF style
671 chunks use the new and flexible "micro chunks inside chunks" technique
672 already used with the new "CONF" chunk (for normal element properties)
673 which makes it possible to easily extend the existing level format
674 (instead of using fixed-length chunks like before, which are either
675 too big due to reserved bytes for future use, or too small when those
676 reserved bytes have all been used and even more data should be stored,
677 requiring the replacement by new and larger chunks just like it went
678 with "CUS1" to "CUS4"); this whole problem now does not exist anymore
681 * added credits pages to the "credits" section that were really missing
682 * added some missing element descriptions to the level editor
683 * added down position of switchgate switch to the level editor
684 and allowed the use of both switch positions at the same time
685 * changed use of "Insert" and "Delete" keys to navigate element list in
686 level editor to start of previous or next cascading block of elements
689 * added the possibility to view the title screen to the info screen menu
690 * fixed some minor bugs with viewing title screens
693 * fixed bug with title (cross)fading in/out when using fullscreen mode
696 * fixed bug that forced re-defining of menu settings in local graphics
697 config file which are already defined in existing base config file
698 * fixed small bug that caused door sounds playing when music is enabled
701 * added the possibility to define up to five title screens for each
702 level set that are displayed after loading using (cross)fading in/out
703 (this was added to display the various start images of the EMC sets)
706 * added "CE score gets zero [of]" to custom element trigger conditions
707 * added setup option to display element token name in level editor
710 * added compatibility code for Juergen Bonhagen's menu artwork settings
713 * fixed bug with displaying wrong animation frame 0 after CE changes
714 * fixed bug with creating invisible elements when light switch is on
717 * added selection between ECS and AGA graphics for EMC levels to setup
720 * adjusted font handling for various narrow EMC style fonts
723 * changed EM engine behaviour back to re-allow initial rolling springs
726 * fixed handling of over-large selectboxes (less error-prone now)
727 * fixed bug when creating GE with walkable element under the player
730 * added use of "Insert" and "Delete" keys to navigate element list in
731 level editor to start of custom elements or start of group elements
732 * added virtual elements to access CE value and CE score of elements:
733 - "CE value of triggering element"
734 - "CE score of triggering element"
735 - "CE value of current element"
736 - "CE score of current element"
739 * fixed "grass" to "sand" in older EM levels (up to file version V4)
742 * changed behaviour of network games with internal errors (because of
743 different client frame counters) from immediately terminating R'n'D
744 to displaying an error message requester and stopping only the game
745 (also to prevent impression of crashes under non command-line runs)
746 * fixed playing network games with the EMC engine (did not work before)
747 * fixed bug with not scrolling the screen in multi-player mode with the
748 focus on player 1 when all players are moving in different directions
749 * fixed bug with keeping pointer to gadget even after its deallocation
750 * fixed bug with allowing "focus on all players" in network games
751 * fixed bug with player focus when playing tapes from network games
754 * uploaded pre-release (test) version 3.2.0-7 binary and source code
757 * code cleanup for game action control for R'n'D and EMC game engine
760 * fixed bug in multi-player movement with focus on both players
761 * added option to control only the focussed player with all input
764 * added player focus switching to level tape recording and re-playing
767 * fixed some bugs in player focus switching in EMC and RND game engine
770 * added special Supaplex animations for Murphy digging and snapping
771 * added special Supaplex animations for Murphy being bored and sleeping
774 * added four new yam yams with explicit start direction for EMC engine
775 * fixed bug in src/libgame/text.c with printing text outside the window
778 * fixed small bug in EMC level loader (copyright sign in EM II levels)
781 * added delayed ignition of EM style dynamite when used in R'n'D engine
782 * added limited movement range to EMC engine when focus on all players
785 * fixed bug with missing (zero) score values for native Supaplex levels
788 * added "continuous snapping" (snapping many elements while holding the
789 snap key pressed, without releasing the snap key after each element)
790 as a new player setting for more compatibility with the classic games
793 * finished scrolling for "focus on all players" in EMC graphics engine
796 * level sets with "levels: 0" are ignored for levels, but not artwork
797 * fixed bug when scanning empty level group directories (endless loop)
800 * fixed bug with explosion graphic for player using "Murphy" graphic
801 * fixed bug with explosion graphic if player leaves explosion in time
802 * changed some descriptive text in setup menu to use medium-width font
803 * added key shortcut settings for switching player focus to setup menu
806 * fixed bug with random value initialization when recording tapes
807 * fixed bug with playing single player tapes when team mode activated
810 * fixed little bug when trying to switch to player that does not exist
813 * added player switching (visual and quick) to R'n'D and EM game engine
814 * added setup option to select visual or quick in-game player switching
817 * added use of "Home" and "End" keys to handle element list in editor
820 * fixed bug with adding score when playing tape with EMC game engine
821 * added steel wall border for levels using EMC engine without border
822 * finally fixed delayed scrolling in EMC engine also for small levels
825 * fixed potential crash bug in WarnBuggyBase() (missing boundary check)
828 * fixed bug with CE change order in TestIfElementTouchesCustomElement()
829 * fixed bug when displaying info element without action, but direction
832 * fixed minor graphical problems with springs smashing and slurping
833 (when using R'n'D style graphics instead of EMC style graphics)
836 * added scroll delay (as configured in setup) to EMC graphics engine
839 * improved screen redraw for EMC graphics engine (faster and smoother)
840 * when not scrolling, do not redraw the whole playfield if not needed
843 * added multi-player mode for EMC game engine (with up to four players)
846 * added android (can clone elements) from EMC engine to R'n'D engine
849 * added spring bumper (reflects spring) from EMC engine to R'n'D engine
852 * added selectbox for initial player speed to player settings in editor
855 * version 3.1.2 created that is basically version 3.1.1, but with a
856 major bug fixed that prevented editing your own private levels
857 * version 3.1.2 released
860 * added magic ball (creates elements) from EMC engine to R'n'D engine
863 * uploaded fixed pre-release version 3.2.0-6 binary and source code
866 * fixed bug when using "CE can leave behind <trigger element>"
867 * added new change condition "(after/when) creation of <element>"
868 * added new change condition "(after/when) digging <element>"
869 * fixed bug accessing invalid gadget that caused crashes under Windows
870 * deactivated new possibility for multiple CE changes per frame
873 * uploaded pre-release (test) version 3.2.0-6 binary and source code
876 * added animation types "ce_value" and "ce_score" to graphicsinfo.conf
877 * fixed bug with not keeping CE value for moving CEs with only action
878 * changed CE action selectboxes in editor to be only reset when needed
881 * added option "use artwork from element" for custom player artwork
882 * added option "use explosion from element" for player explosions
885 * added cascaded element lists in the level editor
886 * added persistence for cascaded element lists by "editorcascade.conf"
887 * added dynamic element list with all elements used in current level
888 * added possibility for multiple CE changes per frame (experimental)
891 * uploaded pre-release (test) version 3.2.0-5 binary and source code
894 * changed "score for each 10 seconds/steps left" to "1 second/step"
895 * added own score for collecting "extra time" instead of sharing it
896 * added change events "switched by player" and "player switches <e>"
897 * added change events "snapped by player" and "player snaps <e>"
898 * added "set player artwork: <element choice>" to CE action options
899 * added change event "move of <element>"
902 * added "set player shield: off / normal / deadly" to CE action options
903 * added new player option "use level start element" in level editor
904 to set the correct focus at level start to elements from which the
905 player is created later (this did not work before for cascaded CE
906 changes resulting in creation of the player; it is now also possible
907 to create the player from a yam yam which is smashed at level start)
910 * added "set player speed: frozen (not moving)" to CE action options
911 * added "move player: l/r/u/d/trigger/-trigger" to CE action options
914 * added new player option "block snap field" (enabled by default) to
915 make it possible to show a snapping animation like in Emerald Mine
918 * added dynamic selectboxes to custom element action settings in editor
919 * added "CE value" counter for custom elements (instead of "CE count")
920 * added option to use the last "CE value" after custom element change
921 * added option to use the "CE value" of other elements in CE actions
922 * fixed odd behaviour when pressing time orb in levels w/o time limit
923 * added checkbox "use time orb bug" for older levels that use this bug
926 * added missing configuration settings for the following elements:
927 - EL_TIMEGATE_SWITCH (time of open time gate)
928 - EL_LIGHT_SWITCH_ACTIVE (time of light switched on)
929 - EL_SHIELD_NORMAL (time of shield duration)
930 - EL_SHIELD_DEADLY (time of shield duration)
931 - EL_EXTRA_TIME (time added to level time)
932 - EL_TIME_ORB_FULL (time added to level time)
935 * added "wind direction" as a movement pattern for custom elements
936 * added initial wind direction for balloon / custom elements to editor
937 * added functionality for EL_BALLOON_SWITCH_NONE to R'n'D game engine
940 * added parameters for "game of life" and "biomaze" elements to editor
943 * added level file chunk "CONF" for generic level and element settings
946 * uploaded pre-release (test) version 3.2.0-4 binary and source code
949 * skip empty level sets (with "levels: 0"; may be artwork base sets)
950 * added sound action ".page[1]" to ".page[32]" for each CE change page
953 * added image config suffix ".clone_from" to copy whole image settings
954 * fixed bug with invalid ("undefined") CE settings in old level files
957 * fixed graphical bug with smashing elements falling faster than player
960 * fixed major bug which prevented private levels from being edited
961 * fixed bug with precedence of general and special font definitions
964 * fixed graphical bug with player animation when player moves slowly
967 * uploaded pre-release (test) version 3.2.0-3 binary and source code
970 * fixed bug which prevented "global.num_toons: 0" from working
973 * major code cleanup (removed all these annoying "#if 0" blocks)
976 * added custom element actions for CE change page in level editor
979 * fixed music initialization bug in init.c (thanks to David Binderman)
980 * fixed mouse wheel "button" bug in editor (thanks to Tomi Belan)
981 (this bug must probably be fixed at other places, too)
984 * fixed buggy '#include "SDL.h"' statements in src/libgame/sdl.h
985 (should be '#include <SDL.h>' instead)
988 * fixed bug which prevented "walkable from no direction" from working
989 (due to compatibility code overwriting this setting after loading)
992 * fixed bug on Mac OS X (use of reserved name "Random") in EM engine
995 * version number temporarily set to 3.1.1 (intermediate bugfix release)
996 * version 3.1.1 released
999 * changed some va_arg() arguments from 'long' to 'int', fixing problems
1000 on 64-bit architecture systems with LP64 data model
1003 * fixed bug with bombs not exploding when hitting the last level line
1004 (introduced after the release of 3.1.0)
1007 * added support for dumping small-sized level sketches from editor
1010 * added recognition of "trigger element" for "change digged element to"
1011 (this is not really what the "trigger element" was made for, but its
1012 use may seem obvious for leaving back digged elements unchanged)
1015 * fixed multiple warnings about failed joystick device initialization
1018 * fixed bug with dynamite dropped on top of just dropped custom element
1019 (collect dynamite, collect CE, drop CE => dynamite was also dropped);
1020 dynamite can still be dropped, but drop key must be released before
1023 * fixed bug with wrong start directory when started from file browser
1024 (due to this bug, R'n'D could not be started from KDE's Konqueror)
1027 * fixed bug causing "change when impact" on player not working
1028 * fixed wrong priority of "hitting something" over "hitting <element>"
1029 * fixed wrong priority of "hit by something" over "hit by <element>"
1032 * fixed graphical bug which caused the player (being Murphy) to show
1033 collecting animations although the element was collected by penguin
1036 * fixed two bugs causing wrong door background graphics in system.c
1037 (in functions "SetBackgroundBitmap()" and "DrawingOnBackground()")
1040 * fixed graphic bug with exploding bomb and R'n'D graphics in EM engine
1041 * added "no direction" to "walkable/passable from" selectbox options
1044 * enhanced tape autoplay to accept "autoplay <set> [<nr> ...]" format
1045 * in tape autoplay, not only report broken, but also missing tapes
1048 * uploaded pre-release (test) version 3.2.0-2 binary and source code
1051 * fixed small bug with "linear" animation not working for active lamp
1054 * fixed bug with moving up despite gravity due to "block last field"
1055 * fixed small bug with wrong draw offset when typing name in main menu
1056 * when reading user names from "passwd", ignore data after first comma
1057 * when creating new "levelinfo.conf", only write some selected entries
1060 * fixed displaying "imported from/by" on preview with empty string
1061 * fixed ignoring draw offset for fonts used for level preview texts
1064 * fixed a delay problem with SDL and too many mouse motion events
1065 * added setup option "skip levels" and level skipping functionality
1068 * added move speed "not moving" for non-moving CEs, but with direction
1071 * fixed mapping of obsolete element token names in "editorsetup.conf"
1072 * fixed bug with sound "acid.splashing" treated as a loop sound
1073 * fixed some little sound bugs in native EM engine
1076 * fixed small bug when dragging scrollbars to end positions
1079 * added editor element descriptions written by Aaron Davidson
1082 * improved fallback handling when configured artwork is not available
1083 (now using default artwork instead of exiting when files not found)
1086 * fixed bug on level selection screen when dragging scrollbar
1089 * fixed bug which caused broken tapes when appending to EM engine tapes
1092 * uploaded pre-release (test) version 3.2.0-1 binary and source code
1095 * added code to replace changed artwork config tokens with other tokens
1096 (needed for backwards compatibility, so that older tokens still work)
1099 * added native R'n'D graphics for some new EMC elements in EM engine
1102 * fixed some bugs in the EM engine integration code
1103 * changed EM engine code to allow diagonal movement
1104 * changed EM engine code to allow use of separate snap and drop keys
1107 * fixed some redraw bugs when using EM engine
1110 * fixed bug with not converting RND levels which are set to use native
1111 engine to native level structure when loading
1114 * uploaded pre-release (test) version 3.2.0-0 binary and source code
1117 * version number set to 3.2.0
1120 * level data now reset to defaults after attempt to load invalid file
1123 * added use of "editorsetup.conf" for different level sets
1126 * added auto-detection for various types of Emerald Mine level files
1129 * fixed bug with scrollbars getting too small when list is very large
1132 * fixed bug with 3+3 (cross) sized explosion not making explosion sound
1135 * added most level editor configuration gadgets for new EMC elements
1138 * added more element and graphic definitions for new EMC elements
1141 * modified native EM engine to use integrated R'n'D sound system
1144 * added SDL support to graphics functions in native EM engine
1145 (by always using generic libgame interface functions)
1148 * fixed bug in frame synchronization in native EM engine
1151 * added code to convert levels between R'n'D and native EM engine
1154 * new Emerald Mine engine can now play levels selected in main menu
1157 * fixed big memory leak in function "CreateBitmapWithSmallBitmaps()"
1158 (which creates scaled down graphics for level editor and preview);
1159 there's still a memory leak somewhere in the artwork handling code
1160 * added "scale image up" functionality to X11 version of zoom function
1163 * first attempts to integrate new, native Emerald Mine Club engine
1166 * fixed bug in gadget code which caused reset of CEs in level editor
1167 (example: pressing 'b' [grab brush] on CE config page erased values)
1168 (solution: check if gadgets in ClickOnGadget() are really mapped)
1169 * improved level change detection in editor (settings now also checked)
1170 * fixed bug with "can move into acid" and "don't collide with" state
1173 * fixed maze runner style CEs to use the configured move delay value
1176 * added Aaron Davidson's tutorial level set to the "Tutorials" section
1179 * fixed engine change that broke 3.0.8 levels like "Walpurgis Gardens"
1180 * fixed the above fix because it broke level set "machine" (*sigh*)
1181 * fixed random element placement in level editor to work as expected
1182 * fixed undefined graphic of runtime element "EL_AMOEBA_TO_DIAMOND"
1185 * re-recorded tape for BD2K3, level 010 (broken due to bugfix)
1188 * fixed bug (missing array boundary check) which caused broken tapes
1189 * fixed bug (when loading level template) which caused broken levels
1190 * fixed bug with new block last field code when using non-yellow player
1193 * fixed bug when pressing "stop, pause, stop, play" on tape recorder
1194 * internal change of how the player blocks the last field when moving
1195 * fixed blocking delay of last field for EM and SP style block delay
1196 * fixed bug where the player had to wait for the usual move delay after
1197 unsuccessfully trying to move, when he directly could move after that
1198 * the last two changes should make original Supaplex level 93 solvable
1199 * improved use of random number generator to make it less predictable
1200 * fixed behaviour of slippery SP elements to let slip left, then right
1203 * fixed bug with wrong door state after trying to quickload empty tape
1204 * fixed waste of static memory usage of the binary, making it smaller
1205 * fixed very little graphical bug in Supaplex explosion
1208 * version number set to 3.1.1
1211 * version 3.1.0 released
1214 * fixed bug with crash when writing user levelinfo.conf the first time
1217 * added option "convert LEVELDIR [NR]" to command line batch commands
1218 * re-converted Supaplex levels to apply latest engine fixes
1219 * changed "use graphic/sound of element" to "use graphic of element"
1220 due to compatibility problems with some levels ("bug machine" etc.)
1223 * fixed bug with CE change replacing player with same or other player
1226 * fixed bug with opaque font in envelope with background graphic when
1227 background graphic is not transparent itself
1230 * added "gravity on" and "gravity off" ports for Supaplex compatibility
1231 * corrected original Supaplex level loading code to use these new ports
1232 * also corrected Supaplex loader to auto-count infotrons if set to zero
1235 * fixed bug with missing initialization of "modified" flag for GEs
1238 * fixed bug that caused endless recursion loop when relocating player
1239 * fixed tape recorder bug in "step mode" when using "pause before end"
1240 * fixed tape recorder bug when changing from "warp forward" mode
1243 * fixed bug with "when touching" for pushed elements at last position
1246 * fixed bug that caused two activated toolbox buttons in level editor
1247 * fixed bug with exploding dynabomb under player due to other explosion
1250 * fixed bug with creating walkable custom element under player (again)
1251 * fixed bug with not copying explosion type when copying CEs in editor
1252 * fixed graphical bug when drawing player in setup menu (input devices)
1253 * fixed graphical bug when the player is pushing an accessible element
1254 * fixed bug with classic switchable elements triggering CE changes
1255 * fixed bug with entering/leaving walkable element in RelocatePlayer()
1256 * fixed crash bug when CE leaves behind the trigger player element
1259 * fixed bug with broken tubes after placing/exploding dynamite in them
1260 * fixed bug with exploding dynamite under player due to other explosion
1261 * fixed bug with not resetting push delay under certain circumstances
1264 * added option "handicap" for "levelinfo.conf" (thanks to Niko Böhm)
1265 * added network multiplayer code for Windows (thanks to Niko Böhm)
1268 * added option "reachable despite gravity" for gravity movement
1269 * changed gravity movement of most classic walkable and passable
1270 elements back to "not reachable" (for compatibility reasons)
1273 * fixed (removed) "indestructible" / "can explode" dependency in editor
1274 * fixed (removed) "accessible inside" / "protected" dependency
1275 * fixed (removed) "step mode" / "shield time" dependency
1278 * fixed dynabombs exploding now into anything diggable
1279 * fixed Supaplex style gravity movement into buggy base now impossible
1280 * added pressing key "space" as valid action to select menu options
1283 * added "replace when walkable" to relocate player to walkable element
1284 * added "enter"/"leave" event for elements affected by relocation
1285 * fixed "direct"/"indirect" change order also for "when change" event
1286 * fixed graphical bug when pushing things from elements walkable inside
1289 * fixed graphic bug when player is snapping while moving in old levels
1290 * fixed bug when a moving custom element leaves a player element behind
1291 * fixed bug with mole not disappearing when moving into acid pool
1292 * fixed bug with incomplete path setting when using "--basepath" option
1293 * moving CE can now leave walkable elements behind under the player
1294 * when relocating, player can be set on walkable element now
1295 * fixed another gravity movement bug
1298 * uploaded pre-release (test) version 3.1.0-2 binary and source code
1301 * added "collectible" and "removable" to extended replacement types
1302 (where "removable" replaces "diggable" and "collectible" elements)
1303 * added "collectible & throwable" (to throw element to the next field)
1304 * fixed bug with CEs digging elements that are just about to explode
1305 * changed mouse cursor now always being visible when game is paused
1308 * added possibility to push/press accessible elements from a side that
1310 * fixed bug with not setting actual date when appending to tape
1313 * fixed bug with incorrectly initialized custom element editor graphics
1316 * corrected set "Contributions_1995-2000/rnd_kjell_kristiansson":
1317 - number of levels corrected from 18 to 17 in "levelinfo.conf"
1320 * fixed bug with destroyed robot wheel still attracting robots forever
1321 * fixed bug with time gate switch deactivating after robot wheel time
1322 (while the time gate itself is not affected by this misbehaviour)
1323 * changed behaviour of BD style amoeba to always get blocked by player
1324 (before it was different when there were non-BD elements in level)
1325 * fixed bug with player destroying indestructable elements with shield
1328 * added option to make growing elements grow into anything diggable
1329 (for the various amoeba types, biomaze and "game of life")
1332 * fixed bug with movable elements not moving after left behind by CEs
1333 * changed gravity movement to anything diggable, not only sand/base
1334 * optionally allowing passing to walkable element, not only empty space
1335 * added option "can pass to walkable element" for players
1336 * finally fixed gravity movement (hopefully)
1339 * fixed bug with movable elements not moving anymore after falling down
1342 * fixed another bug with custom elements digging and leaving elements
1343 * fixed bug with "along left/right side" and automatic start direction
1344 * trigger elements now also displayed when "more custom" deactivated
1345 * fixed bug with clipboard element initialized when loading new level
1346 * added option "drop delay" to set delay before dropping next element
1349 * uploaded pre-release (test) version 3.1.0-1 binary and source code
1352 * added copy and paste functions for custom change pages
1353 * enhanced graphical display and functionality of tape recorder
1354 * fixed bug with custom elements digging and leaving elements
1357 * added move speed faster than "very fast" for custom elements
1358 * fixed bug with 3+3 style explosions and missing border content
1359 * fixed little bug when copying custom elements in the editor
1360 * enhanced custom element changes by more side trigger actions
1363 * added option "no scrolling when relocating" for instant teleporting
1364 * uploaded pre-release (test) version 3.1.0-0 binary and source code
1367 * added trigger element and trigger player to use as target elements
1368 * added copy and paste functions for custom and group elements
1371 * fixed graphical bug when displaying explosion animations
1372 * fixed bug when appending to tapes, resulting in broken tapes
1373 * re-recorded a few tapes broken by fixing gravity checking bug
1376 * "can move into acid" property now for all elements independently
1377 * "can fall into acid" property for player stored in same bitfield now
1378 * added option for deadliness of Supaplex 'sniksnak' and 'electron'
1379 * version number set to 3.1.0 (finally!)
1382 * changed tape recording to only record input, not programmed actions
1385 * fixed totally broken (every 8th frame skipped) step-by-step recording
1386 * fixed bug with requester not displayed when quick-loading interrupted
1387 * added option "can fall into acid (with gravity)" for players
1388 * fixed bug with player not falling when snapping down with gravity
1391 * fixed bug which messed up key config when using keypad number keys
1394 * fixed bug which allowed moving upwards even when gravity was active
1395 * fixed bug with missing error handling when dumping levels or tapes
1398 * added different colored editor graphics for Supaplex gravity tubes
1401 * fixed bug that allowed solvable tapes for unsolvable levels
1404 * use unlimited number of droppable elements when "count" set to zero
1405 * added option to use step limit instead of time limit for level
1408 * added player and change page as trigger for custom element change
1411 * fixed bug with exploding amoeba (explosion 3x3 instead of 1x1)
1414 * fixed bug with dark yamyam changing to acid when moving over acid
1415 * fixed handling of levels with more than 999 seconds level time
1416 (example: level 76 of "Denmine")
1419 * "spring push bug" reintroduced as configurable element property
1420 * fixed bug with missing properties for "mole"
1421 * fixed bug that showed up when fixing the above "mole" properties bug
1422 * added option "can move into acid" for all movable elements
1423 * fixed graphical bug for elements moving into acid
1424 * changed event handling to handle all pending events before going on
1427 * fixed bug which caused all CE change pages to be ignored which had
1428 the same change event, but used a different element side
1429 (reported by Simon Forsberg)
1431 * fixed bug which caused elements that can move and fall and that are
1432 transported by a conveyor belt to continue moving into that direction
1433 after leaving the conveyor belt, regardless of their own movement
1434 type; only elements which can not move are transported now
1435 (reported by Simon Forsberg)
1437 * fixed bug which could cause an array overflow in RelocatePlayer()
1438 (reported by Niko Böhm)
1440 * changed Emerald Mine style "passable / over" elements to "protected"
1441 (fixing unsolvable level 10 of "Bondmine 9" with bug beside gate)
1443 * added new option to select from which side a "walkable/passable"
1444 element can be entered
1447 * added explosion and ignition delay for elements that can explode
1450 * fixed bug which caused player not being protected against enemies
1451 when a CE was "walkable / inside" and was not "indestructible"
1452 * added "walkable/passable" fields to be "protected/unprotected"
1453 against enemies, even if not accessible "inside" but "over/under"
1456 * corrected move pattern to 32 bit and initial move direction to 8 bit
1459 * added second custom element base configuration page
1462 * added some special EMC mappings to Emerald Mine level loader
1463 (also covering previously unknown element in level 0 of "Bondmine 8")
1466 * added option to block last field when player is moving (for Supaplex)
1467 * adjusted push delay of Supaplex elements
1468 * removed delays for envelopes etc. when replaying with maximum speed
1469 * fixed bug when dropping element on a field that just changed to empty
1472 * fixed bug: infotrons can now smash yellow disks
1473 * fixed bug: when gravity active, port above player can now be entered
1474 * removed "one white dot" mouse pointer which irritated some people
1477 * added "choice type" for group element selection
1480 * fixed bug with initial invulnerability of non-yellow player
1483 * added level loader for loading native Supaplex packed levels
1484 (including multi-part levels like the "splvls99" levels)
1487 * fixed bug which allowed creating emeralds by escaping explosions
1490 * custom elements can change (limited) or leave (unlimited) elements
1491 * finally added multiple matches using group elements
1492 * added shortcut to dump brush (type ":DB" in editor) for use in forum
1495 * added new start movement type "previous" for continued CE movement
1496 * added new start movement type "random" for random CE movement start
1499 * added new element "sokoban_field_player" needed for Sokoban levels
1500 (thanks to Ed Booker for pointing this out!)
1503 * added elements that can be digged or left behind by custom elements
1506 * added group elements for multiple matches and random element creation
1509 * fixed some graphical errors displayed in old levels
1512 * fixed wrong double speed movement after passing closing gates
1515 * added level loader for loading native Emerald Mine levels
1518 * changes for "shooting" style CE movement
1521 * Happy New Year! ;-)
1524 * changed default snap/drop keys from left/right Shift to Control keys
1527 * fixed bug with dead player getting reanimated from custom element
1530 * fixed bug with wrong penguin graphics (when entering exit)
1533 * fixed bug with wrong "Murphy" graphics (when digging etc.)
1536 * version number set to 3.0.9
1539 * version 3.0.8 released
1542 * added function checked_free()
1545 * fixed bug with double nut cracking sound
1546 (by eliminating "default element action sound" assignment in init.c)
1549 * fixed crash when no music info files are available
1552 * fixed boring and sleeping sounds
1555 * added "maze runner" and "maze hunter" movement types
1556 * added extended collision conditions for custom elements
1559 * added warnings for undefined token values in artwork config files
1562 * added menu entry for level set information to the info screen
1565 * fixed bug with wrong default impact sound for colored emeralds
1568 * added several sub-screens for the info screen
1569 * menu text now also clickable (not only blue/red sphere left of it)
1572 * added configurable "bored" and "sleeping" animations for the player
1573 * added "awakening" sound for player when waking up after sleeping
1576 * added "copy" and "exchange" functions for custom elements to editor
1579 * added configurable element animations for info screen
1582 * added configurable music credits for info screen
1585 * finally fixed tape recording when player is created from CE change
1588 * added "editorsetup.conf" for editor element list configuration
1591 * added "musicinfo.conf" for menu and level music configuration
1594 * fixed a very nasty bug in dragon turning code in TurnRoundExt()
1595 (that only showed up on Linux, but not on Windows systems)
1598 * fixed turning movement of butterflies and fireflies (no frame reset)
1599 * enhanced sniksnak turning movement (two steps instead of only one)
1602 * version number set to 3.0.8
1605 * version 3.0.7 released
1608 * fixed reset of player animation frame when, for example,
1609 walking, digging or collecting share the same animation
1610 * fixed CE with "deadly when touching" exploding when touching amoeba
1613 * fixed tape recording when player is created from CE element change
1616 * introduced "turning..." action graphic for elements with move delay
1617 (non-CE: bug, spaceship, sniksnak, mole, pacman, yamyam)
1618 * added turning animations for bug, spaceship and sniksnak
1621 * prevent "extended" changed elements from delay change in same frame
1624 * fixed bug when pushing element that can move away to the side
1625 (like pushing falling elements, but now with moving elements)
1628 * finally fixed serious bug in code for delayed element pushing (again)
1631 * unavailable setup options now marked as "n/a" instead of "off"
1632 * new boolean directive "latest_engine" for "levelinfo.conf": when set
1633 to "true", levels are always played with the latest game engine,
1634 which is desired for levels that are imported from other games; all
1635 other levels are played with the engine version stored in level file
1636 (which is normally the engine version the level was created with)
1639 * fixed serious bug in code for delayed element pushing
1640 * fixed little bug in animation frame selection for pushed elements
1641 * speed-up of reading config file for verbose output
1644 * added configuration option for opening and closing Supaplex exit
1645 * added configuration option for moving up/down animation for Murphy
1646 * fixed incorrectly displayed animation for attacking dragon
1647 * fixed bug with not setting initial gravity for each new game
1648 * fixed bug with teleportation of player by custom element change
1649 * fixed bug with player not getting smashed by rock sometimes
1652 * version number set to 3.0.7
1655 * version 3.0.6 released
1658 * added support for MP3 music for SDL version through SMPEG library
1661 * fixed bug when initializing font graphic structure
1662 * fixed bug with animation mode "pingpong" when using only 1 frame
1663 * fixed bug with extended change target introduced in 3.0.5
1664 * fixed bug where passing over moving element doubles player speed
1665 * fixed bug with elements continuing to move into push direction
1666 * fixed bug with duplicated player when dropping bomb with shield on
1667 * added "switching" event for custom elements ("pressing" only once)
1668 * fixed switching bug (resetting flag when not switching but not idle)
1671 * fixed element tokens for certain file elements with ".active" etc.
1674 * version number set to 3.0.6
1677 * version 3.0.5 released
1680 * now four envelope elements available
1681 * font, background, animation and sound for envelope now configurable
1682 * main menu doors opening/closing animation type now configurable
1685 * active/inactive sides configurable for custom element changes
1686 * new movement type "move when pushed" available for custom elements
1689 * fixed bug in multiple config pages loader code that caused crashes
1692 * enhanced (remaining low-resolution) Supaplex graphics
1695 * version number set to 3.0.5
1698 * version 3.0.4 released
1700 2003-09-12 src/tools.c
1701 * fixed bug in custom definition of crumbled element graphics
1703 2003-09-11 src/files.c
1704 * fixed bug in multiple config pages code that caused crashes
1707 * version number set to 3.0.4
1710 * version 3.0.3 released
1713 * added music to Supaplex classic level set
1715 2003-09-07 src/libgame/misc.c
1716 * added support for loading various music formats through SDL_mixer
1718 2003-09-06 (various source files)
1719 * fixed several nasty bugs that may have caused crashes on some systems
1720 * added envelope content which gets displayed when collecting envelope
1721 * added multiple change event pages for custom elements
1723 2003-08-24 src/game.c
1724 * fixed problem with player animation when snapping and moving
1726 2003-08-23 src/screens.c, src/cartoons.c, src/libgame/toons.c
1727 * fixed problem with flickering when drawing toon animations
1729 2003-08-23 src/libgame/sdl.c
1730 * fixed problem with setting mouse cursor in SDL version in fullscreen
1732 2003-08-23 src/game.c
1733 * fixed bug (missing array boundary check) which could crash the game
1736 * version number set to 3.0.3
1739 * version 3.0.2 released
1741 2003-08-21 src/game.c
1742 * fixed bug with creating inaccessible elements at player position
1744 2003-08-20 src/init.c
1745 * fixed bug with not finding current level artwork directory
1747 2003-08-20 src/files.c
1748 * fixed bug with choosing wrong engine version when playing tapes
1749 * fixed bug with messing up custom element properties in 3.0.0 levels
1752 * version number set to 3.0.2
1755 * version 3.0.1 released
1757 2003-08-17 (no source files affected)
1758 * changed all "classic" PCX image files with 16 colors or less to
1759 256 color (8 bit) storage format, because the Allegro game library
1760 cannot handle PCX files with less than 256 colors (contributed
1761 graphics are not affected and might look wrong in the DOS version)
1763 2003-08-16 src/init.c
1764 * fixed bug which (for example) crashed the level editor when defining
1765 "dynamite.EDITOR: [NONE]", because graphics may not be undefined
1766 (only set to default) -- invalid graphics now set to default graphic
1768 2003-08-16 src/init.c
1769 * fixed graphical bug of player digging/collecting/snapping element
1770 when no corresponding graphic/animation is defined for this action,
1771 resulting in player being drawn as EL_EMPTY (which should only be
1772 done to elements being collected, but not to the player)
1774 2003-08-16 src/game.c
1775 * fixed small graphical bug of player not totally moving into exit
1777 2003-08-16 src/libgame/setup.c
1778 * fixed bug with wrong MS-DOS 8.3 filename conversion
1780 2003-08-16 src/tools.c
1781 * fixed bug with invisible mouse cursor when pressing ESC while playing
1783 2003-08-16 (various source files)
1784 * added another 128 custom elements (disabled in editor by default)
1786 2003-08-16 src/editor.c
1787 * fixed NULL string bug causing Solaris to crash in sprintf()
1789 2003-08-16 src/screen.c
1790 * fixed drawing over scrollbar on level selection with custom fonts
1792 2003-08-15 src/game.c
1793 * cleanup of simple sounds / loop sounds / music settings
1795 2003-08-08 (various source files)
1796 * added custom element property for dropping collected elements
1798 2003-08-08 src/conf_gfx.c
1799 * fixed bug with missing graphic for active red disk bomb
1801 2003-08-07 src/files.c, src/editor.c src/game.c, src/main.h
1802 * extended variable "level.gravity" to "level.initial_gravity" and
1803 "game.current_gravity" to prevent level setting from being changed
1804 by playing the level (keeping the runtime value after playing)
1806 * fixed graphics bug when digging element that has 'crumbled' graphic
1807 definition, but not 'diggable' graphic definition
1810 * version number set to 3.0.1
1813 * version 3.0.0 released
1816 * various bug fixes; among others:
1817 - fixed bug with pushing spring over empty space
1818 - fixed bug with leaving tube while placing dynamite
1819 - fixed bug with explosion of smashed penguins
1820 - allow Murphy player graphic in levels with non-Supaplex elements
1824 * I have forgotten to document changes for some time
1827 * pre-release version 2.2.0rc1 released
1830 * version number set to 2.1.2
1833 * version 2.1.1 released
1836 * version number set to 2.1.1
1839 * version 2.1.0 released
1842 * version number set to 2.1.0
1844 2002-04-03 to 2002-05-19 (various source files)
1845 * graphics, sounds and music now fully configurable
1846 * bug fixed that prevented walking through tubes when gravity on
1848 2002-04-02 src/events.c, src/editor.c
1849 * Make Escape key less aggressive when playing or when editing level.
1850 This can be configured as an option in the setup menu. (Default is
1851 "less aggressive" which means "ask user if something can be lost"
1852 when pressing the Escape key.)
1854 2002-04-02 src/screen.c
1855 * Added "graphics setup" screen.
1857 2002-04-01 src/screen.c
1858 * Changed "choose level" setup screen stuff to be more generic (to
1859 make it easier to add more "choose from generic tree" setup screens).
1861 2002-04-01 src/config.c, src/timestamp.h
1862 * Added source files "src/config.[ch]" and "src/timestamp.h" (which
1863 automatically gets created by "src/Makefile" and contains an actual
1864 compile-time timestamp to identify development versions of the game).
1866 2002-03-31 src/tape.c, src/events.c
1867 * Added quick game/tape save/load functions to tape stuff which can be
1868 invoked by a keyboard shortcut. Default: "F1" saves game/tape, "F2"
1869 loads previously recorded tape and directly goes into recording mode
1870 from the end of the tape (therefore appending to the tape).
1872 2002-03-31 src/tape.c
1873 * Added "index mark" function to tape recorder. When playing or
1874 recording, "eject" button changes to "index" button. Setting index
1875 mark is not yet implemented, but pressing index button when playing
1876 allows very quick advancing to end of tape (when normal playing),
1877 very fast forward mode (when playing with normal fast forward) or
1878 very fast reaching of "pause before end of tape" (when playing with
1879 "pause before end" playing mode).
1881 2002-03-30 src/cartoons.c
1882 * Moved some stuff from cartoons.c to the new "src/libgame/toons.c".
1884 2002-03-29 src/screen.c
1885 * Changed setup screen stuff to be more generic (to make it easier
1886 to add more setup screens).
1888 2002-03-23 src/main.c, src/main.h
1889 * Various changes due to the introduction of the new libgame files
1890 "setup.c" and "joystick.c".
1892 2002-03-23 src/files.c
1893 * Generic parts of "src/files.c" (mainly setup and level directory
1894 stuff) moved to new libgame file "src/libgame/setup.c".
1896 2002-03-23 src/joystick.c
1897 * File "src/joystick.c" moved to libgame source tree, with
1898 correspondig changes.
1900 2002-03-22 src/screens.c
1901 * "HandleChooseLevel()": Another bug in level series navigation fixed.
1902 (Wrong level series information displayed when entering main group.)
1904 2002-03-22 src/editor.c
1905 * Slight change to support new gadget event "GD_EVENT_INFO_LEAVING".
1907 2002-03-22 src/editor.c
1908 * Changed behaviour of "Escape" key in level editor to be more
1909 intuitive: When in "Element Properties" or "Level Info" mode,
1910 return to "Drawing Mode" instead of leaving the level editor.
1912 2002-03-21 src/game.c, src/editor.c, src/files.c
1913 * 2.0.1 introduced the corrected "Emerald Mine" style behaviour of
1914 gems (emeralds, diamonds, ...) slipping down from normal wall,
1915 steel wall and growing wall (as in E.M.C. style levels). Although
1916 the behaviour of contributed and private levels wasn't changed (due
1917 to the use of "level.game_version"; see previous entry), editing
1918 those levels will (of course) change the behaviour accordingly.
1920 This change seems a bit too hard after thinking about it, because
1921 the EM style behaviour is not the "expected" behaviour (gems would
1922 normally only slip down from "rounded" walls). Therefore this was
1923 now changed to an element property for gem style elements, with the
1924 default setting "off" (which means: no special EM style behaviour).
1925 To fix older converted levels, this flag is set to "on" for pre-2.0
1926 levels that are neither contributed nor private levels.
1928 2002-03-20 src/files.h
1929 * Corrected settings for "level.game_version" depending of level type.
1930 (Contributed and private levels always get played with game engine
1931 version they were created with, while converted levels always get
1932 played with the most recent version of the game engine, to let new
1933 corrections of the emulation behaviour take effect.)
1935 2002-03-20 src/main.h
1936 * Added "#include <time.h>". This seems to be needed by "tape.c" for
1937 compiling the SDL version on some systems.
1938 Thanks to the several people who pointed this out.
1941 * Version number set to 2.0.2.
1944 * Version 2.0.1 released.
1946 2002-03-18 src/screens.c
1947 * "HandleChooseLevel()": Small bug in level series navigation fixed.
1949 2002-03-18 src/files.c [src/libgame/misc.c]
1950 * Moved some common functions from src/files.c to src/libgame/misc.c.
1952 2002-03-18 src/files.c [src/libgame/misc.c]
1953 * Changed permissions for new directories and saved files (especially
1954 score files) according to suggestions of Debian users and mantainers.
1955 Thanks to Drew Parsons <dparsons@emerall.com> for the patch.
1957 2002-03-17 src/files.c
1958 * Changed "{Load|Save}{Level|Tape}()" to IFF style file format:
1959 Replaced "cookie" header string ("ROCKSNDIAMONDS_...\n") with
1960 real IFF style header "RND1....XXXX" (where "XXXX" is "CAVE"
1961 for levels and "TAPE" for tapes). Old "cookie" style format is
1962 still supported for reading. New level and tape files are written
1965 * New IFF chunk "VERS" contains version numbers for file and game
1966 (where "game version" is the version of the program that wrote the
1967 file, and "file version" is a version number to distinguish files
1968 with different format, for example after adding new features).
1970 2002-03-15 src/screen.c
1971 * "DrawHallOfFame()": "FadeSounds()" when entering the hall of fame.
1972 (Before, you heard a mixture of the in-game music and the
1973 hall-of-fame music.)
1975 2002-03-14 src/events.c
1976 * Function "DumpTape()" (files.c) now available by pressing 't' from
1977 main menu (when in DEBUG mode).
1979 2002-03-14 src/game.c
1980 * "GameWon()": When game was won playing a tape, now there is no delay
1981 raising the score and no corresponding sound is played.
1983 2002-03-14 src/files.c
1984 * Changed "LoadTape()" for real chunk support and also adjusted
1985 "SaveTape()" accordingly.
1987 2002-03-14 src/game.c, src/tape.c, src/files.c
1988 * Important changes to tape format: The old tape format stored all
1989 actions with a real effect with a corresponding delay between the
1990 stored actions. This had some major disadvantages (for example,
1991 push delays had to be ignored, pressing a button for some seconds
1992 mutated to several single button presses because of the non-action
1993 delays between two action frames etc.). The new tape format just
1994 stupidly records all device actions and replays them later. I really
1995 don't know why I haven't solved it that way before?! Old-style tapes
1996 (with tape file version less than 2.0) get converted to the new
1997 format on-the-fly when loading and can therefore still be played;
1998 only some minor parts of the old-style tape handling code was needed.
1999 (A perfect conversion is not possible, because there is information
2000 missing about the device actions between two action frames.)
2002 2002-03-14 src/files.c
2003 * New function "DumpTape()" to dump the contents of the current tape
2004 in a human readable format.
2006 2002-03-14 src/game.c
2007 * Small tape bug fixed: When automatically advancing to next level
2008 after a game was won, the tape from the previous level still was
2009 loaded as a tape for the new level.
2011 2002-03-14 src/tape.c
2012 * Small graphical bug fixed: When pressing ""Record" or "Play" on
2013 tape, cartoons did not get completely removed because
2014 StopAnimation() was not called.
2016 2002-03-13 src/files.c
2017 * Changed "LoadLevel()" and "SaveLevel()" to add new chunk "CNT2".
2018 Fixed bug of "CONT" and "BODY" (chunk size was set to 8-bit element
2019 size even when using 16-bit elements). Added new chunk "CNT2" for
2020 16-bit amoeba content (previously written in 8-bit field in "HEAD"
2021 chunk even when content was 16-bit element). "CNT2" should now be
2022 able to store content for arbitrary elements (up to eight blocks of
2023 3 x 3 element arrays). All "CNT2" elements will always be stored as
2024 16-bit elements. "CONT" (with 8/16-bit elements) now obsolete.
2026 2002-03-13 src/files.c
2027 * Changed "LoadLevel()" for real chunk support.
2029 2002-03-12 src/game.c
2030 * Fixed problem (introduced after 2.0.0 release) with penguins
2031 not getting killed by enemies
2033 2002-02-24 src/game.c, src/main.h
2034 * Added "player->is_moving"; now "player->last_move_dir" does
2035 not contain any information if the player is just moving at
2037 Before, "player->last_move_dir" was misused for this purpose
2038 for the robot stuff (robots don't kill players when they are
2039 moving). But setting "player->last_move_dir" to MV_NO_MOVING
2040 broke tapes when walking through pipes!
2041 ("IS_MOVING()" uses "MovPos[][]", but this fails when it is 0
2042 in a continuous movement. This fact is ignored for friends and